en:rpd:air_elemental_mob
Table of Contents
Air Elemental
Air Elementals are flying magic beings made of living air. They appear in the Chasm level feeling, and are immune to Bleeding. They use the Wind Gust spell to attack enemies. Though they might be weak fighters in close combat, their ranged wind breath makes them a dangerous enemy to deal with.
Stats
- HP: Depth * 3 + 1 (calculated in adjustStats method)
- Attack Skill: Base defense skill * 2 + 1 (calculated in adjustStats method)
- Defense Skill: Depth * 2 + 1 (calculated in adjustStats method)
- Min Damage: 0 (set in adjustStats method)
- Max Damage: ht() / 4 (set in adjustStats method)
- Exp for Kill: Depth + 1 (calculated in adjustStats method)
- Max Level: Depth + 2 (set in adjustStats method)
- Damage Reduction: expForKill / 5 (set in adjustStats method)
- Carcass Chance: 0% (set in constructor)
- Flying: Yes (set in constructor)
Abilities
- Flight: Air elementals are flying creatures and can move over any terrain
- Wind Gust: When attacking enemies at range, Air elementals will cast Wind Gust, pushing the target away
- Distance Preference: When in hunting state and at a distance less than skillLevel() - 1 from target, will move away
- Range Attack: Uses Wind Gust on distant enemies, which can cause the player to fall from bridges or other elevated areas
- Immunities: Completely immune to Bleeding
Behavior
- Air Elementals have a unique movement pattern - when they get too close to the target (distance < skillLevel - 1), they move away instead of approaching
- They can attack from a distance (up to skillLevel range) but won't attack adjacent enemies
- When they attack, they cast Wind Gust which creates wind particles and burst effects on the target
- They only appear in the Chasm level feeling, which has a 20% chance to appear on dungeon levels
Drops
- Potion of Levitation (10% chance)
Strategy
- They prefer to stay at a distance and will move away when you get too close
- Their damage output is relatively low (0 to ht() / 4), making them less threatening in close combat
- Since they fly, they can traverse any terrain and cannot be blocked by physical obstacles
- They are immune to effects that require physical contact or ground presence
- They can be challenging to fight in narrow corridors due to push effects
- They move erratically due to their unique movement pattern
Source Code References
- Java implementation: AirElemental.java
- Wind Gust spell: WindGust.java
- Spawn rates: Bestiary.json
- Immunities implementation: Bleeding immunity
- Stats calculation: adjustStats method
See Also
en/rpd/air_elemental_mob.txt · Last modified: by 127.0.0.1

