Difference between revisions of "Fly"

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'''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]], ignore mechanical (but not magical!) [[trap]]s, gains a bonus to [[stealth]], 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.
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'''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.
  
[[Gargoyle]]s, [[tengu]], and black [[draconian]]s eventually acquire the innate ability to fly. Other species must rely upon [[Flight|magic]], [[Flight (ego)|equipment]], or [[potion of flight|potions]].
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==Effects==
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*Ability to safely cross [[deep water]] and [[lava]].
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*Ignore most effects of [[shallow water]].
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*Take 50% more damage from [[Airstrike]] spell.
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*Minor movement speed bonus for [[tengu]].
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*Removal of some stealth bonuses and penalties:
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** The effects of water (bonus for [[merfolk]] and [[octopode]]s, penalty for everyone else).
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** Penalty from [[hooves]].
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** Bonus from the stealth [[ego]].
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** Bonus for [[felid]] paws or penalty for felids walking on [[Blade Hands]].
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==Sources==
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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.
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*Innate ability of low-level [[tengu]]. Eventually replaced with permanent flight (see below).
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*[[Potion of flight]].
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*Using a [[ring of flight]] or an [[artefact]] with +Fly property (can be canceled manually).
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*Casting or being caught in a [[Tornado]] (''very'' short-lived).
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These sources of flight are permanent, allowing you to continue flying until you decide to stop:
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*Innate ability of [[gargoyle]]s, high-level [[tengu]], and black [[draconian]]s. Gained when reaching high enough [[XL]].
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**Other draconians may gain the ability by randomly [[mutation|mutating]].
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*Boots or barding with the [[flight (ego)|flight ego]].
  
 
==History==
 
==History==
In [[0.12]] and earlier, flight reduced self-damage taken from [[Static Discharge]] and negated the additional damage from [[electrocution]] weapons.
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*Prior to [[0.19]], you would die instantly if your flight ran out over deadly terrain.
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*Prior to [[0.17]], flight could be achieved using the [[Flight (spell)|Flight]] spell.
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*Prior to [[0.16]], flight protected you from mechanical [[trap]]s. There was also a [[Flight card]].
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*Prior to [[0.15]], flying creatures had a 2/3rds chance of dodging thrown nets.
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*Prior to [[0.13]], flight could protect you from electrical attacks.
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*Prior to [[0.12]], flight increased the caster's carrying capacity.
  
 
[[Category:Status effects]]
 
[[Category:Status effects]]
 
[[Category:Movement]]
 
[[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.