Difference between revisions of "Hydra"

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''For a list of all reptiles, see [[list of reptiles and amphibians]].''
 
''For a list of all reptiles, see [[list of reptiles and amphibians]].''
 
{{monster info}}
 
{{monster info}}
  
 
==Useful Info==
 
==Useful Info==
[[Hydra]]s are notoriously dangerous melee monsters found most often in [[the Lair]] and [[the Swamp]]. They begin life with 4-8 heads, but grow two more and heal significantly whenever they lose one to slashing damage. Each head gives the hydra another attack (but not more [[HD]], [[XP]], or [[will]]). [[Axes]], [[Long Blades]], two-handed [[Polearms]], [[lajatang]]s, and level 3 [[claws]] all cut off hydra heads, if you have done at least 4 damage.
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[[Hydra]]s are notoriously dangerous melee monsters found most often in [[the Lair]] and [[the Swamp]]. They begin life with 4-8 heads, with each head giving an extra attack. [[HD]], [[XP]], and [[willpower]] are not affected by head count. While hydras cannot [[fly]], they can swim quickly through water.
  
Fortunately, there are ways to hurt them without them growing stronger. Blunt and piercing weapons injure them as normal, and [[flaming]] edged weapons will remove heads and cauterize the wound, preventing the normal regrowth. If all of a hydra's heads are cut off, it dies instantly. Ranged weapons and spells also function without issue. Note that the rules about edged weapons, flaming edged weapons, and blunt weapons apply to ''everyone'' who attacks a hydra, including summons and all other monsters.
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If a melee attack considered "Slashing" does at least 4 damage, it will cut off the hydra's head. Usually, slashing a head off will cause the hydra to heal and grow two more (a net gain of 1 head). The following weapons will cut off hydra heads: [[Axes]], [[Long Blades]], 2-handed [[Polearms]], [[lajatang]]s, and [[Unarmed Combat]] with the [[Claws]] 3 [[mutation]]. All other weapons and all other forms of damage will not cut hydra heads. However, if a slashing weapon has the [[flaming]] brand, then the hydra's head will be cauterized; this prevents the regrowth / healing (resulting in a net loss of 1 head).  
  
Hydras cannot [[fly]], but they swim quickly through water. Lava will effectively stop them, however. The [[Summon Hydra]] spell lets you call a friendly 4- to 12-headed hydra (depending on [[spell power]]) to fight for you, but for an extremely short time.
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A hydra can have a maximum of 20 heads. A hydra will die instantly if its last head is cut off. If a hydra dies this way, its [[corpse]] and any [[derived undead]] will have 1 head. [[Zombie]], [[skeleton]], and [[simulacra]] hydras will not regrow heads, even if a slashing weapon does not have flaming. A [[spectral thing|spectral]] hydra cannot have its heads cut off.
  
While exploring the bottom floor of the Swamp, beware [[the Lernaean hydra]]. This [[unique]] hydra is much more lethal than normal.
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If a hydra kills an enemy, its remaining heads can attack other targets within reach.
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While exploring the bottom floor of the Swamp, beware [[the Lernaean hydra]] -- this [[unique]] hydra has [[27]] heads and is much more lethal than normal.
  
 
==Strategy==
 
==Strategy==
Hydras are 10-speed, melee only animals that can't open [[door]]s nor [[see invisible]]. Characters of normal or greater move speed can usually just retreat, except if they are camping an entrance. Even if you have and are skilled with a [[flaming]] edged weapon, an adventurer heading out to [[the Lair]] most likely won't have the defenses early on to take them. Remember that you don't have to kill everything in Crawl! Going down a different staircase, escaping with a [[scroll of teleport]], or taking a detour into the [[Orcish Mines]] are all valid options if hydras prove too tough early on.
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Hydras are 100% speed, melee only animals that can't open [[door]]s or [[see invisible]], though they do swim quickly. Unless the hydra's camping a branch entrance, there's water around, or you move slower than average, you can simply retreat, and enter from a different stair.
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Even if you ''are'' skilled with a [[flaming]] edged weapon, hydras are strong combatants. An adventurer first venturing into Lair is unlikely to win a fair fight. Remember that you don't have to kill everything in Crawl! You can go down a different staircase, escape with a [[scroll of teleport]], or take a detour to another branch.
  
 
===Tips & Tricks===
 
===Tips & Tricks===
 
*Hydras max out at 20 heads, at which point they get 20 individual melee attacks per turn. Don't let this happen.
 
*Hydras max out at 20 heads, at which point they get 20 individual melee attacks per turn. Don't let this happen.
 
*They have [[poison resistance]], so [[poison]], [[curare]], and [[Mephitic Cloud]] won't work.
 
*They have [[poison resistance]], so [[poison]], [[curare]], and [[Mephitic Cloud]] won't work.
*Hydras are [[cold-blooded]], so [[cold]] damage (either from a weapon of [[freezing]] or [[Ice Magic]]) has a chance to slow them down. Do not use an edged freezing weapon, however, as heads will still grow back.
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*Hydras are [[cold-blooded]], so [[cold]] damage (either from a weapon of [[freezing]] or [[Ice Magic]]) has a chance to slow them down. Edged freezing weapons are not recommended, however, as heads will still grow back.
*Spellcasters tend to have an easier time. Hydras do not have AC and minimal EV, meaning that a few ranged attacks are likely to kill. Most level 3+ [[Conjurations]] of any school can kill a hydra in 3-6 hits, and a [[Summon Guardian Golem|Guardian Golem]]’s explosion is an option for Summoners. Lightly armoured casters will still have a problem if a hydra comes too close; use the [[Blink]] spell, an escape item, or just run away.
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*Spellcasters tend to have an easier time. Hydras have 0 AC and minimal EV, meaning that a few solid ranged attacks are likely to kill it. These characters will have trouble if the hydra gets into melee range, though. To avoid this, use the [[Blink]] spell, an escape item, or run away.
**Hexers will have a tougher time with a hydra's above average [[willpower]], through a [[scroll of vulnerability]] works as usual.
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:Most level 3+ [[Conjurations]] can kill a hydra in 3-6 hits. Summoners can use [[Summon Blazeheart Golem]] to explode. Hexers will have a tougher time, due to the hydra's above-average [[willpower]], but a [[scroll of vulnerability]] can work.
  
 
===Alternatives to Edged Weapons===
 
===Alternatives to Edged Weapons===
Flaming edged weapons both permanently weaken hydras and deal extra damage. But you might not have a competent flaming weapon, or just be a weaponless [[Troll]]. In that case, there are some other options:
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Flaming edged weapons permanently weaken hydras and deal extra damage. But you might not have a flaming weapon you're skilled with, or maybe you're a weaponless [[Troll]]. In that case, there are some other options:
*Use a non-edged weapon of the same skill: [[Polearms]] have access to [[spear]]s, [[trident]]s, or [[demon trident]]s, while [[lajatang]] users can work with a [[quarterstaff]]. [[Axes]] and [[Long Blades]] users can use weapons they've cross-trained with. As mentioned above, taking a melee fight with a less optimal weapon without the stats for it most likely isn't safe.
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*Use a non-edged weapon of the same skill. [[Polearms]] have [[trident]]s and [[demon trident]]s; [[lajatang]] users can use a [[quarterstaff]]. Unless you have great stats, make sure you're skilled in the weapon. Cross-trained blunt weapons aren't ideal, but may work.
*A [[potion of lignification]] gives great AC and Unarmed damage. Trolls will defintely be able to take on Hydras with one, while other characters can melee in a pinch. Other [[transformation]]s will do the same, but many lower level forms have low AC, which is a risky proposition when fighting hydras up close.
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*A [[potion of lignification]] gives great AC and Unarmed damage, without cutting heads - perfect for [[Troll]]s. Other species can enter Tree Form in a pinch.
 
*Even characters with only slashing weapons can use certain [[Invocations]]:
 
*Even characters with only slashing weapons can use certain [[Invocations]]:
 
**[[Makhleb]]: Greater Servants or multiple lesser servants can easily kill hydras.
 
**[[Makhleb]]: Greater Servants or multiple lesser servants can easily kill hydras.
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**[[Elyvilon]]: Hydras are natural beasts and can be pacified easily.
 
**[[Elyvilon]]: Hydras are natural beasts and can be pacified easily.
 
**[[Lugonu]]: With high Invocations, you may be able to [[banish]] hydras to [[the Abyss]].
 
**[[Lugonu]]: With high Invocations, you may be able to [[banish]] hydras to [[the Abyss]].
**[[Qazlal]]: Blasting hydras with Upheaval works, though it chews through piety quickly.
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**[[Qazlal]]: Blasting hydras with Upheaval works, though it chews through piety.
**[[Trog]]/[[Berserker]]: Summoning one or two Ogres to pound them to a pulp is a perfectly viable option, and even the high [[HD]] Trolls can usually kill them in a few shots regardless of their heads.
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**[[Trog]]: Summoning one or two ogres to pound them to a pulp is viable. High [[HD]] trolls can usually win a fight, even though they cut hydra heads.
*Failing that, ranged weaponry can work well. Other than [[Ranged_weapon|launchers]], the following are easily accessible:
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*Failing that, ranged weaponry can work well. Other than [[launcher]]s, the following are easily accessible:
 
**Attack [[wand]]s: Even at low [[Evocations]], a [[wand of iceblast]] or [[wand of acid]] can usually kill a hydra in 2-5 hits. This is a safe course of action for most characters.  
 
**Attack [[wand]]s: Even at low [[Evocations]], a [[wand of iceblast]] or [[wand of acid]] can usually kill a hydra in 2-5 hits. This is a safe course of action for most characters.  
**[[Throwing]]: [[Javelin]]s are strong, but even [[boomerang]]s with some Throwing skill can make short work of them. [[Troll]]s and [[Ogre]]s have access to [[large rock]]s, which are incredibly powerful, but their high delay makes them risky to use up close. [[Okawaru]] buffs and boomerangs are enough to take out a hydra.
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**[[Throwing]]: [[Javelin]]s are strong, but even [[boomerang]]s with some Throwing skill can deal good damage. [[Troll]]s and [[Ogre]]s have access to [[large rock]]s, which are incredibly powerful, but their high delay makes them risky to use up close. [[Okawaru]] buffs and boomerangs are enough to take out a hydra.
*[[Tin of tremorstones]] work well with some Evocations training, due to a hydra's low AC. A [[phantom mirror]] uses a hydra's high damage against it, though is not reliable (the original hydra could jsut kill it).
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*A [[tin of tremorstones]] works well with some Evocations training, due to a hydra's low AC. A [[phantom mirror]] uses a hydra's high damage against it, though is not reliable (the original hydra can win the fight).
  
 
The following methods do ''not'' work:
 
The following methods do ''not'' work:
 
*[[wand of polymorph|Polymorph]]: Hydras have high HD, and often turn into even tougher monsters. [[Storm dragon]]s are a particularly common result.
 
*[[wand of polymorph|Polymorph]]: Hydras have high HD, and often turn into even tougher monsters. [[Storm dragon]]s are a particularly common result.
*Low-Skill Ranged Weapons: Hydras regenerate quickly; any method which relies on whittling down its HP will likely fail.
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*Low-skill Ranged Weapons: Hydras regenerate quickly; any method which relies on whittling down its HP over time will likely fail.
 
*[[Escaping_from_(and_avoiding)_trouble#Leading_them_up|Stair dancing]]: Climbing up or down stairs next to a hydra will give it a few free hits, which is possibly all it needs to kill you.
 
*[[Escaping_from_(and_avoiding)_trouble#Leading_them_up|Stair dancing]]: Climbing up or down stairs next to a hydra will give it a few free hits, which is possibly all it needs to kill you.
 
*Berserk With an Edged Weapon: While you may be able to deal more damage than the hydra can heal per hit, its damage output will be growing, and ending your berserk slowed and wounded next to an even stronger hydra than you started with is not ideal.
 
*Berserk With an Edged Weapon: While you may be able to deal more damage than the hydra can heal per hit, its damage output will be growing, and ending your berserk slowed and wounded next to an even stronger hydra than you started with is not ideal.
*[[Haste]], when in the Swamps: Hydras' speed advantage in water will mean you probably cannot outrun them.
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*[[Haste]], when in the Swamp: Hydras' speed advantage in water will mean you probably cannot outrun them.
  
 
==Undead Hydras==
 
==Undead Hydras==
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==History==
 
==History==
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*Prior to [[0.31]], [[Blade Hands]] chopped hydra heads.
 
*Prior to [[0.25]], the now-obsolete [[wand of scattershot]] was particularly effective in killing them, as hydras have 0 AC.
 
*Prior to [[0.25]], the now-obsolete [[wand of scattershot]] was particularly effective in killing them, as hydras have 0 AC.
 
*Prior to [[0.20]], the [[Captain's Cutlass]] dealt slicing damage and chopped hydra heads.
 
*Prior to [[0.20]], the [[Captain's Cutlass]] dealt slicing damage and chopped hydra heads.
 
*Prior to [[0.19]], [[vorpal]] weapons that did 1-3 damage (instead of >=4 like usual) would chop hydra heads.
 
*Prior to [[0.19]], [[vorpal]] weapons that did 1-3 damage (instead of >=4 like usual) would chop hydra heads.
*In [[0.16]], short swords and rapiers now deal piercing damage, meaning they no longer remove heads.
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*Prior to [[0.16]], short swords and rapiers dealt slashing damage and could remove heads.
 
*Prior to [[0.12]], hydras were not [[cold-blooded]] creatures, except [[the Lernaean hydra]].
 
*Prior to [[0.12]], hydras were not [[cold-blooded]] creatures, except [[the Lernaean hydra]].
  

Latest revision as of 01:00, 10 March 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.

For a list of all reptiles, see list of reptiles and amphibians.

hydra DHydra.png
HP 47-96
HD 13
XP 972
Speed 10 (swim: 60%)
AC 0
EV 5
Will 60
Attack1 18 (bite: plain)


Resistances rPois+
rDrown
Vulnerabilities None
Habitat Amphibious
Intelligence Animal
Uses Uses nothing
Holiness Natural
Size Giant
Type hydra, hydra
Flags Cold-blooded
Regenerates
A great and nightmarish lacertilian beast. It has many heads, and the potential to grow many more!

Hitting it with any bladed weapon bigger than a short blade risks lopping a head off, which, considering hydras' unique biology, is not what you want. Even a troll's claws are long enough to do the same. Only a weapon branded with flame will cauterize the wound and prevent more heads from growing.


“On the other hand, Confucius is made to say to his disciples, ‘I know how birds can fly, how fishes can swim, and how animals can run. But the runner may be snared, the swimmer may be hooked, and the flyer may be shot by the arrow. But there is the dragon. I cannot tell how he mounts on the wind through the clouds, and rises to heaven. Today I have seen Lao-tsze, and can only compare him to the dragon.’”
-Life of Confucius

“This Dragon had Two furious Wings
Each one upon each Shoulder;
With a Sting in his Tail as long as a Flail,
Which made him bolder and bolder.
He had long Claws, and in his Jaws
Four and forty Teeth of Iron;
With a Hide as tough, as any Buff,
Which did him round environ.”

-“An Excellent Ballad of a most dreadful Combat, fought between Moore of Moore-Hall, and the Dragon of Wantley”, retold by Ambrose Philips, _A Collection of Old Ballads. Corrected from the Best and Most Ancient Copies Extant. With Introductions Historical, Critical, Or Humorous_. 1723.

Useful Info

Hydras are notoriously dangerous melee monsters found most often in the Lair and the Swamp. They begin life with 4-8 heads, with each head giving an extra attack. HD, XP, and willpower are not affected by head count. While hydras cannot fly, they can swim quickly through water.

If a melee attack considered "Slashing" does at least 4 damage, it will cut off the hydra's head. Usually, slashing a head off will cause the hydra to heal and grow two more (a net gain of 1 head). The following weapons will cut off hydra heads: Axes, Long Blades, 2-handed Polearms, lajatangs, and Unarmed Combat with the Claws 3 mutation. All other weapons and all other forms of damage will not cut hydra heads. However, if a slashing weapon has the flaming brand, then the hydra's head will be cauterized; this prevents the regrowth / healing (resulting in a net loss of 1 head).

A hydra can have a maximum of 20 heads. A hydra will die instantly if its last head is cut off. If a hydra dies this way, its corpse and any derived undead will have 1 head. Zombie, skeleton, and simulacra hydras will not regrow heads, even if a slashing weapon does not have flaming. A spectral hydra cannot have its heads cut off.

If a hydra kills an enemy, its remaining heads can attack other targets within reach.

While exploring the bottom floor of the Swamp, beware the Lernaean hydra -- this unique hydra has 27 heads and is much more lethal than normal.

Strategy

Hydras are 100% speed, melee only animals that can't open doors or see invisible, though they do swim quickly. Unless the hydra's camping a branch entrance, there's water around, or you move slower than average, you can simply retreat, and enter from a different stair.

Even if you are skilled with a flaming edged weapon, hydras are strong combatants. An adventurer first venturing into Lair is unlikely to win a fair fight. Remember that you don't have to kill everything in Crawl! You can go down a different staircase, escape with a scroll of teleport, or take a detour to another branch.

Tips & Tricks

  • Hydras max out at 20 heads, at which point they get 20 individual melee attacks per turn. Don't let this happen.
  • They have poison resistance, so poison, curare, and Mephitic Cloud won't work.
  • Hydras are cold-blooded, so cold damage (either from a weapon of freezing or Ice Magic) has a chance to slow them down. Edged freezing weapons are not recommended, however, as heads will still grow back.
  • Spellcasters tend to have an easier time. Hydras have 0 AC and minimal EV, meaning that a few solid ranged attacks are likely to kill it. These characters will have trouble if the hydra gets into melee range, though. To avoid this, use the Blink spell, an escape item, or run away.
Most level 3+ Conjurations can kill a hydra in 3-6 hits. Summoners can use Summon Blazeheart Golem to explode. Hexers will have a tougher time, due to the hydra's above-average willpower, but a scroll of vulnerability can work.

Alternatives to Edged Weapons

Flaming edged weapons permanently weaken hydras and deal extra damage. But you might not have a flaming weapon you're skilled with, or maybe you're a weaponless Troll. In that case, there are some other options:

  • Use a non-edged weapon of the same skill. Polearms have tridents and demon tridents; lajatang users can use a quarterstaff. Unless you have great stats, make sure you're skilled in the weapon. Cross-trained blunt weapons aren't ideal, but may work.
  • A potion of lignification gives great AC and Unarmed damage, without cutting heads - perfect for Trolls. Other species can enter Tree Form in a pinch.
  • Even characters with only slashing weapons can use certain Invocations:
    • Makhleb: Greater Servants or multiple lesser servants can easily kill hydras.
    • Beogh: Smite works, but incurs a heavy piety cost.
    • Elyvilon: Hydras are natural beasts and can be pacified easily.
    • Lugonu: With high Invocations, you may be able to banish hydras to the Abyss.
    • Qazlal: Blasting hydras with Upheaval works, though it chews through piety.
    • Trog: Summoning one or two ogres to pound them to a pulp is viable. High HD trolls can usually win a fight, even though they cut hydra heads.
  • Failing that, ranged weaponry can work well. Other than launchers, the following are easily accessible:
  • A tin of tremorstones works well with some Evocations training, due to a hydra's low AC. A phantom mirror uses a hydra's high damage against it, though is not reliable (the original hydra can win the fight).

The following methods do not work:

  • Polymorph: Hydras have high HD, and often turn into even tougher monsters. Storm dragons are a particularly common result.
  • Low-skill Ranged Weapons: Hydras regenerate quickly; any method which relies on whittling down its HP over time will likely fail.
  • Stair dancing: Climbing up or down stairs next to a hydra will give it a few free hits, which is possibly all it needs to kill you.
  • Berserk With an Edged Weapon: While you may be able to deal more damage than the hydra can heal per hit, its damage output will be growing, and ending your berserk slowed and wounded next to an even stronger hydra than you started with is not ideal.
  • Haste, when in the Swamp: Hydras' speed advantage in water will mean you probably cannot outrun them.

Undead Hydras

Hydra corpses that are raised as zombies, skeletons, or simulacra will have the same number of heads as the corpse. Zero-headed corpses will be raised with one head. In any case, you can slice their heads off, but they will never grow back regardless of brand. Note that hydra simulacra can have horrifyingly high damage output if you lack cold resistance (+13-38 cold damage per head). Spectral hydras will have the same number of heads as the hydra when it died, but these can't be cut off.

Any of these undead hydras can be found as enemies throughout the dungeon, especially in the pestilence ending of the Swamp. Beware of the 27-headed hydra zombie!

History

See also