Attributes | Values |
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rdf:type
| |
rdfs:label
| - Quara Hydromancer
- Quara Hydromancer
- Quara Hydromancer
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rdfs:comment
| - __NOEDITSECTION__ __NOWYSIWYG__
- __NOWYSIWYG__
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immunities
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walksaround
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strongagainst
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implemented
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Behavior
| - Quara Hydromancers fight until death. They use paralyze pretty often which can be deadly, considering you already are very slow underwater.
- Quara Hydromancers fight until death. They use paralyze pretty often which can be deadly, considering you already are very slow underwater.
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weakagainst
| - Earth Damage and Energy Damage .
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creatureclass
| - Amphibians
- Amphibians
- Amphibians
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bestiaryclass
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senseinvis
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paraimmune
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fireDmgMod
| |
convince
| |
deathDmgMod
| |
iceDmgMod
| |
immuneto
| - Fire Damage, Ice Damage, Life Drain Damage, Paralysis and Invisible.
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behaviour
| - 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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walksthrough
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Summon
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actualname
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hpDrainDmgMod
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holyDmgMod
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energyDmgMod
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physicalDmgMod
| |
MaxDmg
| |
earthDmgMod
| |
bestiarylevel
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isboss
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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.
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SpawnType
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bestiaryname
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drownDmgMod
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Loot
| |
primarytype
| |
dbkwik:es.tibia/pr...iPageUsesTemplate
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dbkwik:sv.tibia/pr...iPageUsesTemplate
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dbkwik:tibia/prope...iPageUsesTemplate
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Article
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Speed
| |
Name
| - Quara Hydromancer
- Quara Hydromancer
- Quara Hydromancer
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Abilities
| - Melee , Cold Bubble Beam , Cold Bubble Exori , Green Life Drain Beam , Distance Life Drain , Self-Healing, Paralyze.
- Melee , Cold Bubble Beam , Cold Bubble Exori , Green Life Drain Beam , Distance Life Drain , Self-Healing, Paralyze.
- Melee , Cold Bubble Beam , Cold Bubble Exori , Green Life Drain Beam , Distance Life Drain , Self-Healing, Paralyze.
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Exp
| |
Ratio
| - 0(xsd:integer)
- 727(xsd:integer)
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plural
| |
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.
- As the magic user of the quaras, it yields powerful cold bubble attacks.
- As the magic user of the quaras, it yields powerful cold bubble attacks.
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Sounds
| - "Qua hah tsh!"; "Teech tsha tshul!"; "Quara tsha Fach!"; "Tssssha Quara!"; "Blubber."; "Blup.".
- "Qua hah tsh!"; "Teech tsha tshul!"; "Quara tsha Fach!"; "Tssssha Quara!"; "Blubber."; "Blup.".
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HP
| |
Location
| - Calassa, Frozen Trench, Yalahar .
- Calassa, Frozen Trench, Yalahar .
- Calassa, Frozen Trench, Yalahar .
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Strategy
| - Mages: should run just out of its range and use Energy Strike/Terra Strike.
- Paladins: should just run away from it, hitting it with Bolts or Royal Spears. Be careful though, you might run into other Quaras.
- Mages: should run out of its range and use Energy Strike/Terra Strike.
- All vocations should stay diagonal.
- All vocations should stay diagonal.
- All vocations should stay diagonal.
- Paladins: should just run away from it, and hit it with Bolts or Royal Spears, be careful though, because you might run into other Quaras.
- Paladins: should run away from it, hitting it with Bolts or Royal Spears. Be careful though, you might run into other Quaras.
- Knights: should run up to it and use a good two handed weapon and full attack, because of the Hydromancers weak defense and melee.
- 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.
- 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 just out of it's range it and use Energy Strike/Terra Strike.
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abstract
| - __NOEDITSECTION__ __NOWYSIWYG__
- __NOWYSIWYG__
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is droppedBy
of | |