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Quara Hydromancer Scout
This creature is in the Amphibians class.
Quara Hydromancer Scout

1100 Hit points
800 Experience points per kill

Summon/Convince: --/--
Abilities: Melee ((0-40+) poisons you 5 hp/turn), Lifedrain Bubble Beam (125-250), Cold Bubble Exori (130-165), Distance Life Drain (45-170), Cold Green Beam (0-210+), Self Healing, Distance Paralyze.
Pushable: ?
Push Objects: ?
Est. Max. Damage: 670+ hp per turn
Immune To: Fire, Ice, Drown, Life Drain, Invisibility
Strong To:
Neutral To: Physical, Holy, Death, Earth
Weak To: Energy (+10%)
Sounds: "Qua hah tsh!"; "Teech tsha tshul!"; "Quara tsha Fach!"; "Tssssha Quara!"; "Blubber."; "Blup.".
Behavior: Watch for their healing ability since they heal themself at average level.
Field Notes: Has the same life, gives the same exp and has the same magic power as the normal Quara Hydromancer, but loot has a lower drop chance.
Location: Malada, Quara raid on Liberty Bay.
Strategy: They are easy to handle one-on-one but you rarely find them without others. Big groups of Quara occasionally raid. Liberty Bay or the plantations.
All vocations: stay diagonal to avoid beam attacks.
Paladins: try to keep distance and use Light Healing to remove paralysis.
Mages: keep a distance and use energy strike. It is also recommended to use Mana Shield if fighting in close quarters with this creature.
Knight: Kill them fast or their exori-like attacks and their beams will hurt you quite a lot.
Loot: 0-80 gp, 0-2 Fish, Remains of a Fish, Staff, Quara Eye, Small Emerald (semi-rare), Black Pearl (semi-rare), White Pearl (semi-rare), Wand of Cosmic Energy (rare), Ring of Healing (rare), Fish Fin (rare), Knight Armor (very rare). (Create loot statistics)
See also: Creatures.
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