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Hydra

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Properties

Property Value
Combat Properties
Health 2350
Experience 2100
Est. Max Dmg 845
Summon (not possible)
Convince (not possible)
General Properties
Name Hydra
Classification Hydras
Spawn Type
Illusionable
Pushable
Pushes
Elemental Properties
Physical 105%
Holy 70%
Death 100%
Fire 100%
Energy 110%
Ice 50%
Earth 0%
Drown 100%
Life Drain 0%
Immunity Properties
Paralysable ?
Senses Invis. ?
Behavioral Properties
Runs at 300
Walks around
Walks through Energy
Fire
Poison
Other Properties
Version 7.5
August 9, 2005
Status Active
Help
Hydra
You see a hydra.
  • FCHHHHH
  • HISSSS

Notes

The many-headed Hydra is a distant cousin of the dragon. Although probably not more intelligent than a beast, the Hydra has magical abilities. The breath of the Hydra is poisonous and it traditionally uses a forceful splash of hot water as a weapon. As dangerous as this might be, the true danger lies in the Hydra's incredible healing powers. Even severed heads grow back within a few heartbeats and each injury seems only to increase the creature's ravenous hunger. The Hydra seems to flourish in warm climate and usually build its lair close to greater bodies of water. Although the jungles climate seems to benefit their breeding, it is not uncommon to encounter small Hydra colonies in milder climate as well. Other than their dragon cousins, Hydras shun the dry heat. Hydras are not known to hoard treasures on purpose but having been on this earth for quite some time, and only randomly losing a fight, the belongings of their victims have started to fill up their caves.

Hydras are distant relatives of Dragons and Lizards. Their most distinctive feature is their triple head (reference to the mythological Lernaean Hydra). They have historic ties with low class lizards and their most populous habitat is Banuta - the previous Lizard settlement. Besides Banuta, they are typically found in natural environments. They are particularly known for their unique waves, strong and frequent paralysis and strong healing.

Click Here to Show/Hide Spoiler Information
Spoiler warning: Quest and/or game spoiling details follow. (Settings: hidden content)
You may hunt 650 of these as a task of the Killing in the Name of... Quest. Upon completion of the task you will face The Many.
Spoiler ends here.

Abilities

Melee (0-270), Earth Wave (65-320), Fast Self Healing (260-407), Paralyze Bomb (on target), Hot Water Wave (100-250) does ice damage, Ice Missile (70-155).

Damage Taken From Elements

  • Physical
    Damage Icons
    +5%
  • Holy
    Damage Icons
    -30%
  • Death
    Damage Icons
    +0%
  • Fire
    Damage Icons
    +0%
  • Energy
    Damage Icons
    +10%
  • Ice
    Damage Icons
    -50%
  • Earth
    Damage Icons
    -100%

Location

Many on the northern Hydra Mountain in east Tiquanda (here), 3-4 on the southern Hydra Mountain (here), 1 at the Hydra Egg Quest in Tiquanda (here), 1 north-east of the Elephant Tusk Quest (here), 2 above the Forbidden Lands hydra cave here and many inside it, many in Deeper Banuta, many on Talahu surface, a few in Ferumbras Citadel basement on Kharos, 2 on a hill in the Yalahar Arena and Zoo Quarter, 1 deep in the Yalahar Foreigner Quarter (Crystal Lake).

Behavior

Fights in close combat. A hydra will retreat at 300 (12.77%, red) health.

Strategy

Get a player with high hitpoints to absorb the melee, and get as many shooters (Paladins or Mages) as possible attacking the hydra from a diagonal direction. Hydras give great exp points with a comparatively low risk of death. More attackers will help counteract the hydra's frequent healing and reduce the Ammunition/Rune cost of killing it. Also a team may consist of 2 mages, one preferably a druid healing the knight blocking to reduce health potion consumption, and both summon 2 Demon Skeletons each and throw Heavy Magic Missiles, while the knight stands diagonal to the Hydra while the Summons attack. Also hunted alone by high level Knights, at level 110 or more. At level 160 and higher, a knight can profit from a solo hydra hunt.
A team of a level 60 knight and two level 40-50 mages works very well, but the mages should use magic shield all the time because the hydras can do pretty strong attacks.
At level 80 with assassin stars and 80+ distance a royal paladin can easily take hydras alone, but the spawn needs to be an open area and it will probably be a waste, unless you are very lucky.
The best strategy consists in a team of 2 royal paladins using enchanted spears along with Ethereal Spear spell runing while hitting the hydra, it is also helpful to have your distance skill 85+. It is the best way to get some profit.

Loot

(Loot Statistics)

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