Difference between revisions of "Hydra"

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==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. Any such attack that deals 1-3 damage has a 50% chance of removing a head, while 4+ will always do so. Careless use of [[claws]], [[axes]], and [[long blades]] can result in prolonged and deadly combat.
+
[[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. Each head gives the hydra another attack (but not more [[HD]], [[XP]], or [[will]]). [[Claws]], [[axes]], [[long blades]], two-handed [[Polearms]], and [[lajatang]]s all cut off hydra heads.
  
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. 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.
+
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. Hydras that would reach 0 heads will instead die 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.
  
Hydras cannot [[fly]], but they swim quickly through water. Lava will effectively stop them, however.
+
Hydras cannot [[fly]], but they swim quickly through water. Lava will effectively stop them, however. The [[Summon Hydra]] spell lets you call a friendly 4-12 headed hydra to fight for you, but for an extremely short time.
  
 
While exploring the bottom floor of the Swamp, beware [[the Lernaean hydra]]. This [[unique]] hydra is much more lethal than normal.
 
While exploring the bottom floor of the Swamp, beware [[the Lernaean hydra]]. This [[unique]] hydra is much more lethal than normal.
  
 
==Tips & Tricks==
 
==Tips & Tricks==
*Hydras with additional heads only get more attacks per turn, not more [[HD]], [[XP]], or [[will]].
 
 
*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.
*If you manage to get a hydra to 0 heads, it dies instantly regardless of how much HP it had left.
+
*They have [[poison resistance]], so [[poison]], [[curae]], and [[Mephitic Cloud]] won't work.
*The [[Summon Hydra]] spell lets you call a friendly 4-9 headed hydra to fight for you, but only for a brief time.
+
*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.
*They have [[poison resistance]], so [[poison]] and [[Mephitic Cloud]] won't work.
+
*If attempting to escape, remember that hydras cannot open doors and do not [[see invisible]].
*Hydras are [[cold-blooded]], so [[cold]] damage (either from a weapon of [[freezing]] or [[Ice Magic]]) has a chance to slow them. Do not use an edged freezing weapon, however, as cold damage won't prevent head regrowth.
+
*[[Flaming]] edged weapons are obvious counters; they not only avoid regrowth and healing, but to reduce the hydra's damage output with each hit. Generally, faster weapons work better for this purpose, as they give they hydra less time to gnaw on you between swings. Just make sure you have the [[AC]] to survive a hydra's vicious attacks. Most characters are unlikely to have found multiple flaming weapons by the time they reach the Lair -- use whatever you have.
*If attempting to escape, remember that hydras cannot open doors nor [[see invisible]].
+
*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.
*Here are some tips for edged-weapon users:
+
** [[Troll]]s, or other species who get happen to get level 3 [[Claws]], will have to find another way. A [[potion of lignification]], or some other options can work well.
**Use a flaming weapon to not only avoid regrowth and healing, but to reduce the hydra's damage output with each hit. Generally, faster weapons work better for this purpose, as they give they hydra less time to gnaw on you between swings. However, most characters are unlikely to have found multiple flaming weapons by the time they reach the Lair -- use whatever you have.
+
*Even characters with only slashing weapons can use certain [[Invocations]]:
**Use a non-edged weapon of the same skill, such as:
+
**[[Makhleb]]: Greater Servants or multiple lesser servants can easily kill hydras.
***[[Maces and Flails]]: Not an issue.
+
**[[Beogh]]: [[Smite]] works, but incurs a heavy [[piety]] cost.
***[[Short Blades]]: All short blades deal piercing damage. Fighting a hydra with a dagger is still not recommended unless you have [[Stabbing]] bonuses. [[Invisibility]] is quite useful here, since they neither see nor sense it.
+
**[[Elyvilon]]: Hydras are natural beasts, so are pacified easily.
***[[Polearms]]: Use a [[spear]], [[trident]], or [[demon trident]].
+
**[[Lugonu]]: With high Invocations, you may be able to [[banish]] hydras to [[the Abyss]].
***[[Staves]]: Use a [[quarterstaff]] or [[magical staff]].
+
**[[Qazlal]]: Blasting hydras with Upheaval works, though it chews through piety quickly.
***[[Axes]] and [[Long Blades]]: There are no safe options. Use spells, [[wand]]s, or a weapon type you've [[crosstrain]]ed with. (High [[AC]], [[berserk]]ing, and other buffs also help.)
+
**[[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.
***[[Unarmed Combat]]: Only characters with [[claws|Claws 3]] are at risk of severing heads. [[Ghoul]]s and [[Felid]]s only have one level of claws, but [[Troll]]s will have to find another way. A [[potion of lignification]] can work well.
+
*Failing that, ranged weaponry can work well. Other than [[Ranged_weapon|launchers]], the following are easily accessible:
**[[Invocations]]:
 
***[[Makhleb]]: Greater Servants can easily kill hydras.
 
***[[Beogh]]: [[Smite]] works, but it costs [[piety]].
 
***[[Elyvilon]]: Hydras are natural beasts, and can be pacified easily.
 
***[[Lugonu]]: With high Invocations, you may be able to send hydras to [[the Abyss]].
 
***[[Qazlal]]: Blasting hydras with Upheaval works, though it chews through piety quickly.
 
***[[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.
 
**[[Spell]]s:
 
***[[Conjurations]]: Most level 3+ Conjurations can kill a hydra in 3-6 hits, and even level 2's can soften them up significantly with enough time.
 
***[[Summonings]]: 4-7 [[ice beast]]s can easily kill a hydra, though a hydra with a high number of heads may require more.
 
***[[Transmutations]]: Use [[Ice Form]] or unarmed [[Statue Form]]. [[Spider Form]] also does not remove heads, but is generally less effective than Ice or Statue Form.
 
 
**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 particularly strong with minimal investment. [[Troll]]s have access to [[Large Rock]]s, incredibly powerful, but their high delay makes them risky to use up close.
 +
*Most spellcasters have an easier time with hydras. Level 3+ [[Conjurations]] of any school can kill a hydra in 3-6 hits. Enough uses of [[Summon ice beast]] will fell a hydra, though a hydra with a high number of heads may require more. [[Ice Form]] can slow down and safer against a low-headed hydra, while [[Statue Form]] gives you the AC and un-clawed unarmed combat to fight back. However, lightly armoured casters will have a problem if a hydra comes too close; use the [[Blink]] spell, an escape item, or just running away.
 +
*Finally, remember that you don't have to kill everything in Crawl! Going down a different staircase, escaping with a [[scroll of teleport]], or even going into [[Orc]] are all valid options if hydra prove too tough early on.
  
 
The following methods do not work:
 
The following methods do not work:

Revision as of 10:20, 12 July 2021

Version 0.26: 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, but grow two more and heal significantly whenever they lose one. Each head gives the hydra another attack (but not more HD, XP, or will). Claws, axes, long blades, two-handed Polearms, and lajatangs all cut off hydra heads.

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. Hydras that would reach 0 heads will instead die 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.

Hydras cannot fly, but they swim quickly through water. Lava will effectively stop them, however. The Summon Hydra spell lets you call a friendly 4-12 headed hydra to fight for you, but for an extremely short time.

While exploring the bottom floor of the Swamp, beware the Lernaean hydra. This unique hydra is much more lethal than normal.

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, curae, 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.
  • If attempting to escape, remember that hydras cannot open doors and do not see invisible.
  • Flaming edged weapons are obvious counters; they not only avoid regrowth and healing, but to reduce the hydra's damage output with each hit. Generally, faster weapons work better for this purpose, as they give they hydra less time to gnaw on you between swings. Just make sure you have the AC to survive a hydra's vicious attacks. Most characters are unlikely to have found multiple flaming weapons by the time they reach the Lair -- use whatever you have.
  • Use a non-edged weapon of the same skill: Polearms have access to spears, tridents, or demon tridents, while lajatang users can work with a quarterstaff. Axes and Long Blades users can use weapons they've cross-trained with.
  • 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, so are 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 quickly.
    • 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.
  • Failing that, ranged weaponry can work well. Other than launchers, the following are easily accessible:
  • Most spellcasters have an easier time with hydras. Level 3+ Conjurations of any school can kill a hydra in 3-6 hits. Enough uses of Summon ice beast will fell a hydra, though a hydra with a high number of heads may require more. Ice Form can slow down and safer against a low-headed hydra, while Statue Form gives you the AC and un-clawed unarmed combat to fight back. However, lightly armoured casters will have a problem if a hydra comes too close; use the Blink spell, an escape item, or just running away.
  • Finally, remember that you don't have to kill everything in Crawl! Going down a different staircase, escaping with a scroll of teleport, or even going into Orc are all valid options if hydra prove too tough early on.

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 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 Swamps: 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 cannot be raised in this way. In any case, you can slice their heads off as with normal hydras, but they will never grow back, even if a non-flaming weapon is used. Note that hydra simulacra can have horrifyingly high damage output if you lack cold resistance (+13-38 cold damage per head).

Spectral hydras created with Death Channel 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.

History

See also