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Yielothax 1500 Hit points 1250 Experience points per kill
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| Summon/Convince: |
--/-- |
| Abilities: |
Melee (0-200), Life Drain Wave (60-130), Poison Berserk (150-250), Mana Drain Wave (50-150), Life Drain beam (100-130?) Self-Healing (100-150) |
| Pushable: |
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| Push Objects: |
   |
| Walks around: |
Energy |
| Est. Max. Damage: |
450+- hp per turn |
| Immune To: |
Earth, Invisibility? |
| Strong To: |
Death (-50%?), Fire (-25%) |
| Neutral To: |
Holy, Drown?, Life Drain? |
| Weak To: |
Physical (+10%), Energy (+5%), Ice (+5%) |
| Sounds: |
"IIEEH!! Iiih iih ih iiih!!!", "Bsssssssm Bssssssm Bsssssssssssm!" |
| Behavior: |
Chases opponent and fights with its powerful melee attack. A yielothax will never retreat (they fight until death).
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| Field Notes: |
These strange creatures can be found in a different dimension which can be accessed via portal in a tower south-west of Zao Steppe. |
| Location: |
In another dimension, through a portal in the Raging Mage tower, southern Zao. |
| Strategy: |
Very much like a worker golem but very weak to physical. Mages should collect a few of them and shoot Explosion Runes, Druids complement this with Physical Strike while Sorcerers settle with Energy Strike or Ice Strike. Paladins run and shoot as usual, Burst Arrows might be a good idea if it gets crowded. Knights should grab 2-5 and cycle between Berserk, Front Sweep and Fierce Berserk, use Great Health Potions or Strong Health Potions to heal. At least level 90 is recommended. All vocations should avoid getting hit by the annoying Mana Drain wave. Prepare for profit and fast experience. |
Loot:
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0-230 Gold Coins, Strong Health Potion, Strong Mana Potion, 0-5 Small Diamonds, 0-3 Brown Mushroom, Might Ring, Talon (semi-rare), Lightning Pendant (semi-rare), Shockwave Amulet (semi-rare), Epee (semi-rare), Wand of Cosmic Energy (rare), Mastermind Potion (rare), Lightning Legs (rare), Broken Ring of Ending (rare), Yielocks (rare), Yielowax (rare). (Loot Statistics) |
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