Difference between revisions of "Air Elementalist"
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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== | |
*[[Shock]] | *[[Shock]] | ||
*[[Static Discharge]] | *[[Static Discharge]] | ||
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*[[Airstrike]] | *[[Airstrike]] | ||
| − | Air | + | 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). | + | *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]]. | ||
| − | * | + | *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.
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 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 | Fighter • Gladiator • Monk • Hunter • Brigand |
| Zealots | Berserker • Chaos Knight • Cinder Acolyte |
| Warrior-mages | Warper • Hexslinger • Enchanter • Reaver |
| Mages | Hedge Wizard • Conjurer • Summoner • Necromancer • Forgewright • Fire Elementalist • Ice Elementalist • Air Elementalist • Earth Elementalist • Alchemist |
| Adventurers | Artificer • Shapeshifter • Wanderer • Delver |