Difference between revisions of "Air Elementalist"

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*[[Swiftness]] allows you to [[kite]] monsters of average [[speed]]
 
*[[Swiftness]] allows you to [[kite]] monsters of average [[speed]]
 
*[[Repel Missiles]] helps a lot against [[ranged attack]]ers
 
*[[Repel Missiles]] helps a lot against [[ranged attack]]ers
*[[Flight]] will make several branches such as [[The Shoals]] and [[The Abyss]] far less dangerous.
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*[[Flight]] will reduce [[Static Discharge]]'s self-damage and make several branches such as [[The Shoals]] far less dangerous.
  
 
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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[[Category:Backgrounds]]
 
[[Category:Backgrounds]]
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[[Category:Crystal Ball Articles]]

Revision as of 20:07, 22 June 2013

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.

Starting Equipment

Some species may receive different items based on their unique restrictions.

Starting Skills

These are adjusted by your species' aptitudes.

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:

Study the science of the multizap and apply it well in the early game.

As with other elemental mages, remember that building up your Air Magic will make it harder to develop the opposing elemental magic skill (in this case, Earth 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.