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This creature is in the Mammals class.
Kongra
340 Hit points
115 Experience points per kill
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| Summon/Convince: |
--/-- (Illusionable) |
| Abilities: |
Melee (0-60), Haste. |
| Pushable: |
? |
| Push Objects: |
? |
| Est. Max. Damage: |
60 hp per turn |
| Immune To: |
None. |
| Strong To: |
Fire (-20%), Energy (-5%), Earth (-10%) |
| Neutral To: |
Physical, Holy, Drown?, Life Drain? |
| Weak To: |
Death (+5%), Ice (+15%) |
| Sounds: |
"Ungh! Ungh!"; "Hugah!"; "Huaauaauaauaa!". |
| Behavior: |
Kongras will run away from attackers at 10 hp. They can move items that are in their way. |
| Field Notes: |
These apes like to hit hard and often appear along with Sibangs or Merlkins. |
| Location: |
In Banuta, northeast of Port Hope, Arena and Zoo Quarter. |
| Strategy: |
Druids and Sorcerers: Since these apes are usually in groups with Sibangs and Merlkins, it is best to use a wand/rod against the Kongra, and use Avalanches to damage as many other apes as possible, low lvls (-30) can try to use one or two Monks and hit them with ice or death wands/Rods. Not really worth the effort as they have very high hitpoints and take too much mana/runes considering the little exp they yield.
Knights should not have much trouble with Kongras, but they will break your shielding while the sibangs attack you with stones.
Paladins should use trees to run in circles and shoot them down, or get a shield and a trowing weapon, and run in circles around them. |
| Loot: |
0-40 gp, 0-11 Banana, Protection Amulet, Power Ring, Club Ring (semi-rare), Plate Armor (semi-rare), Health Potion (semi-rare), Ape Fur (rare). (Loot Statistics) |
See also: Creatures.
Add historical information about this creature.
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