Difference between revisions of "Jump attack"

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'''Jump attack''' is an [[ability]] that uses a creature's kinetic energy to power a high-speed jump [[attack type]], landing you safely nearby. The delay of this action is the same as melee delay.
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''This article is about the [[Felid]] and evocable ability. For the Power Leap, ability see [[Ru#Given Abilities|Ru]]. For the [[Barachi]] ability, see [[Strong Legs]].''
  
You cannot jump over flying enemies and can only leap giant enemies submerged in lava or deep water. Standing or swimming in water, lava, or liquefied ground will also prevent you from using this attack.  
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'''Jump attack''' is an [[ability]] that allows you to quickly leap into melee range with an enemy, reaching it in spite of intervening obstacles and attacking it all in the time it takes to make a normal attack. You cannot leap through [[wall]]s or trees, or past [[fly]]ing enemies, and you can only leap over [[size|giant]] or huge enemies if they're currently standing in [[lava]] or [[deep water]]. Regardless of the enemy's current status effects, you can't [[stab]] monsters with this type of attack. Standing or swimming in water, lava, or [[Leda's Liquefaction|liquefied ground]] will prevent you from using this attack at all.
  
 
There are two ways to gain this ability:
 
There are two ways to gain this ability:
*As a evocable ability found on some [[boot]]s. It costs 2MP and some food. Its success rate depends on [[Evocations]], and its range is 4.
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*Wearing [[boots]] with the [[jumping]] [[ego]]. Each use costs 2 [[MP]] and makes you slightly hungrier. Its success rate depends on [[Evocations]], and its range is set at 4.
*As a natural ability available to [[Felid]]s. In this case it only costs some food. Its range and success rate depend on the [[experience]] level of the player. Its range starts at 3, and  increases by +1 at XL 6 and XL 12.
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*[[Felid]]s can jump as a natural ability, costing only some food. Its range and success rate depend on the [[experience]] level of the player (range 3 at level 1, 4 at 6, and 5 at 12).
  
This ability causes exhaustion and it cannot be used when exhausted.
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Like [[berserk]]ing and the [[Death's Door]] spell, this ability causes [[exhaustion]] and cannot be used when exhausted.
  
== History ==
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==History==
Jump attack will be added in [[0.14]].
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* Removed in in [[0.16]].
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* Added in [[0.14]].
  
 
[[Category:Abilities]]
 
[[Category:Abilities]]
[[Category:Crystal Ball Articles]]
 

Latest revision as of 03:51, 18 September 2019

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

This article is about the Felid and evocable ability. For the Power Leap, ability see Ru. For the Barachi ability, see Strong Legs.

Jump attack is an ability that allows you to quickly leap into melee range with an enemy, reaching it in spite of intervening obstacles and attacking it all in the time it takes to make a normal attack. You cannot leap through walls or trees, or past flying enemies, and you can only leap over giant or huge enemies if they're currently standing in lava or deep water. Regardless of the enemy's current status effects, you can't stab monsters with this type of attack. Standing or swimming in water, lava, or liquefied ground will prevent you from using this attack at all.

There are two ways to gain this ability:

  • Wearing boots with the jumping ego. Each use costs 2 MP and makes you slightly hungrier. Its success rate depends on Evocations, and its range is set at 4.
  • Felids can jump as a natural ability, costing only some food. Its range and success rate depend on the experience level of the player (range 3 at level 1, 4 at 6, and 5 at 12).

Like berserking and the Death's Door spell, this ability causes exhaustion and cannot be used when exhausted.

History