Difference between revisions of "Elemental wellspring"
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==Tips & Tricks== | ==Tips & Tricks== | ||
− | *Elemental wellsprings use | + | *Elemental wellsprings use HP to power their spells. Each time they cast Primal Wave, they lose 4 + 1d15 HP, and summon a new water elemental near them. |
*[[Invisibility]] will greatly reduce their chances of casting anything while you're getting close to them or attacking them. | *[[Invisibility]] will greatly reduce their chances of casting anything while you're getting close to them or attacking them. | ||
*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. | *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. |
Revision as of 04:38, 29 December 2013
Version 0.14: This article may not be up to date for the latest stable release of Crawl.
elemental wellspring E | |
---|---|
HP | 59-91 |
HD | 15 |
XP | 1278 |
Speed | 10 |
AC | 8 |
EV | 8 |
Will | Immune
|
Resistances | rElec, rPois+, rN+++, rTorm, rRot+++, rDrown |
Vulnerabilities | None |
Habitat | Water |
Intelligence | Plant |
Uses | Uses nothing |
Holiness | Non-living |
Size | Big |
Type | elemental, elemental wellspring |
Flags | Silence immune |
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. |
Contents
Useful Info
Elemental wellsprings are aquatic monsters who batter you with pounding waves, and summon water elementals. They can be found in any area where water exists, except for the first half of the Dungeon.
Spells
Spell set | |
---|---|
Slot1 | Primal Wave (3d21) |
Slot2 | Primal Wave (3d21) |
Slot3 | none |
Slot4 | Primal Wave (3d21) |
Slot5 | Primal Wave (3d21) |
Slot6 | none |
Tips & Tricks
- Elemental wellsprings use HP to power their spells. Each time they cast Primal Wave, they lose 4 + 1d15 HP, and summon a new water elemental near them.
- Invisibility will greatly reduce their chances of casting anything while you're getting close to them or attacking them.
- 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.
- Aquatic and non-breathing characters (octopodes, merfolk, grey draconians, 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 flying above it.
- While water elementals aren't terribly dangerous on their own, their asphyxiating attacks can cause major damage over time, as well as effectively silencing casters. Lure them away from their boss.
History
Elemental wellsprings will be added in 0.14