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Kongra

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image:Kongra.gif
This creature is  in the Mammals class.
Kongra

340 hit points
115 Experience points per kill

Summon/Convince: --/-- (Creature Illusion is possible)
Abilities: Melee (0-60), Haste
Est. Max. Damage: 60 hp per turn
Immune To: Nothing
Strong Against: Fire Damage (-20%), Earth Damage (-10%) and Energy Damage (-3% approx.).
Weak Against: Ice Damage (+15%) and Death Damage (+5%).
Sounds: "Ungh! Ungh!", "Hugah!", "Huaauaauaauaa!".
Behavior: Kongras will run away from attackers at 10 hp.
Field Notes: These apes like to hit hard and often appear along with Sibangs or Merlkins.
Location: In Banuta, northeast of Port Hope.
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.
Knights
should not have much trouble with Kongras, but they will break your shielding while the Sibangs attack you with stones. They can move items that are in their way.
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).
See also: Creatures.
Apes

Boss Apes

Arena Boss Apes

     

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