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Music

Up to date as of February 02, 2010

From Your Subculture Soundtrack, the music encyclopedia


Founded: 1995

Headquarters: Paris, France

Website Link(s): Official Site

Contents

Label(s)

Genre(s)

RIYL

Band Members

  • Nicolas Godin
  • Jean-Benoît Dunckel

Includes Members of

  • Orange

Band Biography

Air was founded in 1995, and had a hit with their first record Moon Safari, thanks to their hit single, the dreamy "Sexy Boy", and accompanying video which featured a stuffed gorilla. After that, Air has had more critical success than commerical success, though they've sold many songs to advertisements, particuarly the excellent song "Playground Love" (from The Virgin Suicides) which appeared in a popular spot for Levi's jeans. They've worked with many other musicians including The Moog Cookbook and Beck.

Discography

Albums

  • Premiers Symptômes
  • Moon Safari
  • 10000Hz Legend
  • City Reading (Tre Storie Western) with Alessandro Baricco
  • Talkie Walkie

EPs

  • Everybody Hertz (10000Hz Legend remixes)
  • Surfing On A Rocket

Singles

Appears On

Compilations

  • Late Night Tales: Air
  • At Home With The Groovebox

Soundtracks

  • The Virgin Suicides

Mix CDs

Radio Shows

Further Reading


This article uses material from the "Air" article on the Music wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

DC Comics

Up to date as of February 01, 2010
(Redirected to Air Vol 1 article)

From DC Database

Air Vol 1: (2008) (published by Vertigo)

This page contains a list of all comics in the series including items such as trade paperback books, magazines, and other items of interest. If you have found a comic or item that is not seen on this page, please add it to this list.

Comic Template Help
Air Vol 1

Back to Comics Contents : Comics A : Air Vol 1



Air is an ongoing series published by DC Comics as part of their Vertigo imprint. Creator G. Willow Wilson explained her plans for the series: "I have a solid detailed topographical map for the first year and a half and a loose hand-written treasure map for another couple of years. If this follows the four year model that has become typical of good Vertigo series lately, I'll be happy, and I've got ideas to fuel the whole run".

Issues

See Also

Back to Comics Contents : Comics A : Air Vol 1



This article uses material from the "Air Vol 1" article on the DC Comics wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Muppet

Up to date as of February 02, 2010

From Muppet Wiki

This is a disambiguation page — a list of articles associated with the same title.


This article uses material from the "Air" article on the Muppet wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Dofus Wiki

Up to date as of January 31, 2010
(Redirected to Element article)

From Dofus

For the item water, see water (item).
For the alignment neutral, see alignment.

There are five elements, each linked to a characteristic. Most damage sources are elemental.

Elements

  • Healing, although it is not an element, is often associated with the elements: like Fire, it is linked to Intelligence; and there are a number of items which have a healing stat.

Physical and Magical

There used to be only two elements in the game: Physical and Magical. This simpler concept still resonates in the game, especially when it comes to Reductions. Physical means any effect where the source is a neutral or earth element, Magical means any effect where the source is a fire, water or wind element.


This article uses material from the "Element" article on the Dofus Wiki wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Fallout

Up to date as of February 01, 2010
(Redirected to Vault Dweller Red Ryder BB Gun article)

From The Vault

Fallout: Brotherhood of Steel weapon
Red Ryder BB Gun
damage: 1 - 101
damage type: Normal
hands req.: 2
value: $4000
The following is based on Fallout: Brotherhood of Steel and has not been confirmed by canon sources.

The Vault Dweller Red Ryder BB Gun is a unique version of Red Ryder BB Gun and one of three secret weapons in Fallout: Brotherhood of Steel.

This weapon is given to you by the Vault Dweller upon successful completion of the quest Rescue Innocents with the most innocent saved (37).

Air

Thanks to his high knowledge in Repair, the Vault Dweller has modified a Red Ryder BB Gun so it absorbs and propels the surrounding air, forming a ball of air, instead of using ammunition. But since air is hard to control, its damage varies randomly from very low to very powerful.

Locations

Weapons of Fallout: Brotherhood of Steel

This article uses material from the "Vault Dweller Red Ryder BB Gun" article on the Fallout wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Final Fantasy

Up to date as of February 01, 2010

From Final Fantasy Wiki

Air may refer to:


This article uses material from the "Air" article on the Final Fantasy wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Guild Wars

Up to date as of February 01, 2010
(Redirected to Air Magic skills quick reference article)

From GuildWiki

Image:Quest-medium.png This skill may be earned from a quest. See skill information for details.

Image:Exhaustion.png This skill causes Exhaustion.

Image:Energy.png Energy requirement

Image:Activation.png Activation time

Image:Recharge.png Recharge time

Air Magic

Image:Air Attunement.jpg Air Attunement
[edit]
Enchantment Spell. For 36...55 seconds, you are attuned to Air. You gain 1 Energy plus 30% of the base Energy cost of the Skill whenever you use Air Magic.
    10 Energy 2 Activation 45 Recharge
Core   Can be obtained through a quest
Image:Arc Lightning.jpg Arc Lightning
[edit]
Spell. Target foe is struck for 5...41 lightning damage. If that foe is suffering from a Water Magic Hex, one foe near your target is struck for 15...63 lightning damage. Damage from Arc Lightning has 25% armor penetration.
    5 Energy 1 Activation 6 Recharge
Factions    
Image:Blinding Flash.jpg Blinding Flash
[edit]
Spell. Target foe is blinded for 3...7 seconds.
    15 Energy ¾ Activation 4 Recharge
Core   Can be obtained through a quest
Image:Blinding Surge.jpg Blinding Surge
[edit]
Elite Spell. Target foe is struck for 5...41 lightning damage and that foe and all adjacent foes are Blinded for 1...6 seconds. This spell has 25% armor penetration.
    10 Energy ¾ Activation 4 Recharge
Nightfall    
Image:Chain Lightning.jpg Chain Lightning
[edit]
Spell. Target foe and up to two other foes near your target are struck for 10...70 lightning damage. This spell has 25% armor penetration and causes Exhaustion if you are not enchanted.
Image:Exhaustion.png   10 Energy 2 Activation 10 Recharge
Prophecies    
Image:Chilling Winds.jpg Chilling Winds
[edit]
Hex Spell. Target foe is struck for 25...45 cold damage. For 30 seconds, the next water Hex targeting that foe lasts 25...85% longer.
    5 Energy 1 Activation 8 Recharge
Nightfall    
Image:Conjure Lightning.jpg Conjure Lightning
[edit]
Enchantment Spell. For 60 seconds, if you're wielding a lightning weapon, your attacks strike for an additional 5...17 lightning damage.
    10 Energy 1 Activation 45 Recharge
Core    
Image:Enervating Charge.jpg Enervating Charge
[edit]
Spell. Target foe is struck for 25...45 lightning damage and suffers from Weakness for 5...17 seconds. This spell has 25% armor penetration.
    10 Energy 1 Activation 8 Recharge
Core    
Image:Gale.jpg Gale
[edit]
Spell. Knock down target foe for 2 seconds. This spell causes exhaustion. (50% failure chance with Air Magic 4 or less.)
Image:Exhaustion.png   10 Energy 1 Activation 5 Recharge
Core   Can be obtained through a quest
Image:Glimmering Mark.jpg Glimmering Mark
[edit]
Elite Hex Spell. For 10 seconds, target foe is struck for 10...26 lightning damage per second. This hex ends if you use a skill that targets this foe.
    10 Energy 1 Activation 10 Recharge
Prophecies    
Image:Glyph of Swiftness.jpg Glyph of Swiftness
[edit]
Glyph. For 15 seconds, your next 1...3 Spells recharge 25% faster, and projectiles from those spells move 200% faster.
    5 Energy 1 Activation 10 Recharge
Eye of the North    
Image:Gust.jpg Gust
[edit]
Elite Spell. Target foe is struck for 10...54 cold damage. If that foe is under an Earth or Water Magic Hex, that foe is knocked down for 3 seconds.
    5 Energy 1 Activation 10 Recharge
Factions    
Image:Invoke Lightning.jpg Invoke Lightning
[edit]
Elite Spell. Target foe and up to two other foes near your target are struck for 10...82 lightning damage. This spell has 25% armor penetration. If you are not under the effects of an Enchantment, this spell causes Exhaustion.
Image:Exhaustion.png   10 Energy 2 Activation 10 Recharge
Nightfall    
Image:Lightning Bolt.jpg Lightning Bolt
[edit]
Spell. Send out a Lightning Bolt that strikes for 5...41 lightning damage if it hits. If Lightning Bolt strikes a moving foe, that foe is struck for 5...41 additional lightning damage. This spell has 25% armor penetration.
    5 Energy 1 Activation 8 Recharge
Nightfall    
Image:Lightning Hammer.jpg Lightning Hammer
[edit]
Spell. Target foe is struck for 10...82 lightning damage. Lightning Hammer has 25% armor penetration.
    25 Energy 2 Activation 4 Recharge
Factions    
Image:Lightning Javelin.jpg Lightning Javelin
[edit]
Spell. Send out a Lightning Javelin that strikes for 15...43 lightning damage if it hits. If Lightning Javelin strikes an attacking foe, that foe is interrupted. This spell has 25% armor penetration.
    5 Energy 1 Activation 2 Recharge
Prophecies   Can be obtained through a quest
Image:Lightning Orb.jpg Lightning Orb
[edit]
Spell. Send out a Lightning Orb that strikes target foe for 10...82 lightning damage and that foe has Cracked Armor for 5...17 seconds if it hits. This spell has 25% armor penetration.
    15 Energy 2 Activation 5 Recharge
Core   Can be obtained through a quest
Image:Lightning Strike.jpg Lightning Strike
[edit]
Spell. Strike target foe for 5...41 lightning damage. This spell has 25% armor penetration.
    5 Energy 1 Activation 5 Recharge
Core   Can be obtained through a quest
Image:Lightning Surge.jpg Lightning Surge
[edit]
Elite Hex Spell. After 3 seconds, target foe is knocked down and struck for 14...83 lightning damage.
    15 Energy 2 Activation 10 Recharge
Core    
Image:Lightning Touch.jpg Lightning Touch
[edit]
Skill. Target touched foe and all adjacent foes are struck for 10...50 lightning damage. Foes suffering from a Water Magic hex are blinded for 3...7 seconds. This skill has 25% armor penetration.
    5 Energy ¾ Activation 10 Recharge
Core    
Image:Mind Shock.jpg Mind Shock
[edit]
Elite Spell. Target foe suffers 10...42 lightning damage. If you have more energy than target foe, that foe suffers 10...42 additional lightning damage and is knocked down. This spell has 25% armor penetration. This spell causes exhaustion.
Image:Exhaustion.png   5 Energy 1 Activation 8 Recharge
Prophecies    
Image:Ride the Lightning.jpg Ride the Lightning
[edit]
Elite Spell. You ride the lightning to target foe. That foe is struck for 10...82 lightning damage. This spell has 25% armor penetration and causes Exhaustion.
Image:Exhaustion.png   10 Energy 1 Activation 5 Recharge
Factions    
Image:Shell Shock.jpg Shell Shock
[edit]
Spell. Target foe takes 10...34 lightning damage and has Cracked Armor for 5...17 seconds. This spell has 25% armor penetration.
    5 Energy 1 Activation 8 Recharge
Eye of the North    
Image:Shock.jpg Shock
[edit]
Skill. Target touched foe is knocked down and struck for 10...50 lightning damage. This skill has 25% armor penetration and causes exhaustion.
Image:Exhaustion.png   5 Energy ¾ Activation 10 Recharge
Prophecies    
Image:Shock Arrow.jpg Shock Arrow
[edit]
Spell. Send out a shocking arrow that flies swiftly towards target foe, striking for 5...41 lightning damage. If Shock Arrow strikes an attacking foe, you gain 5 Energy plus 1 Energy for every 2 ranks of Energy Storage. Shock Arrow has 25% armor penetration.
    5 Energy 1 Activation 8 Recharge
Factions    
Image:Storm Djinn's Haste.jpg Storm Djinn's Haste
[edit]
Enchantment Spell. For 10...22 seconds, you move 25% faster. Each second that you are moving, you lose 1 energy.
    5 Energy ¼ Activation 10 Recharge
Nightfall    
Image:Teinai's Wind.jpg Teinai's Wind
[edit]
Spell. All adjacent foes take 15...51 cold damage. Attacking foes struck by Teinai's Wind are knocked down.
    5 Energy ¾ Activation 8 Recharge
Factions Duplicate of Whirlwind  
Image:Thunderclap.jpg Thunderclap
[edit]
Elite Spell. Create a massive lightning strike at target foe's location, dealing 15...63 damage. After 3 seconds, that foe and all adjacent foes are Dazed for 1...8 seconds. This spell has 25% armor penetration.
    10 Energy 1 Activation 20 Recharge
Prophecies    
Image:Whirlwind.jpg Whirlwind
[edit]
Spell. All adjacent foes take 15...51 cold damage. Attacking foes struck by Whirlwind are knocked down.
    5 Energy ¾ Activation 8 Recharge
Prophecies Duplicate of Teinai's Wind Can be obtained through a quest
Image:Windborne Speed.jpg Windborne Speed
[edit]
Enchantment Spell. For 5...10 seconds, target ally moves 33% faster.
    10 Energy ¾ Activation 5 Recharge
Prophecies   Can be obtained through a quest
Facts about Air Magic skills quick referenceRDF feed

This article uses material from the "Air Magic skills quick reference" article on the Guild Wars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Runescape

Up to date as of February 07, 2010
(Redirected to Air rune article)

From the RuneScape Wiki, the wiki for all things RuneScape

An air rune

Air runes are one of the four basic elemental runes. They are the most basic and most common runes in RuneScape. All players who have completed the Rune Mysteries quest can craft air runes with a Runecrafting level of 1 at the air altar west of Varrock. Crafting air runes provides 5 Runecrafting experience per rune or pure essence used (140 xp for an entire inventory).

Contents

Information

An air rune
Air runes are used in every missile spell as well as most teleportation spells. They are used very often, so players are recommended that they either have an air staff or a large amount of air runes at hand if practicing magic. Air staves can be bought from Zaff's Superior Staffs! shop in Varrock.

Air runes can be combined with water runes to make mist runes, with earth runes to make dust runes, and with fire runes to make smoke runes.

The magic tutor in Lumbridge formerly supplied players with 30 air runes and 30 mind runes, provided that player has no runes in their inventory or bank, and it has been 30 minutes since they last claimed items from either the magic or ranged tutor, though this feature has since been removed. Now, all players can obtain thirty air and mind runes from Aubury of Varrock instead samples; after a half hour, one can re-obtain all thirty air and mind runes.

Air runes are dropped in moderately large quantities of 45 by Shadow warriors, through members, and also dropped every time by the air wizard, for free players.

Spells

Air runes are needed in a vast amount of spells, as shown by the list below. Because of all the spells that require air runes, many mages will instead use a staff of air, air battlestaff or mystic air staff.

Free Spells

All players can cast these spells.

Member Spells

Only members can cast these spells:

Store locations

This item can also be bought or sold at:

Trivia

  • The most air runes required for a spell are 30, for the Charge Air Orb spell.
  • Air Runes are the most used rune type in the game.
  • There were once 3 air rune spawns, which players used to pick up and sell at the general store, behind Luthas' house in Karamja. This has now been changed to one spawn.
  • Air runecrafting gloves can be used to double the XP for air Runecrafting.
  • The value of 1 air rune in Investment Credits in Mobilizing Armies is 6 Investment Credits.

References


This article uses material from the "Air rune" article on the Runescape wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Starwars

Up to date as of February 04, 2010
(Redirected to Atmosphere article)

From Wookieepedia, the Star Wars wiki.

The planet Alderaan had a Type I breathable atmosphere.

Atmospheres were collections of gases that surrounded a celestial body that possessed sufficient mass, and therefore sufficient gravity, to hold it. Examples included many planets, moons, and large asteroids. Almost all species in the galaxy needed some form of atmosphere to breathe. During the height of the Galactic Empire's colonial period, a system of classification for atmospheres was established. This system, which was afterward adopted by nearly all subsequent governments in the galaxy, separates atmospheres into four distinct categories:

Contents

Type I atmospheres

Breathable

Type I atmospheres had appropriate levels of oxygen, nitrogen, and hydrogen to be breathable by the majority of species in the galaxy. Some contaminants or other trace gases could have had long-term detrimental effects. Planets with these types of atmospheres almost always had some form of indigenous life. Plant life or some analog that frees oxygen was present on all planets with a Type I atmosphere—all oxygen in the atmosphere would have been bound to other elements within a matter of months without such life to free it up.

Type II atmospheres

Breath Mask Suggested

Type II atmospheres usually had appropriate levels of atmospheric oxygen and nitrogen. Due to lack of sufficient pressure or the presence of contaminants and other trace gases, however, these atmospheres usually caused detrimental effects to Humans and most other species over a shorter period of time. Many species could breathe Type II atmospheres without any trouble depending on physiology. Planets with a type II atmosphere usually supported some form of indigenous life.

Type III atmospheres

Breath Mask Required

Within Type III atmospheres, due to either the lack of appropriate levels of atmospheric oxygen, nitrogen, sufficient pressure, the presence of contaminants and/or trace gases, a breath mask had to be worn. For Humans and most other species, these atmospheres caused immediate or eventual impediments or even incapacitation. Some species could breathe these types of atmospheres depending on physiology, and biology. Planets with a Type III atmosphere sometimes supported native life.

Type IV atmospheres

Environment Suit Required

Type IV atmospheres were either toxic, flammable, or nonexistent; these types of atmospheres caused immediate incapacitation or death in most species of the galaxy. Few species could breathe in this type of atmosphere; planets with a type IV atmosphere rarely supported life.

Appearances

I find your lack of sources disturbing.

This article needs to be provided with more sources and/or appearances to conform to a higher standard of article quality.

Sources


This article uses material from the "Atmosphere" article on the Starwars wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Tibia

Up to date as of February 05, 2010

From TibiaWiki

Air was formed by Fardos and Uman from the body of Tibiasula as one of the Elements.
Air is spread all over Tibia, like a protective blanket.


This article uses material from the "Air" article on the Tibia wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

YCM

Up to date as of February 06, 2010
(Redirected to AIR article)

From Yu-Gi-Oh Card Maker Wiki

AIR type is a brand new type. Like it expect, Air monsters somehow related to Wind attribute, it might be a monsters that can created a wind, monsters that can control over wind... They can be gas, cloud, spirit of a creature (not a Spirit monsters). There are also some high-speed monsters can be qualified as an Air type. Their ability is often centered around MOVING ZONE effect, that help them get control over the field, Many of their effects also deal with destroy Spell/Trap cards zone.

Another main weakeness of Air stragery is that their effects are mainly activate in the controller's turn. It has just few cards that allowed to activate in opponent's turn, that make Air are often unprotect and easy to destroy them.

Some notable cards include:

- Zedra - King of the Speed

- Master of The Air

- Bladewing Dragon

List of all Air monsters:


This article uses material from the "AIR" article on the YCM wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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