Hydra

Hydra

Charm25
Kills to unlock1,000
Walks through
EnergyFirePoison
Can't pass
27 Armor
2,350 Health300
2,100 Experience
995 (270 Physical Damage, 405 Ice Damage, 320 Earth Damage)
2,142~2,184 Experience
180 Speed
1.87% Mitigation
Damage taken
Weak
105%110%
Resistant
70%50%
Immune
0%
Neutral
100%100%100%100%
Abilities
Melee0-270
Earth Wave60-320
Hot Water Wave100-250
Paralyze Bomb160-240 points for 15 seconds
Ice Missile70-155
Self-Healing200-400
Max damage995
Ice405 · 41%
Earth320 · 32%
Physical270 · 27%

Where Hydra spawns

274 spawns19 places

General Properties

ClassificationHydras
Spawn TypeRegular
Illusionable
Pushable
Pushes

Bestiary Properties

ClassDragon
DifficultyMedium
OccurrenceCommon
BehaviourLogout Block Icon Magic Level Icon
Soul CoreHydra Soul Core

Immunity Properties

Paralysable
Sense Invis

Other Properties

Version7.5
August 09, 2005
Summer Update 2005
StatusActive

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.

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.

Behaviour

Fights in close combat.

A hydra attacks in melee range. 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.
Mages from level 55 onwards can solo these creatures one by one using Sudden Death Runes and, in the case of Sorcerers, using both a Wand of Darkness and Lightning, albeit at big waste unless you loot rares. The strategy consists of basically staying in diagonal melee range and using exura every time you are hit; whenever you are thrown down to yellow HP or are suspicious of a high combo you can either use exura gran or in some cases, exura vita. Just make sure to have your mana at least 50% and above between encounters.

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