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Properties

Property Value
Combat Properties
Health 2000
Experience 1500
Est. Max Dmg 700+
Summon (not possible)
Convince (not possible)
General Properties
Name Merikh the Slaughterer
Classification Djinn
Spawn Type Triggered
Rank Boss
Illusionable
Pushable ?
Pushes ?
Elemental Properties
Physical 100%
Holy 101%
Death 99%
Fire 99%
Energy 100%
Ice 101%
Earth 100%
Drown 100%
Life Drain 100%
Immunity Properties
Paralysable ?
Senses Invis.
Behavioural Properties
Runs at (does not run)
Walks around
Walks through
Other Properties
Version 8.5
July 1, 2009
Status Active
Help
Merikh the Slaughterer
You see Merikh the Slaughterer.
  • Your death will be slow and painful.

Notes

Try to stay away unless you want to be surrounded by his summons.
Click Here to Show/Hide Spoiler Information
Spoiler warning: Quest and/or game spoiling details follow. (Settings: hidden content)
Part of the Killing in the Name of... Quest. Note: The mission rewards are given before facing this boss, but he must be fought before you can re-take the task.
Spoiler ends here.

Abilities

Melee (0-304+), Fireball (110-230), Heavy Magic Missile (84-220), Sudden Death (0-103+), Energy Berserk, Electrifies (25 hp/3 turns, 75 damage total), Self-Healing (50-100), Summons 0-2 Green Djinn.

Damage Taken From Elements

  • Physical
    Damage Icons
    +0%
  • Holy
    Damage Icons
    +1%
  • Death
    Damage Icons
    -1%
  • Fire
    Damage Icons
    -1%
  • Energy
    Damage Icons
    +0%
  • Ice
    Damage Icons
    +1%
  • Earth
    Damage Icons
    +0%

Location

Magician Quarter (Yalahar), past the teleport on the top floor, which is located here.

Behaviour

Fights in close combat. Merikh the Slaughterer never retreats.

Strategy

The biggest problem to fight this boss is reaching his location, as the upper floor of the djinn tower is FULL of efreets, with their summons, they can bring down a level 80 knight in a strong combo if all are lured to the stairs, bring the best potions you can drink and heal whenever your hp gets lower than 800, Elven Amulet is STRONGLY recommended to go up this last floor (although the efreets will deplete it within 5 seconds average), might ring can be useful for lower level vocations, it's not recommended to go up the last floor for levels below 80. You can consider this boss as a stronger Efreet with a lot of hitpoints. Any vocation should kill him quickly before his summons increase total damage.

Paladins should run and use Assassin Stars.

Mages should simply attack him with SD's and/or Ice Strike.

Knights: Since moving is not necessary while fighting him, you bring a strong two handed weapon and wear a Sword, Axe, or Club Ring while fighting him and wear your Dwarven Ring later. Also, bring along some mana potions to attack him with berserk, heal if your hp gets below 500, and 800 if he has both summons.

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