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Quara Pincher

Quara Pincher

Charm25
Kills to unlock1,000
Walks through
Fire
Can't pass
EnergyPoison
85 Armor
1,800 Health
1,500 Experience
340 Physical Damage
1,530~1,560 Experience
198 Speed
1.56% Mitigation
Damage taken
Weak
125%110%
Immune
0%0%0%
Neutral
100%100%100%100%

Abilities

Melee0-340
Close Range Paralyze (1-3 seconds)1-3 seconds

Location

General Properties

ClassificationQuara
Spawn TypeRegular
Unblockable
Illusionable
Pushable
Pushes

Bestiary Properties

ClassAquatic
DifficultyMedium
OccurrenceCommon
BehaviourLogout Block Icon Magic Level Icon
Soul CoreQuara Pincher Soul Core

Immunity Properties

Paralysable
Sense Invis

Behavioural Properties

Walks AroundEnergy Field (Square) Energy
Poison Gas Poison

Other Properties

Light  2 sqm
Version7.8
August 1, 2006
Summer Update 2006
StatusActive

Notes

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).

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.

Behaviour

A quara pincher attacks in melee range. A quara pincher never retreats.

Strategy

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.

History