|# of figures||1|
|Melee Attack per figure||25|
|Defense per figure||4|
|Hit Points per figure||30|
+10% To HitStoning Immunity
The Fantastic Unit Edit
Physical Description Edit
An Earth Elemental is a large bipedal construct made entirely of earth and rock. It is shaped like a large blob with two sturdy legs and a pair of powerful arm-like protrusions which it uses to strike its enemies. Two glowing red eyes are affixed at the top of its main body.
Attack Properties Edit
The Earth Elemental's Melee Attack is its primary purpose, and it is quite powerful. The attack is rated at 25, and with the creature's innate +10% To Hit bonus will deliver on average about 10 points of Damage.
This attack has no other special properties, but is easily strong enough to kill several figures in an enemy Normal Unit, and could seriously injure other large creatures.
Thanks to the Wall Crusher ability, the Earth Elemental can destroy a section of a Town's City Walls (if it has them) by attacking it directly, or by attacking a unit hiding behind that section of wall.
Defensive Properties Edit
Despite its earthen construction, the Earth Elemental is not particularly hardy, and is certainly not agile. Therefore, its Defense rating is rather low for its size, at only 4. It will block around 1.2 points of Damage from any enemy attack, on average.
The creature's Resistance is remarkably high for a mindless blob of earth, at 8. This means it is difficult, though by no means impossible, to affect it with Curses and other combat maledictions. However, it is completely immune to Poison Damage and Stoning Damage, never suffering any harm from either.
Other Properties Edit
A great disadvantage of the Earth Elemental compared to other Nature Magic Fantastic Creatures is its slow movement speed of 1. This means it will take some time for the Earth Elemental to move up to the enemy lines in order to deliver damage. Fortunately, it can take plenty of Ranged Attack damage as it closes the distance with the enemy, but don't expect it to be able to keep up with any swift attack maneuver or chase enemy units around the map.
Basic Tactics Edit
Earth Elementals are called in to bolster your ranks during battle, when you suspect that the enemy has a strong advantage that needs to be countered. If the enemy is advancing, the Earth Elemental will work terrifically well on the front lines, absorbing damage in lieu of your other units and dealing large amounts of Melee damage itself.
In either case, the Earth Elemental can cause a lot of Damage to enemy Normal Units as well as Fantastic Creatures or even Heroes. Do not expect it to survive - but then again as a Combat Summoning Spell it will be destroyed after combat anyway, so it is better to lose an Earth Elemental than to lose a permanent unit!
Enemy Earth Elementals Edit
Although Wizards may only use Earth Elementals during combat, these Fantastic Creatures will often be encountered as permanent guardians of mid-level Nature Nodes and other encounter areas. Furthermore, they may lead Rampaging Monster groups to attack your cities! If not on their own, they will frequently be accompanied by smaller Nature creatures, especially War Bears or Sprites.
The easiest way to bring down an Earth Elemental is with Ranged Attacks, as the creature is slow-moving and may be pelted several times before it reaches your lines. Its Defense rating is low, so most attacks will at least injure it. You would need to wear through its 30 though, so make sure you put enough distance between your ranged troops and the Elemental first.
If push comes to shove, any large number of units can eventually take down an Earth Elemental - assuming they don't get destroyed first. Units with high Defense ratings, especially Heroes, may fare better against it.
Ability Overview Edit
- This unit has an extra 10% chance to hit its target with every attack. This improves its statistical chance to inflict more Damage with each attack it makes.
- This unit can make Melee Attacks and/or Ranged Attacks (as available) against City Walls. Each attack has a certain chance to destroy the targeted wall section for the remainder of the battle.
- A Ranged Attack has a 25% chance of destroying the targeted wall section. A Melee Attack has a 50% chance of destroying the targeted wall section.
- If an enemy unit is standing behind the wall when it is attacked, the Wall Crusher unit attacks that unit as well. Defense bonuses to the target unit depend on whether or not the wall is destroyed during this attack.
- This ability can only destroy City Walls. Other, magical wall types are not affected.
- This unit cannot be hurt by Poison Damage. It will automatically pass any Resistance roll to avert such damage.
- This unit cannot be petrified, whether by Stoning Damage attacks or the Petrify spell. It ignores the Stoning effect entirely.
The Summoning Spell Edit
Earth Elemental may only be cast during combat, for the base Casting Cost of 60. The spell must be targeted at any unoccupied battlefield tile, and only on your half of the battlefield. Upon casting, the new Earth Elemental unit will appear in the targeted tile.
The new unit is created with full Movement Points, and may move and/or attack immediately as necessary.
The Earth Elemental will always be destroyed at the end of combat, if it hasn't already been destroyed by that point. There is no way to "preserve" it for use on the overland map. As such, the unit also has no Upkeep Costs.
Permanent Summoning Trick Edit
Disclaimer: This trick appears to violate the game designers' intent, and it cannot be guaranteed that its use won't destabilize the game.
If you MUST have an Earth Elemental for your army garrisoned in one of your towns, you can enter a battle with the intention of losing (not winning). You will need to know the Sorcery spell Word of Recall and the Nature spell Earth Elemental. Enter a battle and summon the Earth Elemental or Earth Elementals that you want for your army. Use the Word of Recall on your Earth Elemental or Earth Elementals. You can continue the battle to the maximum number of turns, flee the battle (with the risk of losing any units that you have in the battle), or use Word of Recall on any remaining units. This brings your units back to the Summoning Circle and you now have an Earth Elemental that requires 7 per turn Upkeep Cost. This does not work if you win the battle.
As a Rare Nature spell, Earth Elemental may become available to any Wizard who possesses at least 2 Spellbooks. However, its availability during the game is not guaranteed unless the Wizard acquires at least 10 Spellbooks.
Customized Wizards possessing 11 Spellbooks at creation time may choose this spell as one of their default spells before starting the game, in which case the spell will already be researched and available for casting immediately on the first turn.
Wizards with 2 to 9 Spellbooks have a random chance of being able to Research Earth Elemental during the game. The chance for this spell to appear for research increases with the number of Nature Spellbooks the Wizard possesses or obtains during gameplay. With 10 or 11 Spellbooks, the spell is guaranteed to appear for Research at some point, if it is not already available for casting.
Earth Elemental has a base Research Cost of 1,700.
With at least 2 Spellbooks, the Earth Elemental spell may be acquired as a reward for winning encounters in creature Lairs, Towers, et cetera, or when conquering the Fortress of a rival wizard who has already researched this spell.