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
-
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)
-
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
-
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
-
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
Code References
Technical Details
Fire Elemental Technical
-
HP: 65 (ht(65))
Attack Speed: Normal (same as standard mobs)
Defense: 20 (baseDefenseSkill = 20)
Attack: 25 (baseAttackSkill = 25)
Damage: 16-20 (dmgMin = 16, dmgMax = 20)
Damage Reduction: 5 (dr = 5)
Experience: 10 (expForKill = 10)
Max Level: 20 (maxLvl = 20)
-
Air Elemental Technical
-
HP: Depth * 3 + 1 (dynamic based on dungeon depth)
Attack Speed: Normal
Defense: Depth * 2 + 1 (dynamic based on dungeon depth)
Attack: (defense * 2) + 1 (dynamic based on defense)
Damage: 0 to (hp/4) (dmgMin = 0, dmgMax = ht()/4)
Damage Reduction: (depth+1)/5 (dynamic based on dungeon depth)
Experience: Depth + 1 (dynamic based on dungeon depth)
Max Level: Depth + 2 (dynamic based on dungeon depth)
-
Special Attack: Uses
Wind Gust spell instead of normal attack
Range: Skill level (3 + lvl/10) - keeps distance of at least skillLevel()-1 from enemies
AI: Hunting - actively hunts targets but maintains distance
Water Elemental Technical
-
HP: Depth * 5 + 1 (dynamic based on dungeon depth)
Attack Speed: Normal
Defense: Depth * 2 + 1 (dynamic based on dungeon depth)
Attack: (defense/2) + 1 (dynamic based on defense)
Damage: Equal to HP divided by 2 (dmgMin = ht()/2, dmgMax = ht()/2)
Damage Reduction: (depth+1)/3 (dynamic based on dungeon depth)
Experience: Depth + 1 (dynamic based on dungeon depth)
Max Level: Depth + 2 (dynamic based on dungeon depth)
-
Speed on Water: Doubled when on liquid terrain
Speed on Other Terrain: Halved on non-liquid terrain
Healing: Heals expForKill when standing on water tiles
AI: Standard mob behavior with special interaction on water
Earth Elemental Technical
-
HP: Depth * 10 + 1 (dynamic based on dungeon depth)
Attack Speed: Normal
Defense: Depth / 2 + 1 (dynamic based on dungeon depth)
Attack: (defense/2) + 1 (dynamic based on defense)
Damage: Equal to HP divided by 5 (dmgMin = ht()/5, dmgMax = ht()/5)
Damage Reduction: Equal to expForKill (dynamic based on dungeon depth)
Experience: Depth + 1 (dynamic based on dungeon depth)
Max Level: Depth + 2 (dynamic based on dungeon depth)
-
Speed on Liquid: Halved when on liquid terrain
Regrowth Chance: 50% chance to create
Regrowth when attacking
AI: Standard mob behavior with regrowth special attack
String Resource References
See Also