Minotaur Guard185 Hit points 160 Experience points per kill
Summon/ Convince: 550/550 (
Fire, Energy, Poison
Est. Max. Damage: 100
hp per turn
Immune To: None.
( Holy -10%), ( Fire -20%)
, Physical , Energy , Earth ?, Drown Life Drain
( Death +10%), ( Ice +10%)
"Kirrl Karrrl!"; "Kaplar".
Minotaur Guards will kill weaker creatures to reach a player. They can also retarget. A minotaur guard will never retreat (they fight until death).
Field Notes: Besides the bosses, Minotaur Guards have the strongest
Melee of the Minotaurs.
Ancient Temple, Mintwallin, Minotaur Pyramid, Maze of Lost Souls, Folda, Cyclopolis, Deeper Fibula Dungeon (level 50+ to open the door), Hero Cave, underground of Elvenbane, Plains of Havoc, Kazordoon Minotaur Cave, Foreigner Quarter.
should have good Knights: skills (over 55/55) and decent equipment to kill one of these. Minotaur Guards may be accompanied with Minotaur Archers and Minotaur Mages.
can just attack them and try to avoid melee hits. It's really easy to outrun them while shooting Paladins: Arrows, Bolts and Spears.
: can use Mages Invisible and then attack them with Runes or just running and shooting. Using a Rod or Wand is also as effective and saves runes. If your Level is a little higher, you can also combine a wand or rod with Ice Strike. You should have fairly good equipment.
gp, 0-2 Minotaur Horns, Piece of Warrior Armor, Battle Shield (semi-rare), Brass Armor (semi-rare), Chain Armor (semi-rare), Double Axe (rare), Fishing Rod (rare), Minotaur Leather (rare), Health Potion (very rare), Minotaur Trophy (extremely rare). ( Loot Statistics)