Wind doesn't have many weaknesses besides having direct attacks which are hard to put together to form a combination and low [X] damage, but compensates with it's [Q]'s longer travel distance, large knockback effect, a quick cast time with it's [Q] and [R], and a massive fling effect with [X].
The consumption values listed are the base amount. To calculate the amount consumed, it is the base consumption multiplied by the player's tier level with the move. To check tiers, scroll past the Moves section.
The user launches strong wind towards the target at high speed which will knock back players/npcs upon contact.
Magic Power Level 1+
The user flings the enemy into the air and summons a whirlwind, inflicting damage and knocking them out.
Strength Level 8+
The user summons a tornado around them, dealing damage to anyone nearby while pulling them towards the user.
Magic Power Level 25+
The user punches the enemy away and launches a barrage of wind in the form of punches, eventually knocking the enemy out.
Strength Level 50+
The user forms a wall of wind, blocking anything that comes from the front. It eventually breaks after withstanding a certain amount of hits.
Magic Power Level 54+
The user charges up and summons forth a tornado, dealing impact damage and flinging anyone in the vicinity away. Repeating damage is dealt to anyone still in the tornado's presence, although the tornado dissapates quickly after coliding with an object or player.
Tiers are solely based on the player's stat level and if Wind is the player's Second Mind Magic, all tier levels will be bumped up by 99 Magic/Strength/Generic Levels.
The only exception is if Wind is also the player's First Magic, in which case the Second Magic Wind will have every move unlocked instantly and identical tier levels as the first.
[Q] Gale Force Tier Levels
Tier 1: 1-60 Magic Level
Tier 2: 61-120 Magic Level
Tier 3: 121-240 Magic Level
Tier 4: 241-360 Magic Level
Tier 5: 361+ Magic Level
[E] Wind's Wrath Tier Levels
Tier 1: 8-67 Strength Level
Tier 2: 68-127 Strength Level
Tier 3: 128-247 Strength Level
Tier 4: 248-367 Strength Level
Tier 5: 368+ Strength Level
[R] Gale Cyclone Tier Levels
Tier 1: 25-85 Magic Level
Tier 2: 86-144 Magic Level
Tier 3: 145-264 Magic Level
Tier 4: 265-384 Magic Level
Tier 5: 385+ Magic Level
[F] Gale Volley Tier Levels
Tier 1: 50-109 Strength Level
Tier 2: 110-169 Strength Level
Tier 3: 170-289 Strength Level
Tier 4: 290-409 Strength Level
Tier 5: 410+ Strength Level
[Z] Gale Wall Tier Levels
Tier 1: 54-113 Magic Level
Tier 2: 114-173 Magic Level
Tier 3: 174-293 Magic Level
Tier 4: 294-413 Magic Level
Tier 5: 414+ Magic Level
[X] Ravaging Winds Tier Levels
Tier 1: Level 100-160
Tier 2: Level 161-220
Tier 3: Level 221-340
Tier 4: Level 341-460 (Not Yet Achievable)
Tier 5: Level 461+ (Not Yet Achievable)
With Ravaging Winds' ability to make whirlpools, it is possible to trap players inside of them, albeit not usually lasting long enough to drown players, the user could pelt the trapped player(s) in the midst of it.
Most of Wind's attacks can be used from a distance, so those who use it competitively should take advantage of wind's range.
After using a wind magic that pushes the enemy away such as Gale Volley or Ravaging Winds, the user is able to initiate strategies, flee or attack during the KO.
Wind users are able to stand from a safe place and use Gale Force on the Kraken without getting attacked.
Wind's ultimate, Ravaging Winds, is useful for getting away. Hit a player in mid-air or a high place with it, and they would go flying, allowing you time to escape.
Ravaging winds has a glitch that causes any ships that it hits to quickly rotate 180 degrees and back to it's original place in a split second that can potentially knock people off their ship if aren't stationed at a cannon or steering wheel.
Wind is the fourth magic added to Arcane Adventures.
Originally, the move Gale Cyclone was named Tornado Shell.