PropertyValue
rdf:type
rdfs:label
  • Water Elemental
  • Water elemental
  • Water elemental
  • Water Elemental
  • Water Elemental
  • Water Elemental
  • Water elemental
rdfs:comment
  • Water elemental is a type of monster in ADOM. The weakest of the elementals, water elementals are amphibious beings that can be found in dungeons or underwater. They can swim, naturally, and have a water breath attack. Unlike some other creatures of water, though, they are not particularly vulnerable to fire. They are found in large abundance in the Water Temple.
  • __NOEDITSECTION__ __NOWYSIWYG__
  • __NOWYSIWYG__
  • |}
  • The Water Elemental is an enemy found within many Lost Sea locations.
  • Water elementals were extra-dimensional magical creatures. A Water elemental trapped in matter, such as a human form, was subject to the limitations associated with that matter. They generally had difficulty adopting human form, as a result of which they tended to have defects. (PROSE: The City of the Dead)
  • Elementals are called to Erebus from an alternate plane, where Agares hid the jewels of pure creation. Such is the density of creative force on these planes that even pure energy can gain sentience and will, arising and dissipating in an endless cycle. These fleeting beings are called elementals. Water elementals are favorites of conjurers in coastal kingdoms. They can be sent dashing across the waves to disrupt any foreign vessels, destroying ships and scaring even the saltiest of sailors.
  • Water Elementals are patient creatures made of living water. Below the surface of the water, these elementals look like nothing more than water themselves. Only when they are enraged does their appearance manifest as a vicious whirlpool or living tidal wave, or most notably when they rise from the water to stride arcoss the land. They are created by powerful wizards to work their will on the world and their enemies . Interestingly, even though the Fire Elemental is weaker on water spaces, the Water Elemental inexplicably is not weaker on lava field spaces.
  • The Water Elemental is an enemy encounter in Suikoden Tactics. It is found in Ruins of Obel and Mido Shallows. This elemental doesn't fight but it spread an water elemental affinity.
  • The essence of Water is attraction. The Elemental can draw all water into itself. It can draw water from the very body of a human that approaches it. A Water Elemental looks for the largest source of water in an area, especially those that are magical and endless. It then draws upon the boundless magical stream. People begin to dye of thirst as it grows in power enough to engulf its surroundings in a flood. As long as the Water Elemental has a steady source of water, the Elemental cannot be harmed or contained. It is only vulnerable to Air. Once away from a major water source, it will be drawn to the nearest source of water, at which point one can attempt to contain it.
  • The Water Elemental is an enemy encountered at the end of Dungeon Siege: Legends of Aranna.
  • Water Elemental is an enemy in MARDEK.
  • These creatures inhabit the area accessed during the Elemental Workshop I and Elemental Workshop II that is below Seer's Village. This monster is very helpful in training Herblore as it always drops a Vial of water upon defeat as well as an array of grimy herbs. It can be accessed after the quest is completed.
  • Water Elemental is fought in the Sunken Shrine. Interestingly, it is not weak to Thunder, and is instead weak to Ice.
  • Vesi elementaalit ovat tehty vedestä ja kaikesta nestemmäisestä. Maagit osaavat kutsua niitä. Vesi elementaalien johtaja on Neptulon ja ne asuvat Abyssal Mawissa. thumb
  • Race: elemental Alignment: true neutral Armor class: 19 Hit points: 30 Attack bonus: +6 Damage: 1d8+3 bludgeoning damage (creature weapon) Hit dice (level): 4 Challenge rating: 4 Size: medium Trained skills:(‡) listen (7), spot (7) Feats: darkvision, power attack, weapon proficiency (creature)
  • They are often killed for their vial and herb drops, which in combination can be used in the Herblore skill.
  • Monster Level: Unknown Hit Points: 60-71 Damage: Unknown - Unknown Armour: Unknown Base Experience: 45 Combat Messages: No messages noted.
  • Water elementals were elemental creatures of water who were unable to move more than 180 feet (55 meters) from the body of water from which they were conjured. They spoke Aquan although they rarely chose to speak.
  • Several updates ago from the current version, water elementals were changed to lvl 25 for quite possibly a few weeks or months. Wether this was due to a bug or hot-fix is unknown.
  • The Water Elemental belongs to a group of ancient spirits, like powerful genies, and represented the four elements: Earth, Air, Fire, and Water. They were blamed for disasters such as fires, earthquakes, and hurricanes.
  • Water elementals are one of four elemental creatures encountered during the Elemental Workshop I quest. They are located in the northern room of the elemental workshop, and may be fought alongside the earth, air and fire elementals. They are often killed for their vial and herb drops, which in combination can be used in the Herblore skill.
  • Water elementals are the denizens of the Elemental Plane of Water. A water elemental prefers to fight in a large body of water where it can disappear beneath the waves and suddenly swell up behind its opponents.
  • The second elemental in the game, meant to be used alongside the Water Blast Staff. After all, it's a blue orb with rings on it. Once equipped, you'll be surrounded by a watery (blue) Aura and start recharging your Water Charges. As a bonus, it gives you the ability to- that's right, FLOAT on the water around the island! But you only have a limited amount of time to float, so don't get too comfortable! If your bar is full enough, press Q to heal yourself and nearby teammates!
  • rightŻywiołaki wody to żywiołaki stworzone z wody lub innych cieczy. Niektóre z nich zostały skażone, co objawia się zielonym, zamiast niebieskim, zabarwieniem. Żywiołak wody to muskularna człekokształtna postać uformowana z szemrzącej zielono-niebieskiej wody; polerowane miedziane bransolety nosi na masywnych ramionach, a na bezkształtnej głowie jarzy się dwoje niebieskich oczu. Tors zwęża się ku dołowi, tworząc stożkowaty wir. Żywiołaki wody, prawdopodobnie najbardziej wszechstronne ze wszystkich żywiołaków, mają silne ramiona, szybkie ruchy i zdrowe nastawienie. Wrogowie się ich boją, gdyż opanowały niszczycielskie wodne ataki, paraliżujące ciosy i umiejętność formowania potężnych wirów wodnych. Są one również najbardziej skryte. Wiele z nich nigdy nie oglądało światła słonecznego i mie
  • Water elementals are elemental creatures made of water and various other liquids. Some water elementals have become corrupted, appearing green instead of blue. A water elemental is a muscular humanoid formed from glimmering blue-green water; polished brass bracers encircle its hefty arms and two glowing blue eyes shine from a featureless head. Its torso trails off into a vestigial whirlpool. Water elementals, perhaps the most versatile of all the elementals, possess strong arms, quick reflexes, and hearty constitutions. Enemies fear them, for water elementals possess devastating slam attacks, numbing blows, and the capacity to form powerful whirlpools. They are also the most secretive. Many have never seen daylight and dwell near ocean wrecks and forgotten cities. Human archmagi preferred
Level
  • 44
  • 80
  • 135
  • N/A
Strength
  • 3.320000
  • 600
Appeared
Alignment
Attack
  • 24
veteranlife
  • 3694
regularlife
  • 1417
regulararmor
  • 420
elitearmor
  • 1673
veteranarmor
  • 1210
elitelife
  • 5111
veterandamage
  • 997
eliteexp
  • 2150084
regularexp
  • 2732
elitedamage
  • 1379
regulardamage
  • 425
veteranexp
  • 79228
nieve
  • No
dcterms:subject
Sleep
  • 100.0
dRange
  • 0
dSlash
  • 0
Unique
  • No
jmp
  • 4
Corpse
  • Constructs don't leave corpses.
aMagic
  • 0
acc magic
  • 0
immunities
Will
  • 4
Loot Tier
  • 6
walksaround
  • Energy
aff magic
  • 45
strongagainst
implemented
  • 7.800000
Fort
  • 4
Behavior
  • Fights until death.
  • Water Elementals fight until death.
weakagainst
Curse
  • 100.0
lifepoints
  • 1600
MDF
  • 62
Hitpoints
  • 30
dMagic
  • 0
dStab
  • 0
creatureclass
  • Elementals
  • Elementals
  • Elementals
Examine
  • A water elemental.
Reflex
  • 2
bestiaryclass
  • Elemental
senseinvis
  • yes
agro
  • y
gemw
  • no
paraimmune
  • yes
Mana
  • 1000
  • 3033
DEX
  • 12
max hit
  • 4
  • 40
fireDmgMod
  • 0.0
convince
  • --
  • --
  • --
MagicRes
  • Medium
Poisonous
  • No
max magic
  • 0
dCrush
  • 0
deathDmgMod
  • 50.0
feats
iceDmgMod
  • 0.0
immuneto
  • Fire Damage, Earth Damage, Ice Damage, Drown Damage, Life Drain, Paralysis and Invisible.
max spec
  • 0
Self
  • 600
LVL
  • 48
Luminance
  • 0
attack speed
  • 6
acc melee
  • 368
aff weakness
  • 90
silence
  • 100.0
IsHostile
  • Yes
walksthrough
  • Fire, Poison
buff
  •  Allows you to heal when bar is full, grants ability to swim in water, and boosts Speed by 50%, Damage by 25% while swimming
Confusion
  • 100.0
Monster Memory
  • This elemental shifts and undulates, ebbs and flows, separates and rejoins, rises and falls, with a nearly hypnotic motion. However, the power contained beneath that smooth surface is unmistakable. As the fluid dance progresses, you hear the cracking of ice; you feel the heat of steam; and you see the destructive power of a waterfall. You can smell the tang of salt water in the air, but this is no tranquil sea!
aff melee
  • 65
Related Quests
Air
  • 50.0
Summon
  • --
  • --
  • --
Physical
  • 80.0
actualname
  • water elemental
hpDrainDmgMod
  • 0.0
KPL
  • 5
holyDmgMod
  • 50.0
energyDmgMod
  • 125.0
Mag
  • 86
physicalDmgMod
  • 50.0
  • 65.0
max ranged
  • 192
Poison
  • 100.0
Stamina
  • 11
  • 1000
Intelligence
  • 2.200000
SeeInvis
  • No
Skl
  • 1
Always Drops
first-appearance
str
  • 1
  • 16
  • 30
LUC
  • 37
MaxDmg
  • 535
  • 560
  • 328563
Combat
  • 34
aff ranged
  • 55
Attack style
  • Range
  • Stab
acc ranged
  • 486
SeeInDark
  • No
CHA
  • 11
MOV
  • 6
slaylvl
  • 1
  • No
earthDmgMod
  • 0.0
alignment3e
  • Usually neutral
ATK
  • 1
  • 26
alignment5e
bestiarylevel
  • Medium
Berserk
  • 100.0
Sprite
  • 94.0
MDEF
  • 0
Quickness
  • 600
isboss
  • no
  • no
  • no
Agl
  • 11
spd
  • 52
bestiarytext
  • Water Elementals are as powerful as a tidal wave and as moody as the sea that gave birth to them. Their interest in our existence is limited at best and they are usually summoned by sorcerers than materialising on their own. The apparently uncontrolled Water Elementals seem to follow no purpose that we mortals could comprehend. Some sorcerers believe that they react hostile to living creatures because they feel offended by all the water a living creature contains. Although enigmatic in their motivation, they are indisputably intelligent and possess an array of spells that centre around water, poison and cold.
max melee
  • 144
aCrush
  • 0
bestiaryname
  • waterelemental
Rarity
  • Common
  • Rare
  • Uncommon
  • Very Rare
  • Always
aStab
  • 0
Patch Introduced
drownDmgMod
  • 0.0
illusionable
  • yes
  • yes
  • yes
Aggressive
  • No
aRange
  • 0
resref
  • nw_water
Loot
  • 0
  • Nothing .
  • NOTE: It is only possible to get the Giant Shimmering Pearl, White Pearl, Small Sapphire, Leviathan's Amulet and possibly more by using a Fishing Rod on the Water Elemental Corpse.
Wis
  • 11
aSlash
  • 0
levelmod
  • ^
primarytype
  • Hydro-Elementals
  • Hydro-Elementals
  • Hydro-Elementals
immune to poison
  • No
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Creature
  • Elemental
Range
  • 30
Affinity
  • Water
Special
  • *Water breath attack *Sometimes shrugs off bolts and other resistible magic *Ignores water *Construct abilities **Cannot be sacrificed **Immune to death rays, stunning, blindness, paralysis, and poison **Immune to telepathic mindcraft
sampleimage
  • 300
AB
  • +6
Element
  • Water
Challenge
  • Varies
Water
  • 200.0
Article
  • a
Faction
  • Varies
Endurance
  • 600
Skills
Speed
  • 4
Page
  • 126
Weapon
  • none
Cat
  • Elemental
Fire
  • 100.0
Helmet
  • none
Dexterity
  • 7.330000
Defence
  • 32
Magic
  • 0
  • 1
Zombie
  • 100.0
Name
  • Coins
  • Water Elemental
  • Blood rune
  • Grimy avantoe
  • Grimy dwarf weed
  • Grimy guam
  • Grimy harralander
  • Grimy irit
  • Grimy kwuarm
  • Grimy marrentill
  • Grimy ranarr
  • Chaos rune
  • Grimy cadantine
  • Grimy lantadyme
  • Grimy tarromin
  • Nature rune
  • Rare drop table
  • Water elemental
  • Death rune
  • Vial of water
  • Grimy guam leaf
  • Grimy irit leaf
  • Grimy ranarr weed
  • Law rune
  • Water rune
  • Staff of water
  • Water Elemental
  • Water Elemental
MP
  • 999
  • Lvl1: 1
  • Lvl2: 0
  • Lvl3: 0
  • Lvl4: 0
Type
Portrait
  • 100
Caption
Weakness
  • Slash
  • Weak to all combat styles.
Abilities
  • Melee poisons you up to 3 hp/turn, Drown Explosion , Icicle , Poison Storm poisons you up to 13 hp/turn, Self Healing, Haste.
  • Melee ; poisons you up to 3 hitpoints per turn, Water Explosion , Icicle , Poisoning Ball , Self-healing, Haste.
  • Melee ; poisons you up to 3 hitpoints per turn, Water Explosion , Icicle , Poisoning Ball , Self-healing, Haste.
Money Dropped
  • 0
spr
  • 25
Turael
  • No
Items Dropped
Duradel
  • No
Items Equipped
  • None
immune to stun
  • No
Locations Found
Slayxp
  • 0
immune to deflect
  • No
immune to drain
  • No
Accessory
  • none
type3e
type5e
bleed
  • 100.0
numbness
  • 100.0
Paralysis
  • 100.0
blindness
  • 100.0
mazchna
  • No
fig
  • -50.0
subtype3e
thauma
  • 0.0
Chaeldar
  • No
Vannaka
  • No
Aether
  • 50.0
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exp
  • 250
  • 450
  • 650
con
  • 17
Language
Members
  • Yes
Weight
  • 34
Coordination
  • 600
cr
  • 4
Quantity
  • 1
  • 2
  • 10
  • 12
  • 15
  • 20
  • 42
  • 1242
Update
  • Elemental Workshop Quest
Environment
  • Any
Height
  • 4
  • Varies
Title
  • Water Elemental
ATT
  • 30
HD
  • 4
DEF
  • 20
  • 21
  • 30
XP
  • 150500
Skill
  • 9
Image size
  • 225
Armour
  • 486
  • none
Class
  • Elemental
AC
  • 19
Mount
  • N/A
Description
  • Water elemental is a type of monster in ADOM. The weakest of the elementals, water elementals are amphibious beings that can be found in dungeons or underwater. They can swim, naturally, and have a water breath attack. Unlike some other creatures of water, though, they are not particularly vulnerable to fire. They are found in large abundance in the Water Temple.
Weaknesses
  • Cold
Cost
  • Badge
Light
  • 50.0
Symbol
  • E
Ratio
  • 0
  • 1182
plural
  • water elementals
Social
  • y
Affiliations
Stats
  • Level: 1, DV: 5, PV: 25, Hits: 150, Attacks: 1, Speed: 100.
Dark
  • 50.0
Notes
  • Beware of the locations where can appear more than 3 together. Many players visit Folda to kill one water elemental for fun.
  • They can only survive in vicinity of water, where they can appear in groups and overwhelm unprepared adventurers. Their corpses become a puddle of water, which can be looted but not moved. You can also fish their fresh corpses to obtain one of the following: *Nothing *Giant Shimmering Pearl *White Pearl *Small Sapphire *Small Emerald *Leviathan's Amulet
  • With the Updates/8.61 patch the looting was changed, and you can now open the bodies, BUT it is still possible to "fish" the bodies with a Fishing Rod and get some gems.
  • Beware of the locations where up to 3 can appear together. They use drown attacks that can't be blocked by ice resistent items.
Character
  • N/A
  • Water Elemental
Earth
  • -100.0
int
  • 4
Homeworld
Attacks
  • Bludgeoning
slayexp
  • N/A
Occupation
  • Ancient Genie
Sounds
  • "Splish splash".
ID
  • 111
  • 510
  • 1022
Zone
  • Fens of Nathsar
Style
  • ranged
HP
  • 30
  • 100
  • 340
  • 550
Subtype
  • elemental, extraplanar, water
Patch
  • Rise of Kunark
Release
  • 2004-06-02
Capital
Focus
  • 600
Damage
  • 1
Health
  • 52
  • 1000
  • 12000
Race
Experience
  • 72.600000
Vision
Source
Ranged
  • 32
LP
  • 1600
Shield
  • none
pdf
  • 21
Eva
  • 0
  • 42
Location
  • Water Temple
  • Random
  • Malada, Ramoa, Talahu as well as deep in Folda.
  • Where summoned
  • Water Elemental Cave in Port Hope, Malada, Ramoa, Talahu and Folda.
  • Water Elemental Cave in Port Hope, Water Elemental Dungeon, Deeper Banuta, Malada, Ramoa, Talahu, Folda , Water Elemental Cave in Outlaw Camp
Size
  • medium
Strategy
  • Sorcerers and Druids: Easy creature for mid to high level mages with good magic level. Sorcerer should take Wand of Starstorm, when Druid can take Underworld Rod or no rod at all. It should usually be all to bring them down in no time. Alternatively use HMMs to hit them from afar. They drop strong mana potions quite frequently, which will help you hunting for longer time. Glacier Set will reduce Icicle damage, but it is not neccesary. You will need to heal after each hit to make sure you don't die to a higher combo.
  • Sorcerers and Druids: Easy creature for mid to high level mages with good magic level. Sorcerer should take Wand of Starstorm, when Druid can take Underworld Rod or no rod at all. It should usually be all to bring them down in no time. Alternatively use HMMs to hit them from afar. They drop strong mana potions quite frequently, which will help you hunting for longer time. Glacier Set will reduce Icicle damage, but it is not neccesary. You will need to heal after each hit to make sure you don't die to a higher combo.
  • Stay away from multiples, as they can drop lots of hitpoints in a single combo. When facing 1, simply kill as a normal monster, best is to run and shot HMM. Do not be afraid to use Thunderstorm runes for 2 or more.
  • Paladins: Take your best bow, Flash Arrows and potions - kill from a distance while being careful to not lure more than two water elementals.
  • Paladins: Take your best bow, Flash Arrows and potions - kill from a distance while being careful to not lure more than two water elementals.
  • All vocations: Remember to bring your Helmet of the Deep when hunting these! It blocks 100% of their strongest attack, the water explosion. The heavy weight of the helmet will be easily compensated as it will save you from their most deadly combos.
  • All vocations: Remember to bring your Helmet of the Deep when hunting these! It blocks 100% of their strongest attack, the water explosion. The heavy weight of the helmet will be easily compensated as it will save you from their most deadly combos.
  • If you don't have a Helmet of the Deep, stay away from more than two water elementals, because they will drop lots of Hitpoints in a single combo. When facing one or two, simply kill as a normal monster. Try run and shoot Energy-Based Attacks. Do not be afraid to use Thunderstorm Runes or Energy Wave when facing three or more. If you are a low level Knight, just run away if you don't have any good Energy-Enchanted weapon.
  • If you don't have a Helmet of the Deep, stay away from more than two water elementals, because they will drop lots of Hitpoints in a single combo. When facing one or two, simply kill as a normal monster. Try run and shoot Energy-Based Attacks. Do not be afraid to use Thunderstorm Runes or Energy Wave when facing three or more. If you are a low level Knight, just run away if you don't have any good Energy-Enchanted weapon.
  • Knights: Stay away from these unless you feel like wasting to get fast exp. They are very resistant to physical so you should enchant your weapon into Energy to deal normal damage. Skill rings are strongly recommended. Stay away from groups as you will waste a lot of potions for the mighty combos they deal. Even exori gran doesn't hit them for that much damage.
  • Knights: Stay away from these unless you feel like wasting to get fast exp. They are very resistant to physical so you should enchant your weapon into Energy to deal normal damage. Skill rings are strongly recommended. Stay away from groups as you will waste a lot of potions for the mighty combos they deal. Even exori gran doesn't hit them for that much damage.
wikipage disambiguates
runsat
  • 0
Vit
  • 10
immunepoison
  • No
immunevenom
  • No
strbns
  • 0
Mage
  • 30
attbns
  • 0
challenge5e
  • 5
size5e
  • Large
type of item
  • Enhancement
abstract
  • Water elemental is a type of monster in ADOM. The weakest of the elementals, water elementals are amphibious beings that can be found in dungeons or underwater. They can swim, naturally, and have a water breath attack. Unlike some other creatures of water, though, they are not particularly vulnerable to fire. They are found in large abundance in the Water Temple.
  • __NOEDITSECTION__ __NOWYSIWYG__
  • __NOWYSIWYG__
  • |}
  • The Water Elemental is an enemy found within many Lost Sea locations.
  • Water elementals were extra-dimensional magical creatures. A Water elemental trapped in matter, such as a human form, was subject to the limitations associated with that matter. They generally had difficulty adopting human form, as a result of which they tended to have defects. (PROSE: The City of the Dead)
  • Elementals are called to Erebus from an alternate plane, where Agares hid the jewels of pure creation. Such is the density of creative force on these planes that even pure energy can gain sentience and will, arising and dissipating in an endless cycle. These fleeting beings are called elementals. Water elementals are favorites of conjurers in coastal kingdoms. They can be sent dashing across the waves to disrupt any foreign vessels, destroying ships and scaring even the saltiest of sailors.
  • Water Elementals are patient creatures made of living water. Below the surface of the water, these elementals look like nothing more than water themselves. Only when they are enraged does their appearance manifest as a vicious whirlpool or living tidal wave, or most notably when they rise from the water to stride arcoss the land. They are created by powerful wizards to work their will on the world and their enemies . Interestingly, even though the Fire Elemental is weaker on water spaces, the Water Elemental inexplicably is not weaker on lava field spaces.
  • The Water Elemental is an enemy encounter in Suikoden Tactics. It is found in Ruins of Obel and Mido Shallows. This elemental doesn't fight but it spread an water elemental affinity.
  • The essence of Water is attraction. The Elemental can draw all water into itself. It can draw water from the very body of a human that approaches it. A Water Elemental looks for the largest source of water in an area, especially those that are magical and endless. It then draws upon the boundless magical stream. People begin to dye of thirst as it grows in power enough to engulf its surroundings in a flood. As long as the Water Elemental has a steady source of water, the Elemental cannot be harmed or contained. It is only vulnerable to Air. Once away from a major water source, it will be drawn to the nearest source of water, at which point one can attempt to contain it.
  • The Water Elemental is an enemy encountered at the end of Dungeon Siege: Legends of Aranna.
  • The second elemental in the game, meant to be used alongside the Water Blast Staff. After all, it's a blue orb with rings on it. Once equipped, you'll be surrounded by a watery (blue) Aura and start recharging your Water Charges. As a bonus, it gives you the ability to- that's right, FLOAT on the water around the island! But you only have a limited amount of time to float, so don't get too comfortable! If your bar is full enough, press Q to heal yourself and nearby teammates! Oh yeah, it also fills up that power bar just like the Air Elemental. Once the bar is full, get ready to unleash the super-secret attack!
  • Water Elemental is an enemy in MARDEK.
  • These creatures inhabit the area accessed during the Elemental Workshop I and Elemental Workshop II that is below Seer's Village. This monster is very helpful in training Herblore as it always drops a Vial of water upon defeat as well as an array of grimy herbs. It can be accessed after the quest is completed.
  • rightŻywiołaki wody to żywiołaki stworzone z wody lub innych cieczy. Niektóre z nich zostały skażone, co objawia się zielonym, zamiast niebieskim, zabarwieniem. Żywiołak wody to muskularna człekokształtna postać uformowana z szemrzącej zielono-niebieskiej wody; polerowane miedziane bransolety nosi na masywnych ramionach, a na bezkształtnej głowie jarzy się dwoje niebieskich oczu. Tors zwęża się ku dołowi, tworząc stożkowaty wir. Żywiołaki wody, prawdopodobnie najbardziej wszechstronne ze wszystkich żywiołaków, mają silne ramiona, szybkie ruchy i zdrowe nastawienie. Wrogowie się ich boją, gdyż opanowały niszczycielskie wodne ataki, paraliżujące ciosy i umiejętność formowania potężnych wirów wodnych. Są one również najbardziej skryte. Wiele z nich nigdy nie oglądało światła słonecznego i mieszka wśród wraków na oceanie i pośród zapomnianych miast. podczas Trzeciej Wojny arcymagowie ludzi preferowali przyzywanie żywiołaków wody spośród całej gamy sług żywiołów. Ze wszystkich, właśnie z żywiołakami wody podróżnicy mają największą szansę rozwiązać konflikt na drodze dyplomatycznej. Bazują one na swym wirze jako pierwszym ataku, a dopiero potem, gdy jest to konieczne, będą walczyły w zwarciu. Skupiają paraliżujące ataki na pojedynczych celach, mając nadzieję zneutralizować zagrożenie przed zwróceniem uwagi pozostałych wrogów. Żywiołaki wody pochodzą z Abisalnej Paszczy na Planie Żywiołów. Posługują się językami Kalimrag i aquańskim. Nie wszystkie żywiołaki wody są sługami panów i książąt żywiołów, niektóre są zwolennikami pierwotnych duchów żywiołów z Outland. * Żywiołaki wody przeważnie zadają obrażenia od mrozu. Często władają zaklęciami bazującymi na mrozie, takimi jak nova mrozu. * Ich domem i domeną jest Abisalna Paszcza na Planie Żywiołów. * Przywódcą żywiołaków wody jest Neptulon. * Najpotężniejszym obecnie żywiołakiem wody w World of Warcraft jest Hydross Niestabilny.
  • Water Elemental is fought in the Sunken Shrine. Interestingly, it is not weak to Thunder, and is instead weak to Ice.
  • Vesi elementaalit ovat tehty vedestä ja kaikesta nestemmäisestä. Maagit osaavat kutsua niitä. Vesi elementaalien johtaja on Neptulon ja ne asuvat Abyssal Mawissa. thumb
  • Race: elemental Alignment: true neutral Armor class: 19 Hit points: 30 Attack bonus: +6 Damage: 1d8+3 bludgeoning damage (creature weapon) Hit dice (level): 4 Challenge rating: 4 Size: medium Trained skills:(‡) listen (7), spot (7) Feats: darkvision, power attack, weapon proficiency (creature)
  • They are often killed for their vial and herb drops, which in combination can be used in the Herblore skill.
  • Monster Level: Unknown Hit Points: 60-71 Damage: Unknown - Unknown Armour: Unknown Base Experience: 45 Combat Messages: No messages noted.
  • Water elementals are elemental creatures made of water and various other liquids. Some water elementals have become corrupted, appearing green instead of blue. A water elemental is a muscular humanoid formed from glimmering blue-green water; polished brass bracers encircle its hefty arms and two glowing blue eyes shine from a featureless head. Its torso trails off into a vestigial whirlpool. Water elementals, perhaps the most versatile of all the elementals, possess strong arms, quick reflexes, and hearty constitutions. Enemies fear them, for water elementals possess devastating slam attacks, numbing blows, and the capacity to form powerful whirlpools. They are also the most secretive. Many have never seen daylight and dwell near ocean wrecks and forgotten cities. Human archmagi preferred summoning water elementals over all other elementals during the Third War. Of all the elementals, adventurers are most likely to succeed in diplomatic overtures with water elementals. Water elementals rely on their vortex as a primary attack and then switch to melee combat as appropriate. They focus their numbing blows on a single target, hoping to neutralize one threat before turning their attention to other combatants. (MG 62) Water elementals originate from the Abyssal Maw of the Elemental Plane. They speak Kalimag and Aquan (S&L 143) Not all water elementals are minions of the elemental lords and princes, some are minions of the primal elemental spirits of Outland. * Water elementals commonly do frost damage. They also often have frost-based spells, like Frost Nova. * Their home/domain on the Elemental Plane is known as The Abyssal Maw. * The leader and most powerful Water Elemental is Neptulon (who also appears in the Throne of the Tides in World of Warcraft).
  • Water elementals were elemental creatures of water who were unable to move more than 180 feet (55 meters) from the body of water from which they were conjured. They spoke Aquan although they rarely chose to speak.
  • Several updates ago from the current version, water elementals were changed to lvl 25 for quite possibly a few weeks or months. Wether this was due to a bug or hot-fix is unknown.
  • The Water Elemental belongs to a group of ancient spirits, like powerful genies, and represented the four elements: Earth, Air, Fire, and Water. They were blamed for disasters such as fires, earthquakes, and hurricanes.
  • Water elementals are one of four elemental creatures encountered during the Elemental Workshop I quest. They are located in the northern room of the elemental workshop, and may be fought alongside the earth, air and fire elementals. They are often killed for their vial and herb drops, which in combination can be used in the Herblore skill.
  • Water elementals are the denizens of the Elemental Plane of Water. A water elemental prefers to fight in a large body of water where it can disappear beneath the waves and suddenly swell up behind its opponents.
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