Difference between revisions of "Air Elementalist"
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Study the science of the [[multizap]] and apply it well in the early game. | Study the science of the [[multizap]] and apply it well in the early game. | ||
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Air Elementalists begin the game without a religion, but may choose a god at the [[Ecumenical Temple]] or anywhere else they can find an appropriate [[altar]] (unless their [[species]] is [[Demigod]]). Either [[Sif Muna]] or [[Vehumet]] will help with magic. | Air Elementalists begin the game without a religion, but may choose a god at the [[Ecumenical Temple]] or anywhere else they can find an appropriate [[altar]] (unless their [[species]] is [[Demigod]]). Either [[Sif Muna]] or [[Vehumet]] will help with magic. |
Revision as of 18:18, 6 September 2014
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
High Elf, Deep Elf, Naga, Tengu, Draconian, and Vine Stalker are the recommended races if you pick an Air Elementalist Background.
Starting Equipment
Some species may receive different items based on their unique restrictions.
- +0 robe
- Book of Air
- Bread ration
- 20 gold
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
Air Elementalists have very good early-game survivability due to the large number of defensive spells in their starting spellbook, the Book of Air. Memorize these spells quickly and use them aggressively:
- Swiftness allows you to kite monsters of average speed
- Repel Missiles helps a lot against ranged attackers
- Flight is useful in some vaults and Sewers. It will make several branches such as The Shoals less dangerous.
Study the science of the multizap and apply it well in the early game.
Air Elementalists begin the game without a religion, but may choose a god at the Ecumenical Temple or anywhere else they can find an appropriate altar (unless their species is Demigod). Either Sif Muna or Vehumet will help with magic.
History
Prior to 0.14, Air Elementalists started with only 1 level of Spellcasting.
Backgrounds | |
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Warriors | Fighter • Gladiator • Monk • Hunter • Brigand |
Zealots | Berserker • Chaos Knight • Cinder Acolyte |
Warrior-mages | Warper • Hexslinger • Enchanter • Reaver |
Mages | Hedge Wizard • Conjurer • Summoner • Necromancer • Fire Elementalist • Ice Elementalist • Air Elementalist • Earth Elementalist • Alchemist |
Adventurers | Artificer • Shapeshifter • Wanderer • Delver |