Difference between revisions of "Flight (spell)"

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''This page is about the [[Spell]]. For the card, see [[Deck of emergency#Flight card|Flight card]]''
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''This page is about the [[Spell]]. For the card, see [[Flight card]]''
 
{{Spell
 
{{Spell
 
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{{Flavour|This spell grants to the caster the ability to fly through the air.}}
 
{{Flavour|This spell grants to the caster the ability to fly through the air.}}
  
'''Flight''' is a level 3 [[Charms]]/[[Air Magic]] spell which causes the caster to [[fly]] for its duration, making to easier to explore areas where water or lava makes travel tricky. It also gives you a slight bonus to [[stealth]] and makes you effectively immune to mechanical [[trap]]s. Unfortunately, flying also makes you more vulnerable to the [[Airstrike]] spell.
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'''Flight''' is a level 3 [[Charms]]/[[Air Magic]] spell which causes the caster to [[fly]] for its duration. Unlike some sources of flying, you may cast Flight at any time during its duration to extend it. The higher your [[spell power]], the longer your flight will last.
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==Strategy==
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Flight is generally a useful spell to have, particularly in waterlogged branches such as [[the Swamp]], [[the Shoals]], [[the Abyss]], and [[Cocytus]]. Exploration of those areas is much easier when you aren't splashing around in [[shallow water]] or forced to find a way past [[deep water]] and [[lava]]. It also makes many smaller treasure [[vault]]s accessible, or at least much more convenient to reach.
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Beyond that, it greatly reduces damage from [[Shatter]], but renders you vulnerable to [[Airstrike]], so be mindful of spellcasters who know those.
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It is a spell that most characters will eventually have some use for, and requires the exact same skills at the same level necessary to cast [[Repel Missiles]], another universally desirable spell. Unless you already have flight available from another source ([[boots]] of [[flight (ego)|flight]], a [[ring of flight]], a large stack of [[potions of flight]], or [[tengu|innate]] [[gargoyle|flying]] [[draconian|ability]]), it's almost always worthwhile learning this.
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Unlike most status effects, flight does not immediately get dispelled after you are struck by a [[Quicksilver Bolt]]. This is done in order to avoid infuriating sudden deaths. Even so, you only have one turn after being blasted to get to safety - if walking a single space away won't get the job done, consider reading a [[scroll of blink]] to do so, or refreshing your flight by casting the spell again.
  
 
==History==
 
==History==
In [[0.13]] this spell will not protect from any kind of electrical attacks.
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Flight was removed in [[0.17]].
 
 
Prior to [[0.12]], flight increased the caster's carrying capacity.
 
  
 
[[Category:Movement]]
 
[[Category:Movement]]
[[Category:Crystal Ball Articles]]
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[[Category:Obsolete spells]]

Latest revision as of 12:59, 13 August 2017

Obsolete: This article refers to an aspect of the game which has been removed. It is retained for historical reference only.

This page is about the Spell. For the card, see Flight card

Flight (spell).png Flight
Level 3
School1 Charms
School2 Air
Source(s)
Casting noise 2
Spell noise 0
This spell grants to the caster the ability to fly through the air.

Flight is a level 3 Charms/Air Magic spell which causes the caster to fly for its duration. Unlike some sources of flying, you may cast Flight at any time during its duration to extend it. The higher your spell power, the longer your flight will last.

Strategy

Flight is generally a useful spell to have, particularly in waterlogged branches such as the Swamp, the Shoals, the Abyss, and Cocytus. Exploration of those areas is much easier when you aren't splashing around in shallow water or forced to find a way past deep water and lava. It also makes many smaller treasure vaults accessible, or at least much more convenient to reach.

Beyond that, it greatly reduces damage from Shatter, but renders you vulnerable to Airstrike, so be mindful of spellcasters who know those.

It is a spell that most characters will eventually have some use for, and requires the exact same skills at the same level necessary to cast Repel Missiles, another universally desirable spell. Unless you already have flight available from another source (boots of flight, a ring of flight, a large stack of potions of flight, or innate flying ability), it's almost always worthwhile learning this.

Unlike most status effects, flight does not immediately get dispelled after you are struck by a Quicksilver Bolt. This is done in order to avoid infuriating sudden deaths. Even so, you only have one turn after being blasted to get to safety - if walking a single space away won't get the job done, consider reading a scroll of blink to do so, or refreshing your flight by casting the spell again.

History

Flight was removed in 0.17.