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Unknown.  |
Quara Hydromancer
1100 Hit points
800 Experience points per kill
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| Summon/Convince: |
--/-- |
| 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. |
| Pushable: |
? |
| Push Objects: |
? |
| Walks around: |
Energy, Poison |
| Est. Max. Damage: |
825 hp per turn |
| Immune To: |
Fire, Ice, Drown, Life Drain, Invisibility, Paralysis |
| Strong To: |
|
| Neutral To: |
Physical, Holy, Death |
| Weak To: |
Energy (+25%), Earth (+10%) |
| Sounds: |
"Qua hah tsh!"; "Teech tsha tshul!"; "Quara tsha Fach!"; "Tssssha Quara!"; "Blubber."; "Blup.". |
| Behavior: |
Quara Hydromancers fight until death. They use paralyze pretty often which can be deadly, considering you are already very slow underwater.
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| Field 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. |
| Location: |
Calassa, Frozen Trench, Yalahar (Sunken Quarter). |
| 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: |
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). (Loot Statistics) |
See also: Creatures.
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