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Quara Mantassin
800 Hit points
400 Experience points per kill
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| Summon/Convince: |
--/480 |
| Abilities: |
Melee (0-140), Invisibility for 2 seconds, Strong Haste. |
| Est. Max. Damage: |
140 hp per turn |
| Immune To: |
Fire, Ice, Drown, Life Drain |
| Strong To: |
|
| Neutral To: |
Physical, Holy, Death |
| Weak To: |
Energy (+25%), Earth (+10%) |
| Sounds: |
"Shrrrr"; "Zuerk Pachak!". |
| Behavior: |
Runs away at 40 hp. |
| Field Notes: |
Quara Mantassins are used to dispatch the leaders of the Quaras enemies (which basically means all non-quara) ranks, and are also used as spies for special operations. |
| Location: |
Calassa, Frozen Trench, Yalahar (Sunken Quarter). |
| Strategy: |
This type of quara does not pose any major threat to an experienced player with the right runes and equipment. Knight: you should wait for them to get to you, and simply use melee with full attack and a shield. When it turns invisible use heavy magic missile or Whirlwind Throw to get it visible again or just wait because the invisibility lasts only 1 turn unless it casts it again. Mages: should use Energy Strike. If it runs away in deep red, shoot it with heavy magic missile or area runes. Paladins: should use shield and a throwing weapon as Mantassins are very fast and if you use crossbow or bow it could cause you significant damage. |
| Loot: |
0-130 gp, Skull, Cape, 0-5 Shrimp, Two-Handed Sword, Halberd (semi-rare), Stealth Ring (semi-rare), Fish Fin (rare), Small Sapphire (rare), Strange Helmet (very rare), Blue Robe (very rare), Glacier Shoes? (very rare). (Loot Statistics) |
See also: Creatures.
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