Difference between revisions of "Flight (spell)"

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(Updated to 0.16, removed history of the fly effect -- it's now in the effect article)
(Moved additional information to Strategy section. It's a bit redundant, but doesn't hurt anything.)
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'''Flight''' is a level 3 [[Charms]]/[[Air Magic]] spell which causes the caster to [[fly]] for its duration.
 
'''Flight''' is a level 3 [[Charms]]/[[Air Magic]] spell which causes the caster to [[fly]] for its duration.
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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, its practical applications are small but significant. Flight grants you a boost to [[stealth]], which is pretty much always helpful. It also 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.
  
 
[[Category:Movement]]
 
[[Category:Movement]]

Revision as of 15:32, 31 March 2015

Version 0.16: This article may not be up to date for the latest stable release of Crawl.

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.

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, its practical applications are small but significant. Flight grants you a boost to stealth, which is pretty much always helpful. It also 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.