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Merikh the Slaughterer
2000 Hit points
1500 Experience points per kill
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| Summon/Convince: |
--/-- |
| Abilities: |
Melee (0-265+), Fireball (110-230), Heavy Magic Missile (90-220), Energy Berserk, Electrifies (?), Summons 0-2 Green Djinn. |
| Est. Max. Damage: |
700+ hp per turn |
| Immune To: |
? |
| Strong To: |
Death (-1%?), Fire (-1%?) |
| Neutral To: |
Physical?, Energy?, Earth?, Drown?, Life Drain? |
| Weak To: |
Holy (+1%?), Ice (+1%?) |
| Sounds: |
None. |
| Behavior: |
Chases the enemy until dead. |
| Field Notes: |
Try to stay away unless you want to be surrounded by his summons. |
| Location: |
Magician Quarter (Yalahar), past through the teleport found on the top floor. |
| 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: Should bring a strong two handed weapon to hit him in full attack (just like any other djinn, most damage you will take will be magic damage), along with 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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| Loot: |
0-87 gp, 0-4 Green Piece of Cloth, 0-3 Royal Spear, 0-? Seeds, Heavy Machete, Small Oil Lamp, 0-2 Strong Mana Potion, 0-8 Pears, Mystic Turban, 0-2 Small Emeralds, Magma Monocle. (Loot Statistics) |
See also: Creatures.
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