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You see a quara hydromancer.
  • Qua hah tsh!
  • Teech tsha tshul!
  • Quara tsha Fach!
  • Tssssha Quara!
  • Blubber.
  • Blup.

Notes

Although less altered than the other quara subspecies, the Quara Hydromancer poses no smaller threat. People often underestimate them for their bloated bodies. However, their strength lies not in exotic body traits but in their dark minds. They are the priests and witchdoctors of the quara. Their legacy is the dark magic of their long extinct masters. Although their power is only a fraction of the power that once ruled the murky depths of the ocean, it is still enough to be more than a match for the unsuspecting adventurer. The only chance of a more balanced fight is to challenge them ashore where they are somewhat weaker than in their maritime habitat. They wield powerful curses with ease and they can combine their sinister powers for old, forbidden rituals that call upon darkness and doom to do their bidding.

As the magic user of the quaras, it wields powerful cold bubble attacks which deal Ice Damage. In addition, it uses distance Life Drain and a Life Drain beam.

Click Here to Show/Hide Spoiler Information
Spoiler warning: Quest and/or game spoiling details follow. (Settings: hidden content)
You may hunt 600 Quara Constrictor, Quara Hydromancer, Quara Mantassin, Quara Pincher, Quara Predator combined, as a task of the Killing in the Name of... Quest. Upon completion of the task you will face Thul.
Spoiler ends here.

Abilities

Physical Damage Melee (0-80)
⁠,
Poisoned Melee may poison you (up to 5 hp/turn)
⁠,
Ice Damage Cold Bubble Beam (100-180)
⁠,
Ice Damage Cold Bubble Berserk (90-150)
⁠,
Life Drain Green Life Drain Beam (170-240)
⁠,
Life Drain Distance Life Drain (0-170)
⁠, ⁠,
Paralyze Paralyze

Damage Taken From Elements

  • Physical
    100%
  • Holy
    100%
  • Death
    100%
  • Fire
    0%
  • Energy
    125%
  • Ice
    0%
  • Earth
    110%

Behaviour

Quara Hydromancers fight until death. They use paralyze pretty often which can be deadly, considering you are already very slow underwater.

Strategy

All vocations should stay diagonal.
Knights: should run up to it and use a good two handed weapon and full attack because of the Hydromancers weak defense and melee. Stay diagonal to avoid its beam attack. Heal if paralyzed.
Mages: should run out of its range and use Energy Strike/Terra Strike.
Paladins: should run away from it, hitting it with Bolts or Royal Spears. Be careful though, you might run into other Quaras.

Loot

(Loot Statistics)

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