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This creature is in the Hybrids class. Minotaur Guard
185 Hit points
160 Experience points per kill
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| Summon/Convince: |
550/550 (Illusionable) |
| Abilities: |
Melee (0-100). |
| Est. Max. Damage: |
100 hp per turn |
| Immune To: |
None. |
| Strong To: |
Holy (-10%), Fire (-20%) |
| Neutral To: |
Physical, Energy, Earth, Drown?, Life Drain |
| Weak To: |
Death (+10%), Ice (+10%) |
| Sounds: |
"Kirrl Karrrl!"; "Kaplar". |
| Behavior: |
Minotaur Guards do not run when in low health. It will kill other creatures and will move objects in the way to get to you, so it's useless to block them like that. Also retarget. |
| Field Notes: |
Besides the bosses, Minotaur Guards are the strongest in Melee of the Minotaur-Type Creatures. |
| Location: |
Thais Minotaur Camp, Mintwallin, Minotaur Pyramid, Maze of Lost Souls, Folda, Cyclopolis, Hero Cave, underground of Elvenbane, Plains of Havoc, Kazordoon Minotaur Cave, Foreigner Quarter. |
| Strategy: |
Knights should have good skills (over 55/55 if you wanna be safe, balanced fighting recommended when you have about 55/55 and decent equipment) to kill one of these monsters, sometimes Minotaur Guards are accompanied with Minotaur Archers and Minotaur Mages. Paladins can just attack them and try to avoid Melee Damages and getting cornered. It's really easy to outrun them while shooting Arrows, Bolts and Spears. Mages can use 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. A Level 20 Mage with Ultimate Healing and a Level 19 Wand or Rod should also be able to defeat them. |
| Loot: |
0-20 gp, Meat, Leather Legs, Fishing Rod, Hatchet, Chain Armor, Chain Helmet, Chain Legs, Battle Shield, Brass Armor, Health Potion, Double Axe (semi-rare), Minotaur Leather (rare), Strong Health Potion (very rare) Minotaur Trophy (very rare). (Loot Statistics) |
See also: Creatures.
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