Difference between revisions of "Air Elementalist"

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m (Update flavour and recommended species)
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{{flavour|Air Elementalists have learned the Shock spell. Later on, their selection of Air Magic spells provides them with the flexibility to survive.}}
 
{{flavour|Air Elementalists have learned the Shock spell. Later on, their selection of Air Magic spells provides them with the flexibility to survive.}}
 
'''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.
 
'''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.
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*+0 [[robe]]
 
*+0 [[robe]]
  
'''Available Spells:'''
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==Available Spells==
 
*[[Shock]]
 
*[[Shock]]
 
*[[Static Discharge]]
 
*[[Static Discharge]]
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*[[Airstrike]]
 
*[[Airstrike]]
  
Air elementalists start with the [[Shock]] spell already memorised.
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Air Elementalists start with the [[Shock]] spell 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.
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==Strategy==
 
==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. The targeter will even attempt to calculate a good angle (though perhaps not always the best angle available).
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*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. The targeter will even attempt to calculate a good angle (though perhaps not always the best angle available).
 
*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!
 
*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.
 
*[[Sif Muna]] or [[Vehumet]] are gods that offer help with magic, but you are by no means limited to worshiping either of them.
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*Prior to [[0.20]], the [[book of Air]] contained [[Repel Missiles]] instead of [[Airstrike]].
 
*Prior to [[0.20]], the [[book of Air]] contained [[Repel Missiles]] instead of [[Airstrike]].
 
*Prior to [[0.19]], targeters did not attempt to calculate angles for a [[multizap]].
 
*Prior to [[0.19]], targeters did not attempt to calculate angles for a [[multizap]].
*The starting book, [[Book of Air]] used to contain the [[Flight_(spell)|flight]] spell, but was removed in 0.17.
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*Prior to [[0.17]], the starting book, [[Book of Air]] contained the [[Flight_(spell)|flight]] spell.
 
*It used to be possible to triplezap and even quadrizap, but zapping was limited to twice in some earlier version of the game.
 
*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.
 
*Prior to [[0.14]], Air Elementalists started with only 1 level of Spellcasting and 20 gold.

Revision as of 14:10, 15 February 2022

Version 0.28: This article may not be up to date for the latest stable release of Crawl.
Air Elementalists have learned the Shock spell. Later on, their selection of Air Magic spells provides them with the flexibility to survive.

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, Djinni, and Vine Stalker are the recommended races if you pick an Air Elementalist Background.

Starting Equipment

Available Spells

Air Elementalists start with the Shock spell memorised.

Starting Skills and Stats

These are adjusted by your species' aptitudes.

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. The targeter will even attempt to calculate a good angle (though perhaps not always the best angle available).
  • 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

  • Prior to 0.27, Air Elementalists started with the book of Air, and had Lightning Bolt.
  • Prior to 0.20, the book of Air contained Repel Missiles instead of Airstrike.
  • Prior to 0.19, targeters did not attempt to calculate angles for a multizap.
  • Prior to 0.17, the starting book, Book of Air contained the flight spell.
  • 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 FighterGladiatorMonkHunterBrigand
Zealots BerserkerChaos KnightCinder Acolyte
Warrior-mages WarperHexslingerEnchanterReaver
Mages Hedge WizardConjurerSummonerNecromancerFire ElementalistIce ElementalistAir ElementalistEarth ElementalistAlchemist
Adventurers ArtificerShapeshifterWandererDelver