Difference between revisions of "Elemental wellspring"

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{{monster info}}
{{monster
 
|name=elemental wellspring
 
|glyph={{LightCyan|E}}
 
|tile=[[File:Elemental wellspring.png]]
 
|flags={{!sil flag}}
 
|resistances={{Electricity resistance}}, {{Poison resistance}}, <br>{{Negative energy resistance 3}}, {{Torment resistance}}, <br>{{Rot resistance 3}}, {{Drown resistance}}
 
|vulnerabilities=None
 
|max_chunks=0
 
|meat={{No corpse}}
 
|xp=1278
 
|holiness={{Nonliving}}
 
|magic_resistance=Immune
 
|hp_range=59-91
 
|avg_hp=75
 
|armour_class=8
 
|evasion=8
 
|habitat=Water
 
|speed= 10
 
|size={{Big}}
 
|item_use={{Uses nothing}}
 
|attack1=
 
|attack2=
 
|attack3=
 
|attack4=
 
|hit_dice=15
 
|base_hp=3
 
|extra_hp=4
 
|fixed_hp=0
 
|intelligence={{Plant intelligence}}
 
|genus=elemental
 
|species=elemental wellspring
 
}}
 
{{Flavour|A swirling conflux of elemental water streaming from the elemental plane into this one. Floods and the spirits who dwell within them seem to issue from it without limit.}}
 
 
 
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==Useful Info==
 
==Useful Info==
'''Elemental wellsprings''' are aquatic monsters who batter you with pounding waves. They can be found with a band of [[water elemental]]s in any area where water exists, except for the first half of the Dungeon.
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'''Elemental wellsprings''' are obnoxious aquatic monsters which batter you with [[Primal Wave]]s, all the while summoning many hostile [[water elemental]]s. They can be found mainly in [[Cocytus]] and Cocytus-themed [[Ziggurat]]s, but also rarely in [[Shoals]] and the [[Depths]].
 
 
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==Spells==
 
  
{{Spellcaster
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{{monster spells}}
|number=
 
|slot1=[[Primal Wave]] (3d21)
 
|slot2=[[Primal Wave]] (3d21)
 
|slot3=''none''
 
|slot4=[[Primal Wave]] (3d21)
 
|slot5=[[Primal Wave]] (3d21)
 
|slot6=''none''
 
}}
 
{{clear}}
 
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==Tips & Tricks==
 
==Tips & Tricks==
*[[Invisibility]] will greatly reduce their chances of casting anything while you're getting close to them or attacking them.
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*Primal Wave is a fairly powerful spell, dealing significant damage and pushing you around the battlefield. Resisting it is tricky: unless you're an amphibious character ([[octopode]]s, [[merfolk]], [[barachi]]m and grey [[draconian]]s) or non-breathing (the undead, [[djinn]], [[gargoyle]]s and [[Statue Form]]), you'll take full damage. Flight will help you navigate the suddenly flooded battlefield. A side-effect of the primal flood is a 3x3 square of shallow water that renders useful terrain features (like stairways!) temporarily inaccessible.
*Primal Wave can deal serious damage to weaker characters, especially if you're already dealing with trouble. Fortunately they can't leave the bodies of water they live in. If you encounter an elemental wellspring and you're not at full health or have other opponents in sight, feel free to back away from it and come back when you're better prepared.
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*The water elementals an elemental wellspring summons function like any other summoned unit: if you kill the summoner, the summons die with it. However, ignoring them might be risky for spellcasters, as their attacks can effectively [[silence]] you. Moving away from the elemental will break its hold on you and end the silence... at least until it hits you again.
*Aquatic and non-breathing characters ([[octopode]]s, [[merfolk]], grey [[draconian]]s, and [[mummies]]) all take significantly reduced damage from Primal Wave, and you'll have an easier time moving about in the watery aftermath if you're [[fly]]ing above it.
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*Wellsprings can't [[see invisible]], and are much less likely to cast magic against an [[invisible]] character. Just be aware that invisibility is negated by being in water if you aren't flying.
*While water elementals aren't terribly dangerous on their own, their asphyxiating attacks can cause major damage over time, as well as effectively [[silence|silencing]] casters. Lure them away from their boss.
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*Wellsprings themselves aren't particularly vulnerable to [[fire]] damage, but [[Ignition]] works very well against their densely packed summons. This will also create large numbers of sightline-blocking [[steam]] clouds if the wellspring is over a large body of water (which is common in Cocytus).
  
 
==History==
 
==History==
Elemental wellsprings will be added in [[0.14]]
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*Prior to [[0.28]], elemental wellsprings had fast regeneration. Wellsprings took damage when using Primal Wave (5-19 HP), and water elementals were summoned through the use of the spell. Also, wellsprings only created shallow water directly underneath themselves.
[[Category:Crystal Ball Articles]]
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*Elemental wellsprings were originally used in [[Depths]] and [[Forest]] during [[0.13]] and [[0.14]] development, with an initial version directly and relentlessly casting an uncapped [[Summon Water Elementals]] alongside [[Primal Wave]]s. They were considered excessive for their depth in their spam, and removed before the stable releases. Though retired, they were brought back in [[0.16]] for use in post-game.

Latest revision as of 21:59, 28 July 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
elemental wellspring EElemental wellspring.png
HP 49-100
HD 15
XP 1395
Speed 10
AC 8
EV 8
Will Immune



Resistances rElec
rPois+++
rDrown
rMiasma
rN+++
rTorm
Vulnerabilities None
Habitat Water
Intelligence Brainless
Uses Uses nothing
Holiness Non-living
Size Large
Type elemental, elemental wellspring
Flags Unbreathing
A swirling conflux of elemental water streaming from the elemental plane into this one. Floods and the spirits who dwell within them seem to issue from it, at the expense of the gateway's stability itself.

Useful Info

Elemental wellsprings are obnoxious aquatic monsters which batter you with Primal Waves, all the while summoning many hostile water elementals. They can be found mainly in Cocytus and Cocytus-themed Ziggurats, but also rarely in Shoals and the Depths.

Spells

Spell set I
Slot1 Primal Wave (3d21) Magical flag

Tips & Tricks

  • Primal Wave is a fairly powerful spell, dealing significant damage and pushing you around the battlefield. Resisting it is tricky: unless you're an amphibious character (octopodes, merfolk, barachim and grey draconians) or non-breathing (the undead, djinn, gargoyles and Statue Form), you'll take full damage. Flight will help you navigate the suddenly flooded battlefield. A side-effect of the primal flood is a 3x3 square of shallow water that renders useful terrain features (like stairways!) temporarily inaccessible.
  • The water elementals an elemental wellspring summons function like any other summoned unit: if you kill the summoner, the summons die with it. However, ignoring them might be risky for spellcasters, as their attacks can effectively silence you. Moving away from the elemental will break its hold on you and end the silence... at least until it hits you again.
  • Wellsprings can't see invisible, and are much less likely to cast magic against an invisible character. Just be aware that invisibility is negated by being in water if you aren't flying.
  • Wellsprings themselves aren't particularly vulnerable to fire damage, but Ignition works very well against their densely packed summons. This will also create large numbers of sightline-blocking steam clouds if the wellspring is over a large body of water (which is common in Cocytus).

History

  • Prior to 0.28, elemental wellsprings had fast regeneration. Wellsprings took damage when using Primal Wave (5-19 HP), and water elementals were summoned through the use of the spell. Also, wellsprings only created shallow water directly underneath themselves.
  • Elemental wellsprings were originally used in Depths and Forest during 0.13 and 0.14 development, with an initial version directly and relentlessly casting an uncapped Summon Water Elementals alongside Primal Waves. They were considered excessive for their depth in their spam, and removed before the stable releases. Though retired, they were brought back in 0.16 for use in post-game.