Magic
Aeromancy
The air element: how strong your air moves are, which you can use, and how much energy you hold.
- Group
- Magic
- Title it gives
- Windcaller
- Grows your stats
- Intelligence (60%), Dexterity (40%)
- Head start
- No people starts with it
How it grows
Like every skill it runs from 0 to 100 and rises a tenth of a point at a time as you use it: quickly while it is low, hardly at all on work far beneath you. Using it trains it. Element skills rise with every move you cast.
All your skills together hold 700 points. Set Aeromancy to rise, fall or hold in the Skills window (K). A people that is good at it starts 10 points higher, 15 on its own path, and raises it a fifth more often for life.
Using it can also raise your stats a point at a time, leaning towards: Intelligence (60%), Dexterity (40%).
Titles
When Aeromancy is your best skill, it names you:
- 30 Neophyte Windcaller
- 40 Novice Windcaller
- 50 Apprentice Windcaller
- 60 Journeyman Windcaller
- 70 Expert Windcaller
- 80 Adept Windcaller
- 90 Master Windcaller
- 100 Grandmaster Windcaller
Air: the moves
The free element: wind that pushes, lifts and carries you. Light on damage, unmatched at moving and at keeping foes away.
| Move | Words | Needs | Energy | Cooldown | Range | What it does |
|---|---|---|---|---|---|---|
| Air Blast | Anemos | 0 | 6 | 1 s | 4 tiles | A punch of air that throws foes back. |
| Gust Dash | Ripe | 10 | 8 | 3 s | The wind carries you a long way in an instant; nothing touches you on the way. | |
| Air Shield | Aspis | 20 | 16 | 20 s | A whirl of air round you: half of all arrows and bolts are turned aside. | |
| Vortex | Dine | 35 | 20 | 9 s | 9 tiles | A whirlwind at a spot you choose drags everyone near it into the middle. |
| CycloneTree | Kyklon | 55 | 30 | 14 s | Sends a tearing column of wind along the ground in front of you. | |
| WindwalkTree | Zephyros | 45 | 14 | 25 s | The wind at your back: half again as fast for 12 seconds. | |
| Calm BreathTree | Galene | 50 | 20 | 20 s | A still breath that spreads: foes near you forget their anger for 8 seconds unless struck. |
Moves marked Tree also need their place taken in the Aeromancy tree below. A tile is 1.4 metres.
The Aeromancy tree
Every 10 points of Aeromancy gives a point to spend here. Some places need another first; some ask you to choose one or the other. Unlearn the whole tree for gold with F4.
Storm Wind
Wind as a weapon.
Gale Force3 ranks
+6% air damage per rank.
Cyclone1 rank
Opens Cyclone.
Needs Gale Force
Flight
Wind that carries you.
Featherfoot2 ranks
Gust Dash carries you 2 tiles further per rank.
Windwalk1 rank
Opens Windwalk.
Needs Featherfoot
Spirit
The calm in the eye of the storm.
Light Breath2 ranks
Air moves cost 6% less energy per rank.
Calm Breath1 rank
Opens Calm Breath.
Needs Light Breath
More in the guide: Elements · All skills