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Mutated Bat 900 Hit points 615 Experience points per kill
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| Summon/Convince: |
--/-- |
| Abilities: |
Melee (0-169) (poisons you starting at 6 hp per turn), Poison Shot (70-180), White Musical Bomb does Drown Damage (30-90), Purple Musical Wave makes you Cursed (up to 13 per turn), Poison Wave poisons you 12 hp/turn, Self-Healing. |
| Pushable: |
? |
| Push Objects: |
? |
| Walks around: |
Fire, Energy |
| Est. Max. Damage: |
462+ hp per turn |
| Immune To: |
Death, Earth, Drown, Invisibility |
| Strong To: |
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| Neutral To: |
Physical, Holy, Energy, Ice, Life Drain? |
| Weak To: |
Fire (+10%) |
| Sounds: |
"Shriiiiiek". |
| Behavior: |
Runs away in deep yellow health.
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| Field Notes: |
A stronger mutated form of a bat. They have powerful attacks so low level players are advised too avoid them. After Summer Update 2009 they have slightly weaker poison shot, poison at melee and can no longer make you drunk. |
| Location: |
Cemetery Quarter (around 10 underground on the west side along with banshees, and 4 bats on the church roof), Alchemist Quarter (4 found on top of roofs), Arena and Zoo Quarter (2 under the arena with other mutated creatures), Razzachai, Northern Zao Plantations, Souleater Mountains, Vengoth and Vengoth Castle. |
| Strategy: |
Knights: try to stay diagonal to avoid poison wave, better hit them in full attack since most damage you'll take will come from poison. Make sure to trigger chase enemy as soon as it starts running away, so you kill them faster. Also have exana pox ready to cast as soon as you kill to avoid heavy damage from poison. |
Loot:
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0-130 gp, Battle Shield, Obsidian Lance, Rusty Armor (Common), Star Herb, 0-2 Bat Wings (semi-rare), Mutated Bat Ear (semi-rare), Rusty Armor (Semi-Rare) (semi-rare), 0-3 Black Pearls (rare), Energy Ring (rare), 0-2 Small Amethysts (very rare), Mercenary Sword (very rare), Batwing Hat (extremely rare), Black Shield (extremely rare). (Loot Statistics) |
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