Difference between revisions of "Fly"

From CrawlWiki
Jump to: navigation, search
(Added note on petrification)
 
(14 intermediate revisions by 8 users not shown)
Line 1: Line 1:
{{version012}}
+
{{version|021}}
 +
'''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.
  
'''Fly''' is a status effect that sends you soaring above the ground. A flying player can ignore water, [[lava]], and most traps, gains a bonus to [[stealth]], receives twice the normal benefit of the [[Swiftness]] spell, and gets a small increase to speed if the character is a [[tengu]].
+
==Effects==
 +
*Ability to safely cross [[deep water]] and [[lava]].
 +
*Ignore most effects of [[shallow water]].
 +
*Take 50% more damage from [[Airstrike]] spell.
 +
*Minor movement speed bonus for [[tengu]].
 +
*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]].
  
Flying also reduces (self) [[Static Discharge]] damage and completely negates the added damage from an enemy's weapon of [[electrocution]]. Its only downside is that you take extra damage from [[Airstrike]].
+
==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.
 +
*Innate ability of low-level [[tengu]]. Eventually replaced with permanent flight (see below).
 +
*[[Potion of flight]].
 +
*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).
  
Being [[petrified]] will bring you back down to the ground. While it's rare, try not to get petrified while flying over deep water or lava, as that will instantly kill you.
+
These sources of flight are permanent, allowing you to continue flying until you decide to stop:
 +
*Innate ability of [[gargoyle]]s, high-level [[tengu]], and black [[draconian]]s. Gained when reaching high enough [[XL]].
 +
**Other draconians may gain the ability by randomly [[mutation|mutating]].
 +
*Boots or barding with the [[flight (ego)|flight ego]].
  
 
==History==
 
==History==
In [[0.13]] flight will not protect from any kind of electric damage.
+
*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 [[0.16]], flight protected you from mechanical [[trap]]s. 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.
  
[[Category:Status effects]][[Category:Movement]][[Category:Crystal Ball Articles]]
+
[[Category:Status effects]]
 +
[[Category:Movement]]

Latest revision as of 03:11, 5 July 2018

Version 0.21: This article may not be up to date for the latest stable release of Crawl.

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.

Effects

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 draining every turn until you reach safety.

These sources of flight are permanent, allowing you to continue flying until you decide to stop:

History

  • 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.