Difference between revisions of "Water elemental"
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The process of drowning has the same effect as [[silence]] on the player: it prevents them from casting spells, reading scrolls, and using most [[god]]-gifted (invoked) abilities. | The process of drowning has the same effect as [[silence]] on the player: it prevents them from casting spells, reading scrolls, and using most [[god]]-gifted (invoked) abilities. | ||
− | They can be found in the company of the [[merfolk (monster)|merfolk]] witch [[Ilsuiw]] and her [[merfolk aquamancer]]s, occur naturally throughout [[Cocytus]], and can be | + | They can be found in the company of the [[merfolk (monster)|merfolk]] witch [[Ilsuiw]] and her [[merfolk aquamancer]]s, occur naturally throughout [[Cocytus]], and can be summoned by monsters through the [[Summon Water Elementals]] spell. |
You can also summon them yourself by evoking the [[phial of floods]], or invoking [[Qazlal]]'s Elemental Force when clouds of cold or rain are visible. | You can also summon them yourself by evoking the [[phial of floods]], or invoking [[Qazlal]]'s Elemental Force when clouds of cold or rain are visible. | ||
==Tips & Tricks== | ==Tips & Tricks== | ||
− | *Avoid simply | + | *Avoid simply [[tab]]bing your way through combat with water elementals. Once they've engulfed you, you'll start taking irresistible damage each turn, but moving away from them breaks this effect. If possible, retreat each time they start the process. |
**Players of [[unbreathing]] races are immune to the engulf damage and can still cast spells normally, making water elementals much less dangerous. | **Players of [[unbreathing]] races are immune to the engulf damage and can still cast spells normally, making water elementals much less dangerous. | ||
*Their [[electricity]] resistance makes it difficult for [[Air Magic]]-users to take them out, though [[Airstrike]] is a perfectly acceptable method for defeating them. | *Their [[electricity]] resistance makes it difficult for [[Air Magic]]-users to take them out, though [[Airstrike]] is a perfectly acceptable method for defeating them. |
Revision as of 21:28, 22 June 2015
water elemental E | |
---|---|
HP | 33-53 |
HD | 6 |
XP | 212 |
Speed | 10 (swim: 60%) |
AC | 4 |
EV | 7 |
Will | Immune |
Attack1 | 22 (hit: engulf)
|
Resistances | rElec, rPois+, rN+++, rTorm, rRot+++, rDrown, rWater |
Vulnerabilities | Fire |
Habitat | Amphibious |
Intelligence | Plant |
Uses | Uses nothing |
Holiness | Non-living |
Size | Big |
Type | elemental, water elemental |
Flags |
A spirit drawn from the elemental plane of water. It exists on this world as part of a body of water and can engulf other beings in its form, depriving them of breath and voice. |
Useful Info
Water elementals are vaguely humanoid blobs of water, surging toward their foes and drowning the unwary. They are immune to electricity and poison, and their melee attacks occasionally engulf their victims, dealing moderate asphyxiation damage each turn until their prey escapes.
The process of drowning has the same effect as silence on the player: it prevents them from casting spells, reading scrolls, and using most god-gifted (invoked) abilities.
They can be found in the company of the merfolk witch Ilsuiw and her merfolk aquamancers, occur naturally throughout Cocytus, and can be summoned by monsters through the Summon Water Elementals spell.
You can also summon them yourself by evoking the phial of floods, or invoking Qazlal's Elemental Force when clouds of cold or rain are visible.
Tips & Tricks
- Avoid simply tabbing your way through combat with water elementals. Once they've engulfed you, you'll start taking irresistible damage each turn, but moving away from them breaks this effect. If possible, retreat each time they start the process.
- Players of unbreathing races are immune to the engulf damage and can still cast spells normally, making water elementals much less dangerous.
- Their electricity resistance makes it difficult for Air Magic-users to take them out, though Airstrike is a perfectly acceptable method for defeating them.
- Keep in mind that they move much faster when in water.
- If using Qazlal's Elemental Force, the friendliness of the elemental will depend on the source of the cloud: Your clouds are friendly, ambient clouds are neutral, enemy clouds are hostile.
History
Prior to 0.13, water elementals had normal melee attacks.
- 0.15 articles
- Hit type
- Engulf flavour
- Electricity resistance
- Poison resistance
- Negative energy resistance
- Negative energy 3
- Torment resistance
- Rot resistance
- Rot resistance 3
- Drown resistance
- Water resistance
- Fire vulnerability
- Plant intelligence
- Uses nothing
- Nonliving holiness
- Asphyxiation resistance
- Big monsters
- Monsters