Difference between revisions of "Air Elementalist"
(trunk changes, listing spells out in preparation of .27 + usefulness) |
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==Starting Equipment== | ==Starting Equipment== | ||
| − | |||
*+0 [[robe]] | *+0 [[robe]] | ||
| − | Spells: | + | |
| + | '''Available Spells:''' | ||
| + | *[[Shock]] | ||
*[[Static Discharge]] | *[[Static Discharge]] | ||
*[[Swiftness]] | *[[Swiftness]] | ||
| Line 15: | Line 16: | ||
*[[Lightning Bolt]] | *[[Lightning Bolt]] | ||
| − | Air elementalists start with the [[Shock]] spell memorised. | + | Air elementalists start with the [[Shock]] spell already memorised. |
==Starting Skills and Stats== | ==Starting Skills and Stats== | ||
These are adjusted by your species' [[aptitude]]s. | These are adjusted by your species' [[aptitude]]s. | ||
Revision as of 20:19, 11 July 2021
Version 0.26: This article may not be up to date for the latest stable release of Crawl.
| Air Elementalists are magicians who have specialised in air, one of the four types of elemental magic. Air Magic provides many useful charms in addition to some unique destructive capabilities. |
Air Elementalists are mages who have chosen Air Magic for their specialization. Air Magic is not as purely destructive as Fire Magic, but offers a variety of other useful effects for Dungeon-delvers.
Preferred Races
Deep Elf, Naga, Tengu, Draconian, and Vine Stalker are the recommended races if you pick an Air Elementalist Background.
Starting Equipment
- +0 robe
Available Spells:
Air elementalists start with the Shock spell already memorised.
Starting Skills and Stats
These are adjusted by your species' aptitudes.
- Dodging: 2
- Stealth: 2
- Spellcasting: 2
- Conjurations: 1
- Air Magic: 3
Choosing Air Elementalist adds 7 to your starting Intelligence and 5 to your starting Dexterity.
Strategy
- Remember to doublezap by aiming shock and lightning bolt at walls. In Tiles, the aiming tracer will be bright yellow if the square will be affected by a doublezap.
- You should keep an eye on your magic points, in case you need to escape. Swiftness can be a lifesaver, but only if you have enough MP to cast it!
- Sif Muna or Vehumet are gods that offer help with magic, but you are by no means limited to worshiping either of them.
History
- In 0.27, Lightning Bolt will be removed from Air Elementlist start, and Air Elementalists will no longer be tied to the book of Air.
- Prior to 0.20, the book of Air contained Repel Missiles over Airstrike.
- In 0.19, multizap will now be automatically calculated for the player. When aiming a bounceable spell (shock or lightning bolt) it will automatically target the walls to get a bounce (although sometimes the auto-targeter will not do this in the best way).
- The starting book, Book of Air used to contain the flight spell, but was removed in 0.17.
- It used to be possible to triplezap and even quadrizap, but zapping was limited to twice in some earlier version of the game.
- Prior to 0.14, Air Elementalists started with only 1 level of Spellcasting and 20 gold.
| Backgrounds | |
|---|---|
| Warriors | Fighter • Gladiator • Monk • Hunter • Brigand |
| Zealots | Berserker • Chaos Knight • Cinder Acolyte |
| Warrior-mages | Warper • Hexslinger • Enchanter • Reaver |
| Mages | Hedge Wizard • Conjurer • Summoner • Necromancer • Forgewright • Fire Elementalist • Ice Elementalist • Air Elementalist • Earth Elementalist • Alchemist |
| Adventurers | Artificer • Shapeshifter • Wanderer • Delver |