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 spitting out hostile [[water elemental]]s and losing 4 + 1d15 HP with each cast. They can be found in [[Cocytus]].
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'''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==
*[[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 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 and the flood of elementals can deal serious damage to weaker characters
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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.
*They can do significant damage to weaker or pre-occupied characters, as Primal Waves pass through water elementals and their specially-cased summoning is uncapped unlike most summoning spells. Fortunately they can't leave the bodies of water they live in: feel free to back away or reroute around their pools if possible.
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*Wellsprings can't [[see invisible]], and are much less likely to cast magic against an [[invisible]] character.
*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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*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.
*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. Focus on destroying their boss: despite their unique method of summoning, the summons will be abjured upon death as with other summoners.
 
*The wellspring can eventually kill itself with its casts and dismiss its summons with it, though this is usually impractical to rely on due to the damage beforehand.
 
  
 
==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 16:38, 5 January 2015

Version 0.16: This article may not be up to date for the latest stable release of Crawl.
elemental wellspring EElemental wellspring.png
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.

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.