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Hydra
From HorizonXI Wiki
| Hydra | |
|---|---|
| Job: | Warrior/Warrior |
| Family: | Hydras |
| Crystal: | Water |
| Resistant to: | |
| Notorious Monster | |
| Spawn Type: | Timed |
| Title Obtained: | Hydra Headhunter |
| Zone | Level | Drops | Steal | Spawns | Notes |
|---|---|---|---|---|---|
| Wajaom Woodlands | 80 |
|
- |
1 | A, T(H) ~73,000 HP |
|
HP = Detects Low HP; M = Detects Magic; Sc = Follows by Scent; T(S) = True-sight; T(H) = True-hearing JA = Detects job abilities; WS = Detects weaponskills; Z(D) = Asleep in Daytime; Z(N) = Asleep at Nighttime; A(R) = Aggressive to Reive participants | |||||
Horizon Changes 
- The first window opens 48 hours after Time of Death.
- Windows are every 6 hours (360 minutes) after that, five in total, and the fifth window is a forced pop.
- This places the spawn between 48 and 72 hours after Time of Death.
- Rages one hour after being claimed.
- Like many NMs on HorizonXI There is a Claim Shield Any action will put you on the "claim" list. once the Claim Shield falls off, a random person will be picked to win the claim.
Notes
- Spawns around (F-10) of Wajaom Woodlands.
- Reached through the Exit (7) (I/J-8) on Map 3 of Aydeewa Subterrane.
- Enter through Entrance (9) (F/G-11) of Wajaom Woodlands. This is Map 7 of Aydeewa.
- Proceed to (H) on Map 7 around (G-8) to cross over to Map 3 and proceed to the exit.
- Aggressive, detects by True Sound. Does not link.
- Casts no spells. All of its damage comes from melee and TP moves.
- Always drops two Hydra Meat. A second Hydra Fang and a second Hydra Scale drop 15% of the time each.
- Treasure Hunter improves every 15% drop — Berserker's Torque, Sirius Axe, the second Hydra Fang and the second Hydra Scale — to 30% at TH1 and around 45% at TH4.
- Has three heads. Heads are broken off by critical hits (even for 0 damage), Weapon Skills, or by damage-dealing Job Abilities.
- Only two of the three heads can be removed.
- Hydra's right head will be broken first and then the left.
- Losing the right head removes access to Polar Bulwark and Pyric Blast.
- Heads regenerate every 16 minutes. Regeneration time decreases as Hydra's HP decreases.
- The left head is regenerated first and then the right.
- A Physical Shield on Hydra does not prevent heads from being removed.
- The number of hits needed to remove a head rises sharply once Hydra is enraged.
- Possesses an Auto-Regen. The potency of this decreases with each head Hydra loses and increases when a head is regenerated.
- Appears to have Regain while two or three heads are up; this stops when only one head remains.

- Has Draw-In, and will always use a TP move in response afterwards if it is triggered.
- Gains access to Nerve Gas under 30% HP if all three heads are alive. Nerve Gas will also reset enmity on its target.
- Takes full slashing damage; blunt, hand-to-hand, piercing, and ranged damage are roughly halved. Highly resistant to elemental magic and most enfeebles.

- Its piercing resistance does not apply to Sneak Attack.
- Very high resistance to Stun, Sleep and Enfeebling Magic, even under Elemental Seal. It has no hard immunities in the server data.
- Enters a rage below 25% HP which persists even if it heals back above 25%.
- Polar Blast and Pyric Blast are breath attacks. They are mitigated by "Breath damage taken" equipment rather than elemental resistance, and they ignore shadows completely.
- The two Bulwark effects may be reversed in the server code — LandSandBoat applies the physical shield from Polar Bulwark and the magic shield from Pyric Bulwark, the opposite of their descriptions. Worth confirming in game before planning around which head to break.

- Uses the attacks:
- Polar Blast --- Frontal cone Ice breath damage, 15 yalms, with an additional Paralyze effect. Requires the left head. Ignores shadows.
- Pyric Blast --- Frontal cone Fire breath damage, 15 yalms, with an additional Plague effect. Requires the right head. Ignores shadows.
- Barofield --- Frontal cone Wind damage, 15 yalms, with an additional Weight effect. Ignores shadows.
- Pyric Bulwark --- Grants Hydra a physical damage shield for 45 seconds. Cannot be dispelled. Requires the left head.
- Polar Bulwark --- Grants Hydra a magic damage shield for 45 seconds. Cannot be dispelled. Requires the right head.
- Nerve Gas --- AoE magic damage around Hydra with Curse and strong Poison. Only used below 30% HP while all three heads are alive. Resets enmity on its target. Wipes shadows.
- Serpentine Tail --- Heavy physical damage to a target behind Hydra. Absorbed by up to 3 shadows.
- Trembling --- AoE physical damage, 10 yalms, with an additional Dispel effect. Absorbed by up to 3 shadows.

