Property Value
Combat Properties
Health Health Icon.gif 1800
Experience Experience Icon.gif 1200
Speed Haste Icon.gif 198
Armor Armor Icon.gif 85
Est. Max Dmg 340
Summon (not possible)
Convince (not possible)
General Properties
Name Quara Pincher
Classification Quara
Spawn Type Regular
Pushable ?
Pushes ?
Bestiary Properties
Class Aquatic
Difficulty Medium
Occurrence Common
Charm Points 25 Charm Icon.gif
Kills to Unlock 1000
Elemental Properties
Physical 90%
Earth 110%
Fire 0%
Death 100%
Energy 125%
Holy 100%
Ice 0%
Heal 100%
Life Drain 0%
Drown 0%
Immunity Properties
Paralysable ?
Senses Invis.
Behavioural Properties
Walks around Energy
Walks through Fire
Other Properties
Version 7.8
August 1, 2006
Status Active
Quara Pincher.gif
You see a quara pincher.
  • Clank! Clank!
  • Clap!
  • Crrrk! Crrrk!


Transformed into a living and walking fortress, there is little a Quara Pincher has to fear. Seemingly unstoppable, they attack stoically without remorse or hesitation. It is rumoured that the grip of their pincers can break a good sword into pieces. Being aware of the facts that they are somewhat clumsy and rather simpleminded, gives one an advantage whenever fighting a Quara Pincher. Another chance to win a fight against them is to duel them ashore where they are much weaker than in water, their natural habitat. Quara Pinchers are usually encountered along with other quara who probably serve as their superiors and leaders. In larger battles the Quara Pinchers fortify the positions of the troops and provide cover for the other quara while they move forward.

Hard to get down because of its heavy armor. It is the slowest of the quaras, equal to the speed of a lvl 95-100 (without Boots of Haste).

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.


Melee (0-340), Close Range Paralyze (lasts for 1-3 seconds).

Damage Taken From Elements

  • Physical
  • Holy
  • Death
  • Fire
  • Energy
  • Ice
  • Earth


Fights until death.


Paladins: Run while firing HMMs or Divine Missiles.
Mages: A level 75+ can kill it without Mana Shield, using Energy Strike or Terra Strike and healing spells. This is risky though, especially if you face more than just the single pincher.
Knights: Use your best spells to kill them fast since they can hurt a lot.


(Loot Statistics)

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