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Cyclops Smith
435 Hit points
255 Experience points per kill
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| Summon/Convince: |
--/695 (Illusionable) |
| Abilities: |
Melee (0-150), Whirlwind Throw (0-70), Drunkenness (lasts for about 15 seconds). |
| Est. Max. Damage: |
220 hp per turn |
| Immune To: |
None. |
| Strong To: |
Holy (-1%?), Fire (-10%), Energy (-20%) |
| Neutral To: |
Physical, Ice, Drown?, Life Drain? |
| Weak To: |
Death (+5%), Earth (+10%) |
| Sounds: |
"Outis emoi g' onoma."; "Whack da humy!"; "Ai humy phary ty kaynon". |
| Behavior: |
Fights until death. |
| Field Notes: |
New creature in the Christmas update 2007. The strongest variety of cyclops, they are the artisans and weaponsmiths of their race. They can easily be identified by the distinctive blue mohawk on their heads. Stronger than a Dwarf Guard, however, Cyclops Smith doesn't hit higher hits as often as Dwarf Guards |
| Location: |
Cyclopolis second floor and below, Mistrock, Mount Sternum and in Cyclops Camp second floor. |
| Strategy: |
Mages: can shoot at it with their wand/rods while running. Kill it fast because it has alot of hp and it can make you drunk and run into other cyclops. a premium mage can shoot at it with Death Strike and Terra Strike.
Paladins: can shoot it with royal spears with distance level 50 or higher while running. A good idea is to come with a paladin level 25+ and with a dwarven ring.
Knights: can kill them with skills 75/75. Their strength is comparable with orc leaders, and should bring Health Potions in the case of groups as Cyclops Smiths rarely come alone.
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| Loot: |
0-69 gp, 0-3 Meat, Ham, Bag, Plate Shield, Battle Shield, Heavy Machete, Battle Hammer, Battle Axe, Double Axe, Dark Helmet (rare), Cyclops Trophy (rare), Strong Health Potion (rare), Club Ring (rare), Spiked Squelcher (very rare). (Loot Statistics) |
See also: Creatures.
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