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 enjoyto 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 , the mass use of to deploy mages where needed, and powerful mid/late game army buffs like .
It is a difficult path to boost, since there are no boosters available before 4. Battlefield boosting is provided through , which (at 1) allows any air mage to boost their level by one, but only functions in a .
, 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, andcan contribute to repels. Storm Staff has the niche role of allowing a battle to begin with active, shutting down enemy fliers from the start.
Air's notable globals include, a powerful defensive global when combined with fear effects, (the air gemgen), and .
|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|