Difference between revisions of "Elemental wellspring"

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(Expanded History)
(They're back, and thus prompt an update.)
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{{obsolete}}
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{{version016}}
 
{{monster
 
{{monster
 
|name=elemental wellspring
 
|name=elemental wellspring
 
|glyph={{LightCyan|E}}
 
|glyph={{LightCyan|E}}
 
|tile=[[File:Elemental wellspring.png]]
 
|tile=[[File:Elemental wellspring.png]]
|flags={{!sil flag}}
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|flags={{!sil flag}}<br>{{regenerates flag}}
 
|resistances={{Electricity resistance}}, {{Poison resistance}}, <br>{{Negative energy resistance 3}}, {{Torment resistance}}, <br>{{Rot resistance 3}}, {{Drown resistance}}
 
|resistances={{Electricity resistance}}, {{Poison resistance}}, <br>{{Negative energy resistance 3}}, {{Torment resistance}}, <br>{{Rot resistance 3}}, {{Drown resistance}}
 
|vulnerabilities=None
 
|vulnerabilities=None
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|species=elemental wellspring
 
|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.}}
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{{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, at the expense of the gateway's stability itself.}}
  
  
 
==Useful Info==
 
==Useful Info==
'''Elemental wellsprings''' are aquatic monsters which batter you with pounding waves, occasionally spitting out hostile [[water elemental]]s. They can be found in any area where water exists, except for the first half of the Dungeon.
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'''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]].
  
 
==Spells==
 
==Spells==
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==Tips & Tricks==
 
==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.
 
*[[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.
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*Primal Wave and the flood of elementals can deal serious damage to weaker characters
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*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.
 
*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.
 
*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.
*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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*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==
Originally, elemental wellsprings would summon an endless stream of water elementals. This was toned down significantly in response to general agreement in the community that this effect was too annoying, but even the toned down ability was eventually deemed unsuitable for inclusion in a stable release of ''Crawl''. Elemental wellsprings could be encountered in [[trunk]] during development of [[0.13]] and [[0.14]], but were eventually retired.
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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 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.
 
 
[[Category:Obsolete monsters]]
 

Revision as of 01:01, 20 November 2014

Version 0.16: This article may not be up to date for the latest stable release of Crawl.
elemental wellspring EElemental wellspring.png
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
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 aquatic monsters which batter you with Primal Waves while spitting out hostile water elementals and losing 4 + 1d15 HP with each cast. They can be found in Cocytus.

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

  • Invisibility will greatly reduce their chances of casting anything while you're getting close to them or attacking them.
  • Primal Wave and the flood of elementals can deal serious damage to weaker characters
  • 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.
  • 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. 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

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.