Minotaur Guard

185 Hit Points 320 Experience points per kill

Summon/Convince : 550/550 (Illusionable)

Abilities : Melee (0-100).

Pushable :

Push Objects :

Walks around : Fire, Energy, Poison

Est. Max. Damage : 100 hp per turn

Immune to : None

Neutral To :Physical, Energy, Life Drain

Sounds :  "Kirrl Karrrl!"; "Kaplar".

Task:  650 Kills (Dwarf Faction)

Field notes : Minotaur Guards will kill weaker creatures to reach a player. They can also retarget. A minotaur guard will never retreat (they fight until death). Besides the bosses, Minotaur Guards have the strongest Melee of the Minotaurs.

Location :Ancient Temple, Mintwallin, Minotaur Pyramid, Maze of Lost Souls, Folda, Cyclopolis, Deeper Vilias Dungeon (level 50+ to open the door), Hero Cave, underground of Elvenbane, Plains of Havoc, Kazordoon Minotaur Cave

Strategy :

Knights :should have good skills (over 55/55) and decent equipment to kill one of these. Minotaur Guards may be accompanied with Minotaur Archers and Minotaur Mages.

Paladins : can just attack them and try to avoid melee hits. 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. You should have fairly good equipment.

Loot : 0-20 gp, Brass Armor (semi-rare), Chain Armor (semi-rare), Battle Shield (rare), Fishing Rod (rare), Minotaur Hoof (rare) Double Axe (very rare)