Aerial Element
Wind: weak blows, strong pushes, carries the caster.
The Aerial Element is wind. It is the weakest of the eight in damage, but every blow throws its target far away, and it is the only one that can carry the caster: clung to you, it launches you where you look, then slows your fall. It is also what turns a fire into a firestorm.
Generate Aerial ElementIn a volley
An aerial element that hits a creature deals reduced magic damage (×0.6) and pushes it back horizontally, lifting it a little. The push grows with the strength of the blow: a core of 9 elements sends its target half again as far as a single element.
Paired with fast, numerous shapes (Needle Shape, Scatter), it is mostly for keeping enemies at bay: a volley of aerial needles pushes back a whole line of foes. See Element shapes and Flight arguments.
Burst Element
In a Burst, aerial blows everything caught in the explosion outward. Mixed with thermal, it triggers a firestorm: the blast radius is multiplied by 1.4.
| Mixed with | Reaction | Effect |
|---|---|---|
| Thermal | Firestorm | radius ×1.4 |
Details: Element reactions.
Adhere
The aimed target (24 blocks) is thrown into the air (higher with more elements), then drifts down: Slow Falling 3 s + 1 s per element.
With no creature in sight, the element launches you where you look, always with a little upward lift, then gives you Slow Falling 3 s + 1 s per element. More elements, more momentum. Aerial does not cling to blocks: aiming at a block launches yourself instead.
In Grand Arts
When aerial dominates the cores, the Grand Art takes the epithet Gale: Gale Pillar, Gale Meteor, Gale Tempest, Gale Dome, Gale Rain. See Merge Element and Grand Arts.
For real flight, see also Wing Shape: any held elements become wings.
