Difference between revisions of "Fly"
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==History== | ==History== | ||
Prior to [[0.16]], flight protected you from mechanical [[trap]]s. | Prior to [[0.16]], flight protected you from mechanical [[trap]]s. | ||
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+ | 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. |
Revision as of 15:29, 18 September 2015
Fly is a status effect that sends you soaring above the ground. A flying player can ignore the penalties of shallow water, cross patches of deep water and lava, and gets a small increase to speed if the character is a tengu. The only downside to flying is that it greatly increases the damage you take from the Airstrike spell; consider landing before facing foes who know it.
Flight removes some bonuses and penalties to stealth:
- The effects of water (bonus for merfolk and octopodes, penalty for everyone else)
- Penalty from hooves
- Bonus from the stealth ego
- Bonus for felid paws and penalty for felids walking on Blade Hands
Gargoyles, tengu, and black draconians eventually acquire the innate ability to fly. Other species must rely upon magic, equipment, or potions.
History
Prior to 0.16, flight protected you from mechanical traps.
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.