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Air Elementalist

From Ashenzari's Archive
Revision as of 17:19, 6 September 2014 by imported>VisualChap
Version 0.15: 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.

Preferred Races

High Elf, Deep Elf, Naga, Tengu, Draconian, and Vine Stalker are the recommended races if you pick an Air Elementalist Background.

Starting Equipment

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

Starting Skills and Stats

These are adjusted by your species' aptitudes.

Choosing Air Elementalist adds 7 to your starting Intelligence and 5 to your starting Dexterity.

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.

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

Prior to 0.14, Air Elementalists started with only 1 level of Spellcasting.

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
Metamorphs Shapeshifter • Stalker • Mystic
Adventurers Artificer • Wanderer • Delver