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This creature is in the Mammals class, Apes subclass, has a Corpse.
7.5 (August 9, 2005)
See also: Creatures
Kongra Kongra
340 Hit points
115 Experience points per kill
Summon/Convince: --/-- (Illusionable)
Abilities: Melee (0-60), Haste.
Pushable: Cross
Push Objects: ?
Walks around: FireEnergyPoison
Est. Max. Damage: 60 hp per turn
Immune To: None.
Strong To: Fire (-20%), Energy (-5%), Earth (-10%)
Neutral To: Physical, Holy, Drown?, Life Drain?
Weak To: Death (+5%), Ice (+15%)
Sounds: "Ungh! Ungh!"; "Hugah!"; "Huaauaauaauaa!".
Behavior: Kongras will run away from attackers at 10 hp. They can move items that are in their way.
Field Notes: These apes like to hit hard and often appear along with Sibangs or Merlkins.

Click Here to Show/Hide Spoiler Information
Spoiler warning: Quest and/or game spoiling details follow. (Settings: hidden content)
You may hunt 300 Kongra, Sibang, Merlkin combined, as a task of the Killing in the Name of... Quest.
Spoiler ends here.
Location: In Banuta, northeast of Port Hope, Arena and Zoo Quarter.
Strategy: Druids and Sorcerers: Since these apes are usually in groups with Sibangs and Merlkins, it is best to use a wand/rod against the Kongra, and use Avalanches to damage as many other apes as possible, low lvls (-30) can try to use one or two Monks and hit them with ice or death wands/Rods. Not really worth the effort as they have very high hitpoints and take too much mana/runes considering the little exp they yield.

Knights should not have much trouble with Kongras, but they will break your shielding while the sibangs attack you with stones.

Paladins should use trees to run in circles and shoot them down, or get a shield and a throwing weapon, and run in circles around them.
0-40 gp, 0-12 Bananas, Kongra's Shoulderpad (semi-rare), Ape Fur (rare), Health Potion (rare), Plate Armor (rare), Protection Amulet (rare), Club Ring (very rare), Power Ring (very rare). (Loot Statistics)

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