Air Elementalist

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Version 0.13: 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.

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.

History

In 0.14 they will start off with 2 Spellcasting.

Backgrounds
Warriors FighterGladiatorMonkHunterBrigand
Zealots BerserkerChaos KnightCinder Acolyte
Warrior-mages WarperHexslingerEnchanterReaver
Mages Hedge WizardConjurerSummonerNecromancerFire ElementalistIce ElementalistAir ElementalistEarth ElementalistAlchemist
Adventurers ArtificerShapeshifterWandererDelver