Air gives dominion over Air Magic, allowing you to summon Zephyr Birds and Air Elementals, Spells that influence the trajectory of physical projectiles and the ability to both make your people comfortable with arctic terrain, and to freeze your lands.

Adept[edit | edit source]

Air.png

You're light of foot and tongue with a cadence to your speech that echoes with the power of air magic, you can take your enemies breath away with a word and your mastery over the birds of the skies is well known.

Name: Air Node Mana Bonus Spec. (Tier) Air Adept (I) Research: -- Knowledge
Type: Empire Upgrade Subtype: Resource Management
Air.png
Air Nodes provide +5 Mana Income.
  • This Empire Upgrade always starts out researched.
Name: Suffocate Spec. (Tier) Air Adept (I) Research: 80 Knowledge
Type: Combat Spell Target: Hostile Unit Cost: 7 Casting Points
Suffocate.png
Does 15 Physical Damage damage to target enemy unit.

Undead.png Undead, Machine.png Machine, Elemental.png Elemental, and Incorporeal.png Incorporeal units cannot be affected.

Name: Seeker Spec. (Tier) Air Adept (II) Research: 140 Knowledge
Type: Combat Spell Target: Friendly Unit Cost: 10 Casting Points
Seeker(Spell).png
Bestows the Seeker(Ability).png Seeker ability upon target unit.
  • Removes all line of sight, range, and obstacle penalties from target unit's ranged attacks.
  • Adds +1 damage to all range damage channels.
Name: Domain of Winter Spec. (Tier) Air Adept (III) Research: 180 Knowledge
Disjunction Cost: 70 Mana Upkeep: 20 Mana/Turn Casting Points Cost: 60 Casting Points
Type: City Enchantment Target: Friendly City
Domain of Winter.png
Enchanted city and units in its domain now like Arctic terrain.
Name: Summon Zephyr Bird Spec. (Tier) Air Adept (II) Research: 120 Knowledge
Type: Summoning Spell Upkeep: 12 Mana/Turn Casting Points Cost: 60 Casting Points
Summon Zephyr Bird.png
Summons a Zephyr Bird to the target location.
  • The creature gets Cast Spell.png Summoned after it's being created

Master[edit | edit source]

AirGreater.png

The air around you is unsettled and a breeze always accompanies your step. The air crackles as you raise your voice and your troops find a lightness to their movements beyond their training as arrows falling upon them miss their mark by inches every time.

Name: Air Affinity Spec. (Tier) Master of Air (I) Research: -- Knowledge
Type: Empire Upgrade Subtype: Resource Management
Air.png
Air Nodes provide +5 Knowledge Income. Earth Nodes provide -5 Mana Income.
  • This Empire Upgrade always starts out researched.
Name: Transform Mana Node Spec. (Tier) Air, Creation, Destruction, Earth, Fire and Water master (I) Research: -- Knowledge
Disjunction.png Cost: Not possible Upkeep: -- Mana Casting Points Cost: 60 Casting Points
Type: Strategic Spell Target: Mana Node
Mananode.png
Transforms a mana node to the type of your master specialization.

Does not work on mana nodes that already belong to a specific sphere.

  • This spell always starts out researched.
Name: Arctic Empire Spec. (Tier) Air Master (IV) Research: 350 Knowledge
Disjunction Cost: 100 Mana Upkeep: 40 Mana/Turn Casting Points Cost: 80 Casting Points
Type: Global Enchantment Subtype: Terraforming
Arctic Empire.png
Arctic terrain spreads from your domain.
Name: Haste Spec. (Tier) Air Master (IV) Research: 400 Knowledge
Type: Combat Spell Target: Friendly Unit Cost: 10 Casting Points
Haste(Spell).png
Hastens target unit.
Name: Wind Ward Spec. (Tier) Air Master (V) Research: 800 Knowledge
Type: Combat Spell Target: Battlefield Cost: 20 Casting Points
Wind Ward.png
Mighty gusts sweep over the battlefield altering the trajectory of ranged attacks. All ranged attacks suffer a -8 strength penalty.
Name: Summon Air Elemental Spec. (Tier) Air Master (V) Research: 700 Knowledge
Type: Summoning Spell Upkeep: 18 Mana/Turn Casting Points Cost: 150 Casting Points
Summon Air Elemental.png
Summons an Air Elemental to target location.
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