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This creature is in the Amphibians class. 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. |
Pushable: |
? |
Push Objects: |
? |
Est. Max. Damage: |
140 hp per turn |
Immune To: |
Fire, Ice, Drown, Life Drain |
Strong To: |
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Neutral To: |
Physical, Holy, Death |
Weak To: |
Energy (+25%), Earth (+10%) |
Sounds: |
"Shrrrr"; "Zuerk Pachak!". |
Behavior: |
It runs towards their victims very fast, and runs away at 40 hp. It casts invisibility quite often. |
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, since its melee attack is relatively weak. 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 based attacks. If it runs away in deep red, shoot it with Heavy Magic Missile or area runes. It's safe to fight two at once, provided you're ready to cast a healing spell. 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, Mantassin Tail, Cape, 0-5 Shrimp, Two-Handed Sword (semi-rare), 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). (Create loot statistics) |
See also: Creatures.
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