Difference between revisions of "Water elemental"

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{{monster info}}
{{monster
 
|name=water elemental
 
|glyph={{Blue|E}}
 
|tile=[[File:Water elemental.png]]
 
|flags=
 
|resistances={{Electricity resistance}}, {{Poison resistance}}, <br>{{Negative energy resistance 3}}, {{Torment resistance}}, <br>{{Rot resistance 3}}, {{Drown resistance}}, <br>{{Water resistance}}
 
|vulnerabilities={{Fire vulnerability}}
 
|max_chunks=0
 
|meat={{No corpse}}
 
|xp=212
 
|holiness={{Nonliving}}
 
|magic_resistance=Immune
 
|hp_range=33-53
 
|avg_hp=43
 
|armour_class=4
 
|evasion=7
 
|habitat=Amphibious
 
|speed= 10 (swim: 60%)
 
|size={{Big}}
 
|item_use={{Uses nothing}}
 
|attack1=22 ({{Hit type}}: {{Engulf flavour}})
 
|attack2=
 
|attack3=
 
|attack4=
 
|hit_dice=6
 
|base_hp=5
 
|extra_hp=4
 
|fixed_hp=0
 
|intelligence={{Plant intelligence}}
 
|genus=elemental
 
|species=water elemental
 
}}
 
{{Flavour|A spirit drawn from the elemental plane of water. It exists on this world as part of a body of water and can engulf other beings in its form, depriving them of breath and voice.}}
 
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==Useful Info==
 
==Useful Info==
'''Water elementals''' are vaguely humanoid blobs of water, surging toward their foes and drowning the unwary. They are immune to [[electricity]] and [[poison]], and their melee attacks occasionally engulf their victims, dealing moderate [[asphyxiation]] damage each turn until their prey escapes.
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'''Water elementals''' are animate blobs of water, surging toward their foes and drowning the unwary. They are immune to [[electricity]] and [[poison]], and their melee attacks occasionally '''engulf''' their victims.
 
 
The process of drowning has the same effect as [[silence]] on the player: it prevents them from casting spells, reading scrolls, and using most [[god]]-gifted (invoked) abilities.  
 
  
They can be found in the company of the [[merfolk (monster)|merfolk]] witch [[Ilsuiw]] and her [[merfolk aquamancer]]s, occur naturally throughout [[Cocytus]], and can be summoned by monsters through the [[Summon Water Elementals]] spell.
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Being engulfed is similar to being under the effects of [[silence]]: it prevents creatures from casting spells, reading scrolls, and using [[god]]-given abilities. In addition, it deals moderate [[asphyxiation]] damage each turn. Moving away from the engulfer is enough to break free. [[Unbreathing]] creatures (including player species such as the [[undead]], [[gargoyle]]s, or grey [[draconian]]s), and creatures that are naturally aquatic (including player [[merfolk]], [[octopode]]s, and [[barachim]]) are immune to all effects.
  
You can also summon them yourself by evoking the [[phial of floods]], or invoking [[Qazlal]]'s Elemental Force when clouds of cold or rain are visible.
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Water elementals can be found throughout [[the Shoals]] and [[Cocytus]] and in some water-based vaults in [[the Dungeon]] and [[the Depths]]. They can also be summoned by monsters through the [[Summon Water Elementals]] spell. Players may summon them yourself by evoking a [[phial of floods]] or invoking [[Qazlal]]'s Elemental Force when clouds of cold or rain are visible.
  
 
==Tips & Tricks==
 
==Tips & Tricks==
 
*Avoid simply [[tab]]bing your way through combat with water elementals. Once they've engulfed you, you'll start taking irresistible damage each turn, but moving away from them breaks this effect. If possible, retreat each time they start the process.
 
*Avoid simply [[tab]]bing your way through combat with water elementals. Once they've engulfed you, you'll start taking irresistible damage each turn, but moving away from them breaks this effect. If possible, retreat each time they start the process.
**Players of [[unbreathing]] races are immune to the engulf damage and can still cast spells normally, making water elementals much less dangerous.
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**Players of [[unbreathing]] or aquatic races are immune to the engulf damage and can still cast spells normally, making water elementals much less dangerous.
 
*Their [[electricity]] resistance makes it difficult for [[Air Magic]]-users to take them out, though [[Airstrike]] is a perfectly acceptable method for defeating them.
 
*Their [[electricity]] resistance makes it difficult for [[Air Magic]]-users to take them out, though [[Airstrike]] is a perfectly acceptable method for defeating them.
 
*Keep in mind that they move much faster when in water.
 
*Keep in mind that they move much faster when in water.
*If using Qazlal's Elemental Force, the friendliness of the elemental will depend on the source of the cloud: Your clouds are friendly, ambient clouds are neutral, enemy clouds are hostile.  
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*Water elementals are weak to [[Fire Magic]] or other sources of fire damage. Casting fire spells at a water elemental that is currently standing in water is particularly effective, as the [[steam]] this generates will do even more damage.
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*If using Qazlal's Elemental Force, the friendliness of the elemental will depend on the source of the cloud: Your clouds are friendly, ambient clouds are neutral, enemy clouds are hostile.
  
 
==History==
 
==History==
Prior to [[0.13]], water elementals had normal melee attacks.
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*Prior [[0.22]], the Engulf status slowed movement but did not block god abilities.
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*Prior to [[0.13]], water elementals had normal melee attacks.

Revision as of 08:04, 23 August 2018

Version 0.22: This article may not be up to date for the latest stable release of Crawl.
water elemental EWater elemental.png
HP 27-56
HD 6
XP 212
Speed 10 (swim: 60%)
AC 4
EV 7
Will Immune
Attack1 22 (hit: engulf)


Resistances rElec
rPois+++
rDrown
rMiasma
rN+++
rTorm
Vulnerabilities Fire
Habitat Amphibious
Intelligence Brainless
Uses Uses nothing
Holiness Non-living
Size Large
Type elemental, water elemental
Flags Unbreathing
A spirit drawn from the elemental plane of water. It exists on this world as part of a body of water and can engulf other beings in its form, depriving them of breath and voice.

Useful Info

Water elementals are animate blobs of water, surging toward their foes and drowning the unwary. They are immune to electricity and poison, and their melee attacks occasionally engulf their victims.

Being engulfed is similar to being under the effects of silence: it prevents creatures from casting spells, reading scrolls, and using god-given abilities. In addition, it deals moderate asphyxiation damage each turn. Moving away from the engulfer is enough to break free. Unbreathing creatures (including player species such as the undead, gargoyles, or grey draconians), and creatures that are naturally aquatic (including player merfolk, octopodes, and barachim) are immune to all effects.

Water elementals can be found throughout the Shoals and Cocytus and in some water-based vaults in the Dungeon and the Depths. They can also be summoned by monsters through the Summon Water Elementals spell. Players may summon them yourself by evoking a phial of floods or invoking Qazlal's Elemental Force when clouds of cold or rain are visible.

Tips & Tricks

  • Avoid simply tabbing your way through combat with water elementals. Once they've engulfed you, you'll start taking irresistible damage each turn, but moving away from them breaks this effect. If possible, retreat each time they start the process.
    • Players of unbreathing or aquatic races are immune to the engulf damage and can still cast spells normally, making water elementals much less dangerous.
  • Their electricity resistance makes it difficult for Air Magic-users to take them out, though Airstrike is a perfectly acceptable method for defeating them.
  • Keep in mind that they move much faster when in water.
  • Water elementals are weak to Fire Magic or other sources of fire damage. Casting fire spells at a water elemental that is currently standing in water is particularly effective, as the steam this generates will do even more damage.
  • If using Qazlal's Elemental Force, the friendliness of the elemental will depend on the source of the cloud: Your clouds are friendly, ambient clouds are neutral, enemy clouds are hostile.

History

  • Prior 0.22, the Engulf status slowed movement but did not block god abilities.
  • Prior to 0.13, water elementals had normal melee attacks.