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Earth Elemental
Realm Icon Nature.pngNature
Spell Properties
Spell Rarity Rare
Casting Cost Icon Mana.png 60
Research Cost Icon Research.png 1,700
Unit Properties
# of Figures Icon SingleFigureUnit.png 1
Moves Icon Movement Ground1
Melee Attack per figure Icon Melee Normal.png 25
Defense per figure Icon Defense.png 4
Resistance Icon Resist.png 8
Hit Points per figure Icon Hits.png 30
Unit Abilities

Ability ToHit +10% To Hit

Ability WallCrusher Wall Crusher

Ability PoisonImmunity Poison Immunity

Ability StoningImmunity Stoning Immunity
Tactical EarthElemental
The Earth Elemental is a type of Fantastic Unit featured in Master of Magic. It belongs to the Icon Nature.pngNature Realm, and may be summoned using a Summoning Spell of the same name. Earth Elementals may only be summoned during battles, and will disappear immediately afterwards. The Earth Elemental is quite strong as a Melee Attacker, though it is very slow-moving compared to other Icon Nature.pngNature Fantastic Units. It is used for overwhelming enemy units with extra Melee Damage.

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.

The Earth Elemental is a Icon SingleFigureUnit.png Single-Figure Unit.

Attack Properties Edit

The Earth Elemental's Melee Attack is its primary purpose, and it is quite powerful. The attack is rated at Icon Melee Normal.png 25, and with the creature's innate Icon ToHit.png +10% To Hit bonus will deliver, on average, about Icon Damage.png 10 points of Icon Damage.png damage per swing. This attack has no other special properties, but is easily strong enough to kill several Icon Figure.png figures in an enemy Normal Unit, and could seriously injure even other large creatures.

Thanks to the Ability WallCrusher Wall Crusher ability, the Earth Elemental can destroy sections of City Walls, either by attacking them directly, or by attacking units hiding behind them.

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 Icon Defense.png 4. It will block, on average, around Icon Damage.png 1.2 points of Conventional Damage from enemy attacks. Fortunately though, the Earth Elemental has Icon Hits.png 30, so it can take quite a beating before crumbling back into dirt. This allows it to wreak plenty of havoc before it's destroyed.

The creature's Resistance is remarkably high for a mindless blob of earth, at Icon Resist.png 8. This means it is difficult, though by no means impossible, to affect it with Unit 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 Icon Nature.pngNature units is its low Movement Allowance of only Icon Movement Ground1. 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 Attacks as it closes the distance with the enemy, but it won't be able to keep up with any swift attack maneuvers or chase enemy units around the map.

Basic Tactics Edit

Earth Elementals are called in to bolster the army's ranks during battle, usually when 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 instead of other units, and dealing large amounts of Melee Damage itself.

Earth Elementals can also be called in to destroy enemy City Walls during a siege battle. They will need to make their way up to the enemy's Town though, possibly under constant Ranged Attacks.

In either case, the Earth Elemental can cause a lot of Icon Damage.png Damage to enemy Normal Units as well as Fantastic Creatures or even Heroes. It will likely not survive - but then again, as a Combat Summon, it will be destroyed after the battle 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 Icon Nature.pngNature Nodes and other Encounter Zones. Furthermore, they may lead Rampaging Monster groups to attack the player's Towns! If not on their own, they will frequently be accompanied by smaller Icon Nature.pngNature 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 across the battlefield. Its Icon Defense.png Defense rating is rather low, so most attacks will at least injure it. Its Icon Hits.png 30 needs to be worn through though, so it may still be necessary to put some distance between the ranged troops and the Elemental first, if possible.

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 Icon Defense.png Armor ratings, especially Heroes, may fare better against it.

Ability Overview Edit

Ability ToHit +10% To Hit Edit

  • This unit has an extra Icon ToHit.png 10% chance to hit its target with every die of its Attack Rolls. This improves its statistical chance to inflict more Icon Damage.png Damage with each attack it makes.

Ability WallCrusher Wall Crusher Edit

  • This unit can make Melee Attacks against City Walls. Each attack has a 50% chance to destroy the targeted wall section for the remainder of the battle.
  • 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.

Ability PoisonImmunity Poison Immunity Edit

  • This unit cannot be hurt by Poison Damage. It will automatically pass any Icon Resist.png Resistance roll to avert such damage.

Ability StoningImmunity Stoning Immunity Edit

  • This unit cannot be petrified by Stoning Damage. It will automatically pass any Icon Resist.png Resistance roll to avert such damage.

The Summoning Spell Edit

Usage Edit

Earth Elemental may only be cast in combat, for the base Casting Cost of Icon Mana.png 60. Upon successfully casting the spell, the game will prompt for an unoccupied tile to be selected on the combat map, where the Earth Elemental unit will then appear, with full Movement Allowance, and may move and/or attack immediately as necessary.

Since it does not carry over to the overland map, there is no Upkeep Cost associated with either the spell or the unit itself, which will automatically disappear at the end of the battle - along with any Unit Enchantments that may have been cast on it. It is not possible to manually dismiss the Earth Elemental unit during combat, nor is it possible to use dispel type spells to remove it from play - the Summoning Spell itself dissipates immediately after casting.

Acquisition Edit

As a Rare Spell of the Icon Nature.pngNature Realm, Earth Elemental may become available to any Wizard who acquires at least Icon Nature.png2 Spellbooks. With any less, the spell can not be learned during the campaign. This is the minimum requirement for it to be traded for, appear in Treasure, or be found in the spoils of victory when conquering the Fortress of a rival Wizard who already knows it.

The base chance for Earth Elemental to be researchable (at some point) in the campaign is roughly 10% (with Icon Nature.png2 books), which gradually increases with the amount of Icon Nature.pngNature Spellbooks possessed or found during gameplay. With Icon Nature.png10 or more, the spell is certain to show up sooner or later, unless acquired from another source. It has a Research Cost of Icon Research.png 1,700, although its research is quicker for Wizards possessing the Sage Master, Conjurer, and/or Nature Mastery Retorts; or a bookshelf containing Icon Nature.png8 or more.

Earth Elemental may also be selected as a starting spell by players who allocate all of of their picks into Icon Nature.pngNature books when creating their Wizard. In this case, it will be available for casting as soon as the game begins.

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.

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An Earth Elemental summoned to the Summoning Circle using the Icon Sorcery.pngWord of Recall spell.

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 Icon Sorcery.pngWord of Recall and the Earth Elemental spells. Enter a battle and summon the Earth Elemental(s) that you want for your army. Use Icon Sorcery.pngWord of Recall on the 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 recall any remaining units as well. This brings your units back to the Summoning Circle and you now have one or more Earth Elementals that require a Icon Mana.png 7 per turn Upkeep Cost. This does not work if you win the battle.