Difference between revisions of "Fly"

From CrawlWiki
Jump to: navigation, search
m (Potions of flight are now potions of enlightenment)
 
(11 intermediate revisions by 3 users not shown)
Line 1: Line 1:
{{version|021}}
+
{{version031}}
'''Fly''' is a [[status effect]] that sends you soaring above the ground. It makes traversing terrain with water and lava much easier. The only major downside to flying is that it greatly increases the damage you take from the [[Airstrike]] spell; consider landing before facing foes who know it.
+
{{flavour|You are flying above the ground, and are able to cross water and lava or fight above shallow water without penalties. Most types of flight will time out - be careful what you are above when that happens!}}
 +
'''Flight''' ('''Fly''') is a [[status effect]] that sends you soaring above the ground. It makes traversing terrain with water and lava much easier.
  
 
==Effects==
 
==Effects==
 
*Ability to safely cross [[deep water]] and [[lava]].
 
*Ability to safely cross [[deep water]] and [[lava]].
*Ignore most effects of [[shallow water]].
+
*Ignore all harmful effects of [[shallow water]].
*Take 50% more damage from [[Airstrike]] spell.
+
**Note that [[Merfolk]] and [[Octopode]]s still get their water bonuses while flying above water.
*Minor movement speed bonus for [[tengu]].
+
*Resistance to [[Shatter]] and [[staff of earth|staves of earth]]
*Removal of some stealth bonuses and penalties:
 
** The effects of water (bonus for [[merfolk]] and [[octopode]]s, penalty for everyone else).
 
** Penalty from [[hooves]].
 
** Bonus from the stealth [[ego]].
 
** Bonus for [[felid]] paws or penalty for felids walking on [[Blade Hands]].
 
  
 
==Sources==
 
==Sources==
Most sources of flight are temporary and will eventually expire. If your flight expires over deadly terrain (such as [[deep water]] or [[lava]]), you remain in the air but take significant [[drain]]ing every turn until you reach safety.
+
Some sources of flight are temporary and will eventually expire. If your flight expires over deadly terrain (such as [[deep water]] or [[lava]]), you remain in the air but take significant [[drain]]ing every turn until you reach safety.
*Innate ability of low-level [[tengu]]. Eventually replaced with permanent flight (see below).
+
*[[Potion of enlightenment]].
*[[Potion of flight]].
+
*Casting or being caught in a [[Polar Vortex]] (''very'' short-lived).
*Using a [[ring of flight]] or an [[artefact]] with +Fly property (can be canceled manually).
 
*Casting or being caught in a [[Tornado]] (''very'' short-lived).
 
  
These sources of flight are permanent, allowing you to continue flying until you decide to stop:
+
These sources of flight are permanent, allowing you to fly continuously:
*Innate ability of [[gargoyle]]s, high-level [[tengu]], and black [[draconian]]s. Gained when reaching high enough [[XL]].
+
*Intrinsic of [[Gargoyle]]s, [[Tengu]], and black [[Draconian]]s once reaching high enough [[XL]].
**Other draconians may gain the ability by randomly [[mutation|mutating]].
+
**Other Draconians may gain the ability by randomly [[mutation|mutating]].
*Boots or barding with the [[flight (ego)|flight ego]].
+
*Equipment with the [[flight (ego)|flight ego]] (normally found on [[boots]], [[barding]], and some [[artefact]]s).
 +
*A [[ring of flight]].
  
 
==History==
 
==History==
 +
*Prior to [[0.27]], flight wasn't a strictly positive effect for players. [[Airstrike]] dealt bonus damage to flying targets. Player-caused sources of flight could be cancelled and re-evoked. The [[ring of flight]] was also temporary. [[Hooves]] had a stealth penalty which was negated when flying. Also, octopodes and merfolk didn't get their water bonuses while flying above water.
 +
*Prior to [[0.23]], Tengu only gained temporary flight at XL 5, only getting permanent flight at XL 14.
 
*Prior to [[0.19]], you would die instantly if your flight ran out over deadly terrain.
 
*Prior to [[0.19]], you would die instantly if your flight ran out over deadly terrain.
 
*Prior to [[0.17]], flight could be achieved using the [[Flight (spell)|Flight]] spell.
 
*Prior to [[0.17]], flight could be achieved using the [[Flight (spell)|Flight]] spell.
Line 31: Line 28:
 
*Prior to [[0.15]], flying creatures had a 2/3rds chance of dodging thrown nets.  
 
*Prior to [[0.15]], flying creatures had a 2/3rds chance of dodging thrown nets.  
 
*Prior to [[0.13]], flight could protect you from electrical attacks.
 
*Prior to [[0.13]], flight could protect you from electrical attacks.
*Prior to [[0.12]], flight increased the caster's carrying capacity.
+
*Prior to [[0.12]], flight increased the caster's carrying capacity. Also, [[wand of paralysis|wands of paralysis]], the [[Petrify]] spell, and [[net]]s could instantly kill flying creatures by dropping them into [[deep water]] or [[lava]].
  
 
[[Category:Status effects]]
 
[[Category:Status effects]]
 
[[Category:Movement]]
 
[[Category:Movement]]

Latest revision as of 03:39, 8 July 2024

Version 0.31: This article may not be up to date for the latest stable release of Crawl.
You are flying above the ground, and are able to cross water and lava or fight above shallow water without penalties. Most types of flight will time out - be careful what you are above when that happens!

Flight (Fly) is a status effect that sends you soaring above the ground. It makes traversing terrain with water and lava much easier.

Effects

Sources

Some sources of flight are temporary and will eventually expire. If your flight expires over deadly terrain (such as deep water or lava), you remain in the air but take significant draining every turn until you reach safety.

These sources of flight are permanent, allowing you to fly continuously:

History

  • Prior to 0.27, flight wasn't a strictly positive effect for players. Airstrike dealt bonus damage to flying targets. Player-caused sources of flight could be cancelled and re-evoked. The ring of flight was also temporary. Hooves had a stealth penalty which was negated when flying. Also, octopodes and merfolk didn't get their water bonuses while flying above water.
  • Prior to 0.23, Tengu only gained temporary flight at XL 5, only getting permanent flight at XL 14.
  • Prior to 0.19, you would die instantly if your flight ran out over deadly terrain.
  • Prior to 0.17, flight could be achieved using the Flight spell.
  • Prior to 0.16, flight protected you from mechanical traps. There was also a Flight card.
  • Prior to 0.15, flying creatures had a 2/3rds chance of dodging thrown nets.
  • Prior to 0.13, flight could protect you from electrical attacks.
  • Prior to 0.12, flight increased the caster's carrying capacity. Also, wands of paralysis, the Petrify spell, and nets could instantly kill flying creatures by dropping them into deep water or lava.