|# of figures||1|
|Melee Attack per figure||15|
|Defense per figure||8|
|Hit Points per figure||10|
+10% To HitWeapon Immunity
The Air Elemental's most distinctive abilities are its Invisibility and Flying speed, which allow it to maneuver easily behind the enemy lines and attack the weaker units in the rear. It has a formidable Melee Attack, and is also very hard to kill with normal weapons.
The Fantastic Unit Edit
Physical Description Edit
The Air Elemental is a sentient being comprised entirely of air. It is shaped as a funnel of ranging winds, and thus can barely be seen with a naked eye until it is very close. The creature's existence and its ability to receive commands are entirely bestowed by magic.
Attack Properties Edit
The Air Elemental possesses only a Melee Attack, with the mid-range rating of 15. With an inherent +10% To Hit bonus, this attack delivers 6 points of Damage on average.
This attack has no other special effects, though it is still quite dangerous to low-level Normal Units. Of course, the secret to properly using this attack lies in the Air Elemental's ability to sneak up on pretty much any unit, attacking it and retreating to complete safety, as explained below.
Defensive Properties Edit
Thanks to being entirely comprised of air, the Air Elemental has a remarkably high Defense score of 8, allowing it to block about 2.4 points of Damage from any incoming attack, on average.
Furthermore, the creature possesses the Weapon Immunity ability. This ability raises the Air Elemental's Defense rating to 10 whenever attacked by a Normal Unit or Hero with a Normal Melee Attack - allowing the creature to block more damage on average from such attacks. Mithril Weapons, Adamantium Weapons and weapons affected by various spells (like Flame Blade) do not trigger this Defense bonus, and neither do any attacks from other Fantastic Units.
The creature's Invisibility also affects its defensive abilities. Whenever attacked by an enemy unit, it inflicts a -10% penalty on that unit, decreasing the amount of damage the unit causes on average. Together with the Weapon Immunity explained above, this makes the Air Elemental especially potent when attacking enemy Normal Units.
Furthermore, Air Elementals possess a Resistance score of 9, making it very difficult to inflict Curses and other ill effects upon them. Air Elementals are also completely immune to Stoning Damage from any source as well to as any Poison Touch attack.
Other Properties Edit
Air Elementals are exceptionally quick on the battlefield, moving at a rate of 5 per turn. They are by far the fastest units in the game, other than Heroes wielding powerful Magical Items. This speed allows the Air Elemental to quickly maneuver into position to attack enemy units, and to evade enemies easily.
This is further aided by the Air Elemental's Invisibility. The enemy normally cannot see the Air Elemental's position - unless it is immediately adjacent to one of the enemy units. Since it cannot be seen, the Air Elemental may not be targeted by Ranged Attacks, and can easily maneuver behind enemy lines to get at the weaker units in the rear. This makes the Air Elemental exceptionally useful for getting rid of powerful-but-soft enemy units - especially Normal Units.
Note that if the enemy army contains any living units possessing the Illusions Immunity ability (or affected by True Sight, which gives that ability), the Air Elemental's position will be visible to the enemy at all times, and may freely be targeted by enemy Ranged Attacks.
Basic Tactics Edit
The Air Elemental is one of the best units available for quickly getting rid of enemy Ranged Attackers, such as Bowmen or Magicians. As long as it is not detected by any enemy units, it may freely move towards any unit, attack it, and retreat to safety. While undetected, the Air Elemental does not expose itself to Ranged Attacks either.
Remember that the Air Elemental is exceptionally powerful against Normal Units, especially those units that do not possess special weapons with which to hurt it. Also remember that Air Elementals are expendable: they are lost at the end of the battle anyway.
Enemy Air Elementals Edit
Although Wizards may only use Air Elementals for the duration of a single battle, these Fantastic Creatures will sometimes be encountered as permanent guardians in Sorcery Nodes and other encounter areas. Furthermore, they may lead Rampaging Monster groups to attack your cities! Air Elementals are often encountered in groups of two or three, and accompanied by large numbers of Phantom Warriors. They may also accompany stronger Sorcery units.
Air Elementals should be confronted by other Fantastic Creatures, or by Normal Units possessing powerful enchanted weapons. Normal Units possessing a Normal Melee Attack or Magical Melee Attack should avoid the Air Elemental - if at all possible.
Ability Overview Edit
- This unit has an extra 10% chance to hit its target with every attack. This improves its statistical chance to inflict more Damage with each attack it makes.
- During combat, this unit is only visible to the enemy when it moves adjacently to an enemy unit, or when any unit in the enemy army possesses the Illusions Immunity ability, or is affected by the True Sight spell.
- While undetected, this unit may not be attacked by any enemy, or targeted by any spells.
- The unit inflicts a -10% penalty on any enemy that attacks it with a Melee Attack or Ranged Attack.
- This unit cannot be hurt by Poison Damage. It will automatically pass any Resistance roll to avert such damage.
- This unit cannot be petrified, whether by Stoning Damage attacks or the Petrify spell. It ignores the Stoning effect entirely.
- Normal Units and Heroes attacking this unit with a Normal Melee Attack temporarily increase its Defense score to 10.
The Summoning Spell Edit
Air Elemental may only be cast during combat, for the base Casting Cost of 50. The spell must be targeted at any unoccupied battlefield tile, and only on your half of the battlefield. Upon casting, the new Air Elemental unit will appear in the targeted tile.
The new unit is created with full Movement Points, and may move and/or attack immediately as necessary.
With one exception (which is believed to be a bug exploit), the Air Elemental will always be destroyed at the end of combat, if it hasn't already been destroyed by that point; you generally cannot "preserve" it for use on the overland map. Thus, while the game does technically assign it an Upkeep Cost, it normally never comes into play.
Permanent Summoning Trick Edit
Disclaimer: This trick appears to violate the game designers' intent, and it cannot be guaranteed that its use won't destabilize the game.
If you MUST have an Air Elemental for your army garrisoned in one of your towns, you can enter a battle with the intention of losing (not winning). You will need to know the Sorcery spells Word of Recall and Air Elemental. Enter a battle and summon the Air Elemental or Air Elementals that you want for your army. Use the Word of Recall on your Air Elemental or Air Elementals. You can continue the battle to the maximum number of turns, flee the battle (with the risk of losing any units that you have in the battle), or use Word of Recall on any remaining units. This brings your units back to the Summoning Circle and you now have an Air Elemental that requires 8 per turn Upkeep Cost. This does not work if you win the battle.
As a Rare Sorcery spell, Air Elemental may become available to any Wizard who possesses at least 2 Spellbooks. However, its availability during the game is not guaranteed unless the Wizard acquires at least 10 Spellbooks.
Customized Wizards possessing 11 Spellbooks at creation time may choose this spell as one of their default spells before starting the game, in which case the spell will already be researched and available for casting immediately on the first turn.
Wizards with 2 to 9 Spellbooks have a random chance of being able to Research Air Elemental during the game. The chance for this spell to appear for research increases with the number of Sorcery Spellbooks the Wizard possesses or obtains during gameplay. With 10 or 11 Spellbooks, the spell is guaranteed to appear for Research at some point, if it is not already available for casting.
Air Elemental has a base Research Cost of 1,300.
With at least 2 Spellbooks, the Air Elemental spell may be acquired as a reward for winning encounters in creature Lairs, Towers, et cetera, or when conquering the Fortress of a rival wizard who has already researched this spell.