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Properties

Property Value
Combat Properties
Health Health Icon 28000
Experience Experience Icon 29900
Speed Haste Icon 180
Armor Armor Icon 105
Est. Max Dmg Unknown.
Summon (not possible)
Convince (not possible)
General Properties
Name Turbulent Elemental
Classification Unknown.
Spawn Type
Illusionable
Pushable ?
Pushes ?
Bestiary Properties
Class Elemental
Difficulty Bestiary Level Challenging
Occurrence Bestiary Occurrence Common
Charm Points 100 Charm Icon
Kills to Unlock 5000
Elemental Properties
Physical 75%
Earth 60%
Fire 120%
Death 100%
Energy 110%
Holy 100%
Ice 70%
Heal 100%
Life Drain 100%
Drown 100%
Immunity Properties
Paralysable ?
Senses Invis.
Behavioural Properties
Walks around
Walks through
Other Properties
Version 12.40
July 13, 2020
(most recent)
Status Active
Help
Turbulent Elemental
You see a turbulent elemental.

    Notes

    The first turbulent elementals were originally sucked into Zarhanash by rifts and breaches in the lands of the living. As everything else they did not remain untouched by the realm, though. Usual drawing their power out of their natural element, they instead of fed on the rotten essence of Zarganash and quickly became more an element of despair than anything else. Through unfettered feeding on the vile energies of the realm, they quickly overcharge more and more and become unstable. At some point the element bursts into a veritable storm that breaches the realms and has the powers to suck in more elementals that might be drawn to the storm that occurs in their realm too. This is a highly dangerous process beyond their control, that more often than not leads to their own destruction and dispersion. Often their remainders are quickly devoured by other denizens of the realm, but sometimes they even manage to survive the process and reform. Given the number of existing turbulent elementals and the rarity of natural rifts that suck in new untainted elementals, it can be assumed, that the chances for a turbulent elemental to overcharge and cause a realm storm are somewhat common. With more active exploration of Zarganash by travellers, newest data might suggest that the number of turbulent elementals in a given area heavily influences to probability of an elemental to overcharge. If the elementals are numerous, the chances seem quite slim. If they are rare a realm storm seems very likely. The storms that they cause are dangerous in the realm of Zarganash as well as in the realm of the living. Only other turbulent elementals can roam then freely and even flourish in them. The passages between corresponding storms are random, short lived and follow the accompanying lightning patterns. So it's rather unlikely for a mortal to pass through, yet elementals that ride wind and lightning or an occasional soul are not uncommon to become unwilling travellers.

    Unknown.

    Abilities

    Unknown.

    Damage Taken From Elements

    • Physical
      -25%
    • Holy
      +0%
    • Death
      +0%
    • Fire
      +20%
    • Energy
      +10%
    • Ice
      -30%
    • Earth
      -40%

    Location

    Ebb and Flow.

    Behaviour

    Unknown.

    Strategy

    Unknown.

    Loot

    (Create loot statistics)

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