Difference between revisions of "Water elemental"
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==History== | ==History== | ||
− | * | + | *Prior [[0.22]], the Engulf status slowed movement but did not block god abilities. |
*Prior to [[0.13]], water elementals had normal melee attacks. | *Prior to [[0.13]], water elementals had normal melee attacks. | ||
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Revision as of 08:04, 23 August 2018
water elemental E | |
---|---|
HP | 27-56 |
HD | 6 |
XP | 212 |
Speed | 10 (swim: 60%) |
AC | 4 |
EV | 7 |
Will | Immune |
Attack1 | 22 (hit: engulf)
|
Resistances | rElec rPois+++ rDrown rMiasma rN+++ rTorm |
Vulnerabilities | Fire |
Habitat | Amphibious |
Intelligence | Brainless |
Uses | Uses nothing |
Holiness | Non-living |
Size | Large |
Type | elemental, water elemental |
Flags | Unbreathing |
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 animate 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.
Being engulfed is similar to being under the effects of silence: it prevents creatures from casting spells, reading scrolls, and using god-given abilities. In addition, it deals moderate asphyxiation damage each turn. Moving away from the engulfer is enough to break free. Unbreathing creatures (including player species such as the undead, gargoyles, or grey draconians), and creatures that are naturally aquatic (including player merfolk, octopodes, and barachim) are immune to all effects.
Water elementals can be found throughout the Shoals and Cocytus and in some water-based vaults in the Dungeon and the Depths. They can also be summoned by monsters through the Summon Water Elementals spell. Players may summon them yourself by evoking a 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 or aquatic 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.
- Water elementals are weak to Fire Magic or other sources of fire damage. Casting fire spells at a water elemental that is currently standing in water is particularly effective, as the steam this generates will do even more damage.
- 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
- 0.22 articles
- Hit type
- Engulf flavour
- Electricity resistance
- Poison resistance
- Poison resistance 3
- Drown resistance
- Miasma resistance
- Negative energy resistance
- Negative energy 3
- Torment resistance
- Fire vulnerability
- Brainless intelligence
- Uses nothing
- Nonliving holiness
- Asphyxiation resistance
- Large monsters
- Unbreathing monsters
- Monsters