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m (It implied you couldn't be attacked in squares next to water, only in water type squares.)
 
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|move=50
 
|move=50
 
|attack=100
 
|attack=100
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|attackpattern=Normal (sword)
 
|behavior=Restricted to liquid<br>immune to water<br>submerges<br>flits<br>never sleeps<br>will not use stairs
 
|behavior=Restricted to liquid<br>immune to water<br>submerges<br>flits<br>never sleeps<br>will not use stairs
 
|ability=
 
|ability=
 
|mindepth=2 (8 for packs)
 
|mindepth=2 (8 for packs)
}}
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|mclass = Animals<br>Waterborne}}
   
{{Flavor|"The eel slips silently through the subterranean lake, waiting for unsuspecting prey to set foot in its dark waters."}}
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{{Flavor|The eel slips silently through the subterranean lake, waiting for unsuspecting prey to set foot in its dark waters.}}
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[[File:Gelof eel 600x600.jpg|thumb|280x280px|A eel by Gelof.]]
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''"The eel moves quickly, moves erratically, never sleeps, is at home in water, cannot venture onto dry land and submerges"''
   
They can easily dispatch a lower level adventurer who sets foot into the waters. Even levitating will not prevent them from attacking you. They also regenerate quickly. Be wary of bodies of water when you have low hp! If there is no land nearby, you may die if an eel repeatedly attacks. Attack staves are well spent on these.
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Eels are found in [[Bog|bogs]], [[Shallow waters|shallow]] and [[Murky waters|deep]] waters. A lone '''Eel''' can easily dispatch a lower level adventurer who sets foot into the waters, and packs of them can quickly whittle away the defenses of even sturdy, dungeon-hardened adventurers. With erratic movement, the ability to submerge to hide from view, quick regeneration, and an impressive attack/defense for their starting depth, attempting to fight one with your starting gear is almost certainly going to drain you to critical HP, and very likely will be fatal.
   
''"The eel moves quickly, moves erratically, never sleeps, is at home in water, cannot venture onto dry land and submerges"''
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Fortunately, like any water-locked foe, eels cannot attack something that doesn't stand in or next to the water, and that includes flying mobs or levitating rogues. Just like [[Kraken|Krakens ]] or [[Bog monster]]s, [[Potion of levitation|potions ]] or [[Levitation Charm|charms of levitation]] are well utilized when it seems unlikely that you'll be unable to return to the relative safety of dry land. For that same reason, a [[staff of conjuration]] is a wonderful way to help rid lakes of their eel population, as the blades can attack the eels, but the eels can't return the favor.
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Due to a change to submerging in 1.7.3, submerged monsters cannot be hit by any ranged attacks (throwing darts/weapons or attack staves). Your chance to take 'em down is either from a lucky melee strike on a submerged eel, or when they pop to the surface to attack!
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{{Monster}}
 
[[Category:Monster]]
 
[[Category:Monster]]
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[[Category:Fast-moving]]
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[[Category:Flitting]]
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[[Category:Animal]]
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[[Category:Waterborne (trait)]]
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[[Category:Waterborne (class)]]

Latest revision as of 05:03, June 15, 2018

eel 
e
Health 18
Defense 20
Accuracy 100
Damage 2-9 (clumping = 2)
Regen delay 5
Movement delay 50
Attack delay 100
Attack pattern Normal (sword)
Behavior Restricted to liquid
immune to water
submerges
flits
never sleeps
will not use stairs
Ability
Monster Class Animals
Waterborne
Typical Starting Depth 2 (8 for packs)
The eel slips silently through the subterranean lake, waiting for unsuspecting prey to set foot in its dark waters.
Gelof eel 600x600

A eel by Gelof.

"The eel moves quickly, moves erratically, never sleeps, is at home in water, cannot venture onto dry land and submerges"

Eels are found in bogs, shallow and deep waters. A lone Eel can easily dispatch a lower level adventurer who sets foot into the waters, and packs of them can quickly whittle away the defenses of even sturdy, dungeon-hardened adventurers. With erratic movement, the ability to submerge to hide from view, quick regeneration, and an impressive attack/defense for their starting depth, attempting to fight one with your starting gear is almost certainly going to drain you to critical HP, and very likely will be fatal.

Fortunately, like any water-locked foe, eels cannot attack something that doesn't stand in or next to the water, and that includes flying mobs or levitating rogues. Just like Krakens or Bog monsters, potions or charms of levitation are well utilized when it seems unlikely that you'll be unable to return to the relative safety of dry land. For that same reason, a staff of conjuration is a wonderful way to help rid lakes of their eel population, as the blades can attack the eels, but the eels can't return the favor.

Due to a change to submerging in 1.7.3, submerged monsters cannot be hit by any ranged attacks (throwing darts/weapons or attack staves). Your chance to take 'em down is either from a lucky melee strike on a submerged eel, or when they pop to the surface to attack!


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