Property Value
Combat Properties
Health Health Icon 1250
Experience Experience Icon 1100
Speed Haste Icon 215
Armor Armor Icon 45
Est. Max Dmg 461 (with Helmet of the deep), 911 (without Helmet of the deep)
Summon (not possible)
Convince (not possible)
General Properties
Name Massive Water Elemental
Classification Hydro-Elementals
Spawn Type
Bestiary Properties
Class Elemental
Difficulty Bestiary Level Medium
Occurrence Bestiary Occurrence Common
Charm Points 25 Charm Icon
Kills to Unlock 1000
Elemental Properties
Physical 60%
Earth 0%
Fire 0%
Death 50%
Energy 125%
Holy 50%
Ice 0%
Heal 100%
Life Drain 100%
Drown 0%
Immunity Properties
Senses Invis.
Behavioural Properties
Runs at (does not run)
Walks around Energy
Walks through Fire
Other Properties
Version 7.8
August 1, 2006
Status Active
Massive Water Elemental
You see a massive water elemental.


    Massive Water Elementals are considerably bigger, meaner and more powerful than their smaller brethren. They usually live in the deep seas and it was never heard that they have ever left the sea at all. It is speculated that they draw a significant portion of their power from the surrounding sea and that they might turn into normal water elementals if they ever left the sea for a longer period. Massive Water Elementals are extremely powerful and can stand a considerable amount of damage. Using their liquid form, they can pass each terrain with ease and they usually try to get their prey as fast as they can, crushing it with their tremendous strength. Having immense magical powers, no one within sight can escape their ferocious attacks.
    Sometimes Massive Water Elementals seem to ally with energy elementals, particularly if a storm is approaching. It is unknown whether such alliances are formed by chance or if they are planned. Be that as it may, it is surely one of the worst nightmares that one can experience when two types of elementals attack a ship or a seaport while a violent storm is raging.

    They used to be stronger before Winter Update 2008, but they are still lethal. Since Summer Update 2009 they drop loot, which makes them more profitable. Since 2010 autumn patch they drop normal loot from openable corpse, but it is still possible to fish the corpses to get Giant Shimmering Pearls and other gems.


    Melee (0-230+; Poisons you up to 15 Hitpoints per turn), Water Bomb (330-450), Poison Bomb (Poisoned you up to 21 Hitpoints per turn), Ice Missile (170-210), Self Healing.

    Damage Taken From Elements

    • Physical
    • Holy
    • Death
    • Fire
    • Energy
    • Ice
    • Earth


    Massive Water Elementals are as fast as a Level 100 character. A massive water elemental never retreats.


    All vocations: Remember to bring your Helmet of the Deep when hunting these! It blocks 100% of their strongest attack, the water bomb. The heavy weight of the helmet will be easily compensated as it will save you from their most deadly combos.
    Mages should use Energy-Based Attacks and run.
    Paladins should run away from them in most cases, but if you have to fight use a good bow and flash arrows.
    Knights should run away from them in most cases, but if you have to fight use spells to kill them fast.

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