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Air elemental: Difference between revisions

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<!--monster-bot-begin-->
{{version032}}
{{monster
{{list of|elementals}}
|name=air elemental
{{monster info}}
|glyph={{LightGrey|E}}
|tile=[[File:Air elemental.png]]
|flags={{Glows flag}}<br>{{Insubstantial flag}}<br>{{See invisible flag}}<br>{{Levitate flag}}
|resistances={{Electricity resistance 3}}, {{Poison resistance}}, <br>{{Negative energy resistance 3}}, {{Torment resistance}}, <br>{{Rot resistance 3}}, {{Sticky flame resistance}}, <br>{{Wind resistance}}, {{Constriction resistance}}, <br>{{Drown resistance}}
|vulnerabilities=None
|max_chunks=0
|meat={{No corpse}}
|xp=223
|holiness={{Nonliving}}
|magic_resistance=Immune
|hp_range=21-45
|avg_hp=33
|armour_class=2
|evasion=18
|habitat=Land
|speed= 25
|size={{Big}}
|item_use={{Uses nothing}}
|attack1=15 ({{Hit type}}: {{Plain flavour}})
|attack2=
|attack3=
|attack4=
|hit_dice=6
|base_hp=3
|extra_hp=5
|fixed_hp=0
|intelligence={{Plant intelligence}}
|genus=elemental
|species=air elemental
}}


<!--monster-bot-end-->
==Useful Info==
'''Air elementals''' are beings of animated wind. Fast and [[ev]]asive, they are capable of dealing moderate physical damage. More threatening is their [[Stunning Burst]], which can cause a 1-turn [[paralysis]]. Stunning Burst ignores [[willpower]], though it can be [[ev]]aded, and rElec has a 50% chance to prevent the paralysis.


Monsters can summon them using the [[Summon Air Elementals]] spell, and sometimes they will be found following [[spriggan air mage]]s. Otherwise, you typically find them in the [[Elven Halls]], [[the Abyss]], the [[Cloud Mages' Chambers]], and certain air- or wind-themed [[vault]]s. You can summon them yourself by invoking [[Qazlal]]'s Elemental Force when storm clouds or clouds of [[fog|smoke]] are visible.


{{Flavour|A spirit drawn from the elemental plane of air. It exists in this world as a swirling vortex of air, often dissipating and reforming.}}
{{monster spells}}


==Useful Info==
==Tips & Tricks==
'''Air elementals''' are animated beings of wind, fast and [[ev]]asive and capable of dealing moderate physical damage. They are almost never found naturally except in [[the Abyss]], the [[Cloud Mages' Chambers]], and the Aerie [[vault]], but they can be summoned either through the [[Summon Elemental]] spell or the [[air elemental fan]]. Both methods can produce hostile air elementals, dependent on your [[Air Magic]] skill.
*Even one turn of paralysis can be deadly if it happens when you're standing next to a pack of monsters. At the very least, retreat to a corridor when encountering air elementals, and try to limit their lines of fire.
*Stunning Burst pierces through enemies. This means that air elementals can fire through monsters immune to electricity, such as [[dancing weapon]]s, [[earth elemental]]s, and other air elementals.
*With high [[EV]] and low [[AC]], attacks that never miss (such as [[Airstrike]]) can work well.
**A [[tin of tremorstones]] can also be effective, since it has high accuracy.


==Tips & Tricks==
==History==
*Air elementals are immune to all Air Magic. As such, even though [[Airstrike]] and [[Tornado]] seem perfectly suited for taking down hard-to-hit flying enemies, these just won't work.
*Prior to [[0.27]], air elementals had [[Vortex]] (a lesser version of [[Tornado]]) instead of Stunning Burst, and were resistant to the Tornado spell.
*Prior to [[0.22]], air elementals had [[:Category:Wind resistance|wind resistance]] instead of [[:Category:Tornado resistance|tornado resistance]]; notably, this also gave them immunity to [[Airstrike]].
*Prior to [[0.21]], air elementals did not have [[Vortex]].
*Prior to [[0.17]], air elementals could dissipate, effectively [[submerging]] themselves in air, only to reform a few turns later.

Latest revision as of 09:45, 28 November 2024

Version 0.32: This article may not be up to date for the latest stable release of Crawl.

For a list of all elementals, see list of elementals.

A spirit drawn from the elemental plane of air. It exists in this world as a lightning-spitting spirit, stunning foes with its crackling bursts.

Useful Info

Air elementals are beings of animated wind. Fast and evasive, they are capable of dealing moderate physical damage. More threatening is their Stunning Burst, which can cause a 1-turn paralysis. Stunning Burst ignores willpower, though it can be evaded, and rElec has a 50% chance to prevent the paralysis.

Monsters can summon them using the Summon Air Elementals spell, and sometimes they will be found following spriggan air mages. Otherwise, you typically find them in the Elven Halls, the Abyss, the Cloud Mages' Chambers, and certain air- or wind-themed vaults. You can summon them yourself by invoking Qazlal's Elemental Force when storm clouds or clouds of smoke are visible.

Spells

Tile Name Damage Range Flags
Stunning Burst 2d11 LOS Natural flag

Tips & Tricks

  • Even one turn of paralysis can be deadly if it happens when you're standing next to a pack of monsters. At the very least, retreat to a corridor when encountering air elementals, and try to limit their lines of fire.
  • Stunning Burst pierces through enemies. This means that air elementals can fire through monsters immune to electricity, such as dancing weapons, earth elementals, and other air elementals.
  • With high EV and low AC, attacks that never miss (such as Airstrike) can work well.

History

  • Prior to 0.27, air elementals had Vortex (a lesser version of Tornado) instead of Stunning Burst, and were resistant to the Tornado spell.
  • Prior to 0.22, air elementals had wind resistance instead of tornado resistance; notably, this also gave them immunity to Airstrike.
  • Prior to 0.21, air elementals did not have Vortex.
  • Prior to 0.17, air elementals could dissipate, effectively submerging themselves in air, only to reform a few turns later.