Air is one of the eight Paths of magic, and one of the Elemental paths.
It is one of the more versatile paths, focusing on mobility, ranged combat, powerful battlefield-wide buffs, and armor-negating lightning damage. It is particularly useful on thugs, who enjoy Cloud Trapeze to force advantageous combats and the personal buffs to win them. It is notable for having a number of ways to convert air gems into immediate power, such as mass use of Summon Air Elemental, the mass use of Cloud Trapeze to deploy mages where needed, and powerful mid/late game army buffs like Fog Warriors.
It is a difficult path to boost, since there are no boosters available before 4. Battlefield boosting is provided through Summon Storm Power, which (at 1) allows any air mage to boost their level by one, but only functions in a Storm.
Air is somewhat limited underwater, most-notably on the mobility and weather fronts, but it's not rendered completely useless (unlike Blood) and it's arguably less-restrained than Fire.
Summon Air Elemental, which drops high mobility tramplers in the enemy backfield, is an excellent battlefield summon.
Ways to enhance and impede mobility:
A line of evocations that deal armor negating shock damage:
Self-buffs that are especially useful to help thugs survive combat:
Spells that enhance or suppress ranged combat:
Very powerful mid-lategame battlefield buffs:
Air also has some notable forging options. Owl Quills are a useful early research booster, Flying Boots are an excellent mobility option, Chainmail of Displacement is a solid item on defense-based thugs, and Dancing Trident can contribute to repels. Storm Staff has the niche role of allowing a battle to begin with Storm active, shutting down enemy fliers from the start.
Air's notable globals include Dark Skies, a powerful defensive global when combined with fear effects, Gale Gate (the air gemgen), and Perpetual Storm.
Magic | |
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Concepts | Blood Hunting • Communions • Empowerment • Gems • Items • Magic Sites • Research |
Categories | Combat Magic • Ritual Magic • Notable Spells |
Paths | Fire • Air • Water • Earth • Astral • Death • Nature • Blood • Holy |
Schools | Conjuration • Alteration • Evocation • Construction • Enchantment • Thaumaturgy • Blood • Divine |