Difference between revisions of "Water elemental"

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==Useful Info==
 
==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.
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'''Water elementals''' are animate blobs of water, surging toward their foes and drowning the unwary. Their melee attacks [[engulf]] the victim, which deals [[asphyxiation]] damage over time and [[silence]]s you. Moving away or killing the engulfer ends the effect. Players that are [[unbreathing]] (the [[undead]], [[Gargoyle]], [[Djinn]]) or [[amphibious]] ([[Merfolk]], [[Octopode]], [[Barachim]]) are immune to the effects of engulf.
  
Being engulfed is similar to being under the effects of [[silence]]: it prevents creatures from casting spells and reading scrolls. In addition, it deals moderate [[asphyxiation]] damage each turn; unlike [[constriction]], being engulfed does not prevent movement, but it does significantly slow movement as long as the status persists. Moving away from an engulfer is enough to break free. [[Unbreathing]] creatures (including player species such as the [[undead]], [[gargoyle]]s, or grey [[draconian]]s) are immune to all effects but the slowed movement.
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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 can summon them when [[Qazlal]]'s Elemental Force affects [[freezing vapour]]s or rain clouds.
 
 
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.
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*Unless you're immune to engulfing, avoid mindlessly [[tab]]bing through water elementals. Once they've engulfed you, you can't use [[scroll]]s, [[god]] abilities, or spells to escape, which can be deadly if other monsters are around.  
**Players of [[unbreathing]] 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.
 
*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.
 
*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.  
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*Water elementals are not [[insubstantial]]; they can be [[constrict]]ed, [[petrified]] by [[clouds]] of calcifying dust, and hit by [[throwing net]]s.
  
 
==History==
 
==History==
*In [[0.22]], the Engulf status will no longer slow movement, but will block [[god]]-given abilities.
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*Prior [[0.22]], the Engulf status slowed movement but did not block god abilities.
 
*Prior to [[0.13]], water elementals had normal melee attacks.
 
*Prior to [[0.13]], water elementals had normal melee attacks.
 
[[Category:Crystal Ball Articles]]
 

Latest revision as of 21:34, 2 August 2023

Version 0.30: 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. Their melee attacks engulf the victim, which deals asphyxiation damage over time and silences you. Moving away or killing the engulfer ends the effect. Players that are unbreathing (the undead, Gargoyle, Djinn) or amphibious (Merfolk, Octopode, Barachim) are immune to the effects of engulf.

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 can summon them when Qazlal's Elemental Force affects freezing vapours or rain clouds.

Tips & Tricks

  • Unless you're immune to engulfing, avoid mindlessly tabbing through water elementals. Once they've engulfed you, you can't use scrolls, god abilities, or spells to escape, which can be deadly if other monsters are around.
  • 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.
  • Water elementals are not insubstantial; they can be constricted, petrified by clouds of calcifying dust, and hit by throwing nets.

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.