Difference between revisions of "Air Elementalist"
(trunk changes, listing spells out in preparation of .27 + usefulness) |
m |
||
Line 7: | Line 7: | ||
==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 • Fire Elementalist • Ice Elementalist • Air Elementalist • Earth Elementalist • Alchemist |
Adventurers | Artificer • Shapeshifter • Wanderer • Delver |