Difference between revisions of "Air elemental"

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{{list of|elementals}}
 
{{list of|elementals}}
 
{{monster info}}
 
{{monster info}}
  
 
==Useful Info==
 
==Useful Info==
'''Air elementals''' are beings of animated wind. Fast and [[ev]]asive, they are capable of dealing moderate physical damage. More threaning is their [[Stunning Burst]], which can cause a 1-turn [[paralysis]] that is not affected by [[willpower]] (but is resistible with [[electricity resistance]]).
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'''Air elementals''' are beings of animated wind. Fast and [[ev]]asive, they are capable of dealing moderate physical damage. More threatening is their [[Stunning Burst]], which can cause a 1-turn [[paralysis]]. Stunning Burst ignores [[willpower]], though it can be [[ev]]aded, and rElec has a 50% chance to prevent the paralysis.
  
Monsters can summon them using the [[Summon Air Elementals]] spell, and sometimes they will be found following [[spriggan air mage]]s. Otherwise, you typically only find them in the [[Elven Halls]], [[the Abyss]], the [[Cloud Mages' Chambers]], and certain [[vault]]s.
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Monsters can summon them using the [[Summon Air Elementals]] spell, and sometimes they will be found following [[spriggan air mage]]s. Otherwise, you typically find them in the [[Elven Halls]], [[the Abyss]], the [[Cloud Mages' Chambers]], and certain air- or wind-themed [[vault]]s. You can summon them yourself by invoking [[Qazlal]]'s Elemental Force when storm clouds or clouds of [[fog|smoke]] are visible.
 
 
You can also summon them yourself by invoking [[Qazlal]]'s Elemental Force when storm clouds or clouds of smoke are visible.
 
  
 
{{monster spells}}
 
{{monster spells}}
  
 
==Tips & Tricks==
 
==Tips & Tricks==
*If using Qazlal's Elemental Force, the friendliness of the elemental will depend on the source of the cloud: Your clouds are friendly, ambient clouds are neutral, enemy clouds are hostile.
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*Even one turn of paralysis can be deadly if it happens when you're standing next to a pack of monsters. At the very least, retreat to a corridor when encountering air elementals, and try to limit their lines of fire.
*One turn paralysis can be deadly - if you're already next to a pack of monsters. At least stand in a corridor when encountering an air elemental, and try to limit its line of fire.
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*Stunning Burst pierces through enemies. This means that air elementals can fire through monsters immune to electricity, such as [[dancing weapon]]s, [[earth elemental]]s, and other air elementals.
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*With high [[EV]] and low [[AC]], attacks that never miss (such as [[Airstrike]]) can work well.
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**A [[tin of tremorstones]] can also be effective, since it has high accuracy.
  
 
==History==
 
==History==
*Prior to [[0.27]], air elementals had the [[Vortex]] ability, the monster version of [[Tornado]], and were resistant to the player version themselves.
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*Prior to [[0.27]], air elementals had [[Vortex]] (a lesser version of [[Tornado]]) instead of Stunning Burst, and were resistant to the Tornado spell.
 
*Prior to [[0.22]], air elementals had [[:Category:Wind resistance|wind resistance]] instead of [[:Category:Tornado resistance|tornado resistance]]; notably, this also gave them immunity to [[Airstrike]].
 
*Prior to [[0.22]], air elementals had [[:Category:Wind resistance|wind resistance]] instead of [[:Category:Tornado resistance|tornado resistance]]; notably, this also gave them immunity to [[Airstrike]].
 
*Prior to [[0.21]], air elementals did not have [[Vortex]].
 
*Prior to [[0.21]], air elementals did not have [[Vortex]].
 
*Prior to [[0.17]], air elementals could dissipate, effectively [[submerging]] themselves in air, only to reform a few turns later.
 
*Prior to [[0.17]], air elementals could dissipate, effectively [[submerging]] themselves in air, only to reform a few turns later.

Latest revision as of 16:57, 16 September 2023

Version 0.30: This article may not be up to date for the latest stable release of Crawl.

For a list of all elementals, see list of elementals.

air elemental EAir elemental.png
HP 21-44
HD 6
XP 222
Speed 25
AC 2
EV 18
Will Immune
Attack1 15 (hit: plain)


Resistances rElec+++
rPois+++
rDrown
rMiasma
rN+++
rTorm
rSticky
Vulnerabilities None
Habitat Land
Intelligence Brainless
Uses Uses nothing
Holiness Non-living
Size Large
Type elemental, air elemental
Flags See invisible
Flying
Insubstantial
A spirit drawn from the elemental plane of air. It exists in this world as a lightning-spitting spirit, stunning foes with its crackling bursts.

Useful Info

Air elementals are beings of animated wind. Fast and evasive, they are capable of dealing moderate physical damage. More threatening is their Stunning Burst, which can cause a 1-turn paralysis. Stunning Burst ignores willpower, though it can be evaded, and rElec has a 50% chance to prevent the paralysis.

Monsters can summon them using the Summon Air Elementals spell, and sometimes they will be found following spriggan air mages. Otherwise, you typically find them in the Elven Halls, the Abyss, the Cloud Mages' Chambers, and certain air- or wind-themed vaults. You can summon them yourself by invoking Qazlal's Elemental Force when storm clouds or clouds of smoke are visible.

Spells

Spell set I
Slot1 Stunning Burst (2d11) Natural flag

Tips & Tricks

  • Even one turn of paralysis can be deadly if it happens when you're standing next to a pack of monsters. At the very least, retreat to a corridor when encountering air elementals, and try to limit their lines of fire.
  • Stunning Burst pierces through enemies. This means that air elementals can fire through monsters immune to electricity, such as dancing weapons, earth elementals, and other air elementals.
  • With high EV and low AC, attacks that never miss (such as Airstrike) can work well.

History

  • Prior to 0.27, air elementals had Vortex (a lesser version of Tornado) instead of Stunning Burst, and were resistant to the Tornado spell.
  • Prior to 0.22, air elementals had wind resistance instead of tornado resistance; notably, this also gave them immunity to Airstrike.
  • Prior to 0.21, air elementals did not have Vortex.
  • Prior to 0.17, air elementals could dissipate, effectively submerging themselves in air, only to reform a few turns later.