Elemental Plane Of Water

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  1. Elemental Plane Of Water
  2. Elemental Plane Of Air D&d

Plane of WaterLocationLevel -4 of theNoYesNoNoYesThe Plane of Water is the last of the four. It is completely full of, except for several moving air bubbles, and contains. Only monsters capable of will be randomly generated.Bubbles of air form a type of ground in the level; the bubbles move on their own. The player cannot leave them unless they are capable of surviving underwater. (Before, levitating or flying allowed the player to leave the bubbles, but this is no longer the case!) or freezing the water with a blast of cold will not work.

Elemental Plane Of Water

Elemental Plane Of Water

The player arrives in a bubble on the left-hand side of the screen. The to the is located in another one of the bubbles (initially on the right-hand side of the screen) and travels around the map along with the bubble.

Bubbles will continually merge and divide, so the player will eventually drift onto the portal through chance-although this can take many turns.Randomly located around the level are nineteen water elementals, eight electric eels, eight giant eels, nine kraken, four sharks, four piranhas, four jellyfish, and four other random monsters.The Plane of Water is ineligible to leave bones files. The entire level is no-teleport and has an undiggable floor. You cannot engrave on this level, even with wands. You cannot cast a targeted spell, i.e., or at or higher.The water freezes for a moment. You zapped a, or of cold, to no effect. You had better wait for the sun to come out. You try to cast a targeted spell.

Elemental Plane Of Air D&d

StrategyUnless you have, or have all sea monsters, there is more-than-usual danger of while on this plane. Usually, it is enough to be and unencumbered, as you can simply stay away from the eels. The usual precautions are recommended. A can help keep the sea monsters distracted. A bolt of cold down at the water will not rescue you from drowning.Finding the can be difficult, because the portal moves along with its bubble.

It is generally best to go to the center immediately and detect traps there. A is the safest way, and a works too (but is less safe). The portal might not be around when you reach its former location, but will still be revealed, and visible once you enter its bubble. In some cases, wearing the might help find the portal.Some players genocide sea monsters right after entering this level to empty it completely. (If sea monsters are already genocided when you enter, they will be replaced with random monsters.)References.

Contents GeographyThe Plane of Water is a truly immense spherical shell of salt, fresh, and brackish water. On one side is the Plane of Air, which provides most of the light for the plane, and near which most of the plane's fresh water is located. On the other extreme is the Plane of Earth, where the waters of the plane near total darkness and their highest level of salinity. At these borders the elements merge, and occasionally large pockets of air or pieces of earth and rock break off, scattering into the waters of the plane.

It is in these pockets of air and stone that most non-natives make their homes. InhabitantsFor obvious reasons, this realm is inhabited almost exclusively by aquatic and other water-breathing creatures. The race of known as control a vast empire, in nearly-constant warfare with the native. In the darker depths, cyclopean and make up its less innocuous denizens. Beyond these larger populations, small settlements of, tritons, and a staggering variety of more mundane aquatic life makes its home here. Marid Main article:The water genies known as the marid are easily the most dominant culture on the plane.

Although they lack a strong, central ruler, they live in large tribal groupings whose territories span from the light-filled regions near the Plane of Air to the twilight near the Plane of Earth. Sahuagin Main article:The sahuagin of the Plane of Water are actually not natives, having traveled there from in a massive exodus millennia ago. Upon arrival they made war on the fractured marid civilization, attempting to gain an empire for themselves. Upon achieving their objective, however, they fell into infighting and eventual civil war. Now the sahuagin inhabit the darker reaches of the plane, grouped into small kingdoms controlled by tyrants or mutant warlords who long to reestablish their lost empire. Kraken Main article:These titanic cephalopods can be found in the darkest depths of the plane, locked in a constant wars with the.

They are occasionally forced to the lighter areas, much to the horror of the marids and other inhabitants of these regions. Brine drakesMain:The eternal opponents to the diabolical kraken, brine drakes are the only native species of on the Plane of Water. They live in isolated fiefdoms in the dark borders of the plane. The greatest of their kind is the great earth lord, thought by some to be the semi-divine offspring of a brine drake and an unknown minor deity. He rules over the Brackish Empire, located adjacent to the dispersed sahuagin kingdoms. Places of Interest.References.