Difference between revisions of "Air Elementalist"
Line 27: | Line 27: | ||
==Strategy== | ==Strategy== | ||
− | *Remember to [[doublezap]] by aiming [[Shock | + | *Remember to [[doublezap]] by aiming [[Shock]] 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). |
+ | **This advice also applies to [[Lightning Bolt]], should you find it later on. | ||
*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. |
Revision as of 06:45, 17 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.
Contents
Preferred Races
Deep Elf, Naga, Tengu, Draconian, Djinni, 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 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 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).
- This advice also applies to Lightning Bolt, should you find it later on.
- 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 | 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 |