Difference between revisions of "Elemental wellspring"
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==Useful Info== | ==Useful Info== | ||
− | '''Elemental wellsprings''' are aquatic monsters which batter you with [[Primal Wave]]s while | + | '''Elemental wellsprings''' are obnoxious aquatic monsters which batter you with [[Primal Wave]]s, all the while breaking down into hostile [[water elemental]]s. They can be found in [[Cocytus]]. |
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+ | Special Ability: Summon Water Elemental (costs 4 + 1d15 HP per casting) | ||
==Tips & Tricks== | ==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 aquatic character ([[octopode]]s and [[merfolk]]) or non-breathing (grey [[draconian]]s and the undead), you'll take full damage. Flight will help you navigate the suddenly flooded battlefield. | |
− | *Primal Wave | + | *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. | |
− | + | *You probably shouldn't be spending very long in [[Cocytus]] anyway. If you see a wellspring and don't want to deal with it, consider just changing direction and exploring somewhere else. Those [[stairs]] can generate anywhere. | |
− | * | ||
− | * | ||
==History== | ==History== | ||
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 the [[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. | 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 the [[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. |
Revision as of 15:38, 5 January 2015
Version 0.16: This article may not be up to date for the latest stable release of Crawl.
elemental wellspring E | |
---|---|
HP | 65-84 |
HD | 15 |
XP | 1392 |
Speed | 10 |
AC | 8 |
EV | 8 |
Will | Immune
|
Resistances | rElec, rPois+, rN+++, rTorm, rRot+++, rDrown, rWater |
Vulnerabilities | None |
Habitat | Water |
Intelligence | Plant |
Uses | Uses nothing |
Holiness | Non-living |
Size | Big |
Type | elemental, elemental wellspring |
Flags | Regenerates |
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. |
Contents
Useful Info
Elemental wellsprings are obnoxious aquatic monsters which batter you with Primal Waves, all the while breaking down into hostile water elementals. They can be found in Cocytus.
Spells
Spell set | |
---|---|
Slot1 | Primal Wave (3d21) |
Slot2 | none |
Slot3 | none |
Slot4 | none |
Slot5 | none |
Slot6 | none |
Special Ability: Summon Water Elemental (costs 4 + 1d15 HP per casting)
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 aquatic character (octopodes and merfolk) or non-breathing (grey draconians and the undead), you'll take full damage. Flight will help you navigate the suddenly flooded battlefield.
- 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.
- You probably shouldn't be spending very long in Cocytus anyway. If you see a wellspring and don't want to deal with it, consider just changing direction and exploring somewhere else. Those stairs can generate anywhere.
History
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 the 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.