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Foreman Kneebiter
570 Hit points
445 Experience points per kill
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| Summon/Convince: |
--/-- |
| Abilities: |
Melee (0-250), Distance Fighting (0-67?), Self Healing |
| Est. Max. Damage: |
317+ hp per turn |
| Immune To: |
Invisibility |
| Strong To: |
Physical (-1%?), Earth (-1%) |
| Neutral To: |
Holy?, Energy?, Ice?, Drown?, Life Drain? |
| Weak To: |
Death (+1%?), Fire (+1%?) |
| Sounds: |
None. |
| Behavior: |
Foreman Kneebiter chases the opponent until death. |
| Field Notes: |
New creature in Summer Update 2008. |
| Location: |
Dwarf Mines (Kazordoon). |
| Strategy: |
Knights: Knights should have good skills like 75/75. But it is recommended to have 80/80. Of course you don't know when you will meet him so you may die because of bad skills and a low amount of supplies. However a backpack of health potions should be enough. If you are Premium you should use Berserk-like Spells too.
Sorcerers, the best way is to simply run using your best wand while shooting strike Spells like Death Strike if you are Premium. If you are non-premium you should still use your best wand and run. Using Fireball runes instead of Flame Strike/Death Strike is a good idea too. Just keep distance.
Druids should use their best rods like a Underworld Rod or a Hailstorm Rod combined with Flame Strike/Death Strike. If you are non-premium, use Fireball runes.
Mages can shoot Sudden Death runes. It's easier and faster.
Paladins need good skills. Use royal spears combined with either Ethereal Spear or Fireball runes. |
| Loot: |
0-100 gp, Battle Shield, Iron Ore (always). (Create loot statistics) |
See also: Creatures.
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