Table of Contents
Elementals
Elementals are magical creatures representing the fundamental elements of nature: fire, water, air, and earth. Each type has unique properties and abilities related to their element.
Description
Elementals are magical creatures representing the four fundamental elements. They appear throughout the dungeon and each type has unique abilities, resistances, and weaknesses based on their elemental nature.
Types of Elementals
Fire Elemental
Fire Elementals are creatures of living flame. They are immune to fire-based damage and may heal from it, but vulnerable to cold.
- Immunities: Fire enchantment, Burning buff, Wand of Firebolt, Scroll of Psionic Blast, Bleeding buff
- Special: Can heal when affected by Burning, ignite enemies on attack (50% chance)
- Vulnerabilities: Frost-based attacks and effects
- Drops: Potion of Liquid Flame (10% chance)
- Stats: HP 65, Attack 25, Defense 20, DMG 16-20, DR 5, Exp 10, Max Level 20
- Properties: Flying, no carcass drop
Air Elemental
Air Elementals are flying creatures associated with wind. They attack at range using the Wind Gust spell and maintain distance from enemies.
- Immunities: Bleeding buff
- Special: Flying, ranged attacks with Wind Gust spell, maintains distance from enemies (keeps at least skillLevel()-1 distance)
- Drops: Potion of Levitation (10% chance)
- Stats (Depth-Based): HP depth*3+1, Attack (2*defense)+1, Defense depth*2+1, DMG 0-(ht()/4), DR (depth+1)/5, Exp depth+1
- Properties: Flying, no carcass drop
Water Elemental
Water Elementals are fluid-based creatures. They gain speed and healing near water, but take damage from fire.
- Immunities: Frost, Scroll of Psionic Blast, Bleeding
- Special: Speed doubled on liquid terrain, heals on water tiles, can freeze enemies on attack (50% chance)
- Vulnerabilities: Burning-based attacks and effects
- Drops: Potion of Frost (10% chance)
- Stats (Depth-Based): HP depth*5+1, Attack (defense/2)+1, Defense depth*2+1, DMG (HP/2)-(HP/2), DR (depth+1)/3, Exp depth+1
- Properties: No carcass drop
Earth Elemental
Earth Elementals are sturdy, stone-based creatures. They're immune to various status effects and can create plant growth.
- Immunities: Roots, Paralysis, Stun, Toxic Gas, Burning, Bleeding
- Special: Stats scale with dungeon depth, 50% chance to create regrowth on attack, moves at half speed on liquid terrain
- Drops: Earthroot Seed (10% chance)
- Stats (Depth-Based): HP depth*10+1, Attack (HP/5)-(HP/5), Defense depth/2+1, DR depth+1, Exp depth+1
- Properties: No carcass drop
Common Properties
Elementals typically share some common characteristics:
- Elemental Immunities: Each type has immunities to its own element
- Vulnerabilities: Each type has specific weaknesses to opposing elements
- Magical Nature: All elementals are magical beings
- No Carcass: Most elementals don't leave carcass behind when they die
Strategy
When fighting elementals, consider their resistances and vulnerabilities:
- Fire Elementals: Use ice/cold attacks, avoid fire-based weapons, watch out for healing from burning
- Water Elementals: Use fire attacks, avoid fighting them in water where they heal and move faster
- Air Elementals: They keep distance and use ranged attacks, try to corner them or fight from afar
- Earth Elementals: Resist status effects and physical damage, most resilient of elementals
Technical Details
- Fire Implementation: FireElemental.java
- Air Implementation: AirElemental.java
- Water Implementation: WaterElemental.java
- Earth Implementation: EarthElemental.java
