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Lizard Templar
410 Hit points
155 Experience points per kill
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| Summon/Convince: |
--/-- (Illusionable) |
| Abilities: |
Melee (0-70) |
| Pushable: |
? |
| Push Objects: |
? |
| Est. Max. Damage: |
70 hp per turn |
| Immune To: |
Earth |
| Strong To: |
Energy (-20%), Ice (-10%) |
| Neutral To: |
Physical, Holy, Death, Drown?, Life Drain? |
| Weak To: |
Fire (+10%) |
| Sounds: |
"Hissss!". |
| Behavior: |
Lizard templars will fight until death. |
| Field Notes: |
They often appear along with other lizards. These creatures attack with melee attacks only, and aren't very fast; thus, an easy kill for paladins and mages. Even though it has a huge amount of hitpoints. Its attacks are rather weak, so they won't be a problem for experienced knights either. |
| Location: |
Chor (Here), the lizard city south-east from Port Hope. They can also be found in Yalahar's Foreigner Quarter. |
| Strategy: |
Mages and Paladins: Run away from them while shooting runes or bolts; be careful while running, or you will run into another respawn.
Knights: If you are skilled enough, the templar shouldn't be much of a problem. Just attack it, and be careful so you don't get surrounded. Level 55 with skills 70/70 and it should be easy with decent equipment. |
| Loot: |
0-60 gp, Bag, Short Sword, Sword, Morning Star (semi-rare), Steel Helmet (semi-rare), Lizard Leather (semi-rare), Plate Armor (rare), Templar Scytheblade (rare), Small Emerald (rare), Health Potion (rare), Lizard Scale (rare), Salamander Shield (rare). (Loot Statistics) |
See also: Creatures.
Add historical information about this creature.
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