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m ([bot] setting healMod to 100% for all creatures in Bestiary.)
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{{Infobox_Creature|List={{{1|}}}|GetValue={{{GetValue|}}}
+
{{Infobox Creature|List={{{1|}}}|GetValue={{{GetValue|}}}
| name = Quara Hydromancer
+
| name = Quara Hydromancer
| hp = 1100
+
| article = a
| exp = 800
+
| actualname = quara hydromancer
| ratio = 0.727
+
| plural = quara hydromancers
| summon = --
+
| hp = 1100
| convince = --
+
| exp = 800
| isboss = no
+
| armor = 30
 
| summon = --
| creatureclass = Amphibians
 
| primarytype = Quara
+
| convince = --
  +
| illusionable = ?
| abilities = [[Melee]] ((0-80) poisons you for up to 5 [[hp]]/turn), [[Ice Damage|Cold Bubble Beam]] (100-180), [[Berserk|Cold Bubble Exori]] (90-150), [[Life Drain|Green Life Drain Beam]] (170-240), [[Life Drain|Distance Life Drain]] (0-170), [[Self-Healing]], [[Paralyze]].
 
 
| creatureclass = Amphibians
| maxdmg = 825
 
  +
| primarytype = Quara
  +
| bestiaryclass = Aquatic
  +
| bestiarylevel = Medium
  +
| occurrence = Common
  +
| spawntype = Regular, Unblockable
  +
| isboss = no
 
| abilities = [[Melee]] ((0-80) poisons you for up to 5 [[hp]]/turn), [[Ice Damage|Cold Bubble Beam]] (100-180), [[Berserk|Cold Bubble Exori]] (90-150), [[Life Drain|Green Life Drain Beam]] (170-240), [[Life Drain|Distance Life Drain]] (0-170), [[Self-Healing]], [[Paralyze]].
  +
| maxdmg = 825
  +
| pushable = ?
  +
| pushobjects = ?
 
| walksaround = Energy, Poison
 
| walksthrough = Fire
  +
| paraimmune = yes
  +
| senseinvis = yes
 
| physicalDmgMod = 100%
 
| earthDmgMod = 110%
 
| fireDmgMod = 0%
 
| deathDmgMod = 100%
 
| energyDmgMod = 125%
 
| holyDmgMod = 100%
  +
| iceDmgMod = 0%
 
| hpDrainDmgMod = 0%
 
| drownDmgMod = 0%
  +
| healMod = 100%
  +
| bestiaryname = quarahydromancer
  +
| bestiarytext = 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.
 
| sounds = {{Sound List|Qua hah tsh!|Teech tsha tshul!|Quara tsha Fach!|Tssssha Quara!|Blubber.|Blup.}}
  +
| implemented = 7.8
 
| notes = 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.
   
  +
{{JSpoiler|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]].}}
| walksthrough = Fire
 
 
| behaviour = Quara Hydromancers fight until death. They use [[paralyze]] pretty often which can be deadly, considering you are already very slow underwater.
| ignoresfields = Energy, Poison
 
  +
| speed = 245
| immunities = [[Invisibility]], [[Paralysis]]
 
 
| strategy = All vocations should stay diagonal.<br>'''[[Knight]]s''': 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.<br>'''[[Mage]]s''': should run out of its range and use [[Energy Strike]]/[[Terra Strike]].<br>'''[[Paladin]]s''': should run away from it, hitting it with [[Bolt]]s or [[Royal Spears]]. Be careful though, you might run into other [[Quara]]s.
| physicalDmgMod = 100%
 
 
| location = [[Calassa]], [[Frozen Trench]], [[Yalahar]] ([[Sunken Quarter]]).
| holyDmgMod = 100%
 
| deathDmgMod = 100%
+
| loot = {{Loot Table
  +
|{{Loot Item|0-110|Gold Coin}}
| fireDmgMod = 0%
 
  +
|{{Loot Item|Quara Eye}}
| energyDmgMod = 125%
 
  +
|{{Loot Item|0-2|Small Emerald}}
| iceDmgMod = 0%
 
  +
|{{Loot Item|White Pearl}}
| earthDmgMod = 110%
 
  +
|{{Loot Item|0-5|Shrimp|semi-rare}}
| drownDmgMod = 0%
 
  +
|{{Loot Item|Black Pearl|semi-rare}}
| hpDrainDmgMod = 0%
 
  +
|{{Loot Item|Great Mana Potion|semi-rare}}
 
  +
|{{Loot Item|Fish Fin|rare}}
| behavior = Quara Hydromancers fight until death. They use [[paralyze]] pretty often which can be deadly, considering you already are very slow underwater.
 
  +
|{{Loot Item|Ring of Healing|rare}}
| sounds = "Qua hah tsh!"; "Teech tsha tshul!"; "Quara tsha Fach!"; "Tssssha Quara!"; "Blubber."; "Blup.".
 
  +
|{{Loot Item|Wand of Cosmic Energy|rare}}
| notes = As the magic user of the quaras, it yields powerful cold bubble attacks.
 
  +
|{{Loot Item|Knight Armor|very rare}}
| location = [[Calassa]], [[Frozen Trench]], [[Yalahar]] ([[Sunken Quarter]]).
 
  +
}}
| strategy = All vocations should stay diagonal.<br>'''[[Knight]]s''': should run up to it and use a good two handed weapon and full attack because of the [[Quara Hydromancer|Hydromancer]]s weak defense and melee. Stay diagonal to avoid its beam attack. Heal if paralyzed.<br>'''[[Mage]]s''': should run just out of its range and use [[Energy Strike]]/[[Terra Strike]].<br>'''[[Paladin]]s''': should just run away from it, hitting it with [[Bolt]]s or [[Royal Spears]]. Be careful though, you might run into other [[Quara]]s.
 
| loot = 0-90 [[gp]], [[Quara Eye]], 0-5 [[Shrimp]] (semi rare), [[White Pearl]] (semi-rare), [[Black Pearl]] (semi-rare), [[Small Emerald]] (semi-rare), [[Wand of Cosmic Energy]] (rare), [[Ring of Healing]] (rare), [[Fish Fin]] (rare), [[Great Mana Potion]] (very rare), [[Knight Armor]] (very rare).
 
 
}}
 
}}

Revision as of 09:05, 4 May 2019

latest?cb=20150612081219&path-prefix=en&format=original
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.

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.

Abilities

Melee ((0-80) poisons you for up to 5 hp/turn), Cold Bubble Beam (100-180), Cold Bubble Exori (90-150), Green Life Drain Beam (170-240), Distance Life Drain (0-170), Self-Healing, Paralyze.

Damage Taken From Elements

Physical Bestiary Physical Icon Big
100%
Death Cursed Icon Big
100%
Holy Dazzled Icon Big
100%
Ice Freezing Icon Big
0%
Fire Burning Icon Big
0%
Energy Electrified Icon Big
125%
Earth Poisoned Icon Big
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)