Minotaur Class Description
Player Restriction
Minor Monster (1/10 players)

Weapons Allowed:
Any Melee

Armor:
Natural: 2 points Worn: none

Shield:
None

Lives:
3

Limitations: A Minotaur must immediately seek out and engage in combat and fight to kill. Minotaurs may NEVER disengage combat, and will always fight until slain or enemy is dead. A Minotaur's natural armor may only be healed by a ranged Heal spell, as a Minotaur will attack any one that tries to deliver a touch spell.

Abilities:
All weapons wielded by a Minotaur count as Great weapons, any Great weapon wielded with two-hands does 3 points of damage to armor and destroy a shield with 2 solid blows.

Abilities According to level
1st
Protection from Holding
Heal Self 1/life

2nd
Berserk
+1 life (total of 4)

3rd
+1 point Natural Armor (total of 3)
Heal Self 2/life

4th
Small Shield

5th
May wear up to 2 points of additional armor

6th
Any Great weapon wielded with two-hands does 4 points of damage to armor and destroy a shield with a solid blow

Explaination of Abilities
Protection from Holding: Immune to Entangle, Iceball, Ensnare, Petrify, Hold Person, Lost, Sleep, Mass Sleep, Yield Person, Song of Charming, Song of the Siren, Paralyze, and Paralyzing Pit.
Heal Self: Must remain immobile and inactive for an uninterrupted 100 count, after which the wound is healed (as per Heal spell). This ability is non-magical, only affects wounds, with no effect on natural armor.
Berserk: Minotaur is Immune to Death Magic and Abilities. This provides immunity to Finger of Death, Mutual Destruction, Doom, Doomsday, Death Strike, and Death Blade.

Description:
Minotaurs have the head of a bull and the body of an immense human. There are many stories of the origin of the Minotaur, but the most common is full of tragedy and foul magic. Minotaurs are well known for their intense killing rages, and are given a wide birth by most sentient beings.