Fly

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School of Air Magic
Symbol for the School of Air Magic
Level 1
 Haste
 Magic Arrow *
 View Air
Level 2
 Disguise
 Disrupting Ray
 Fortune
 Lightning Bolt
 Precision
 Protection from Air
 Visions *
Level 3
 Air Shield
 Destroy Undead
 Hypnotize
Level 4
 Chain Lightning
 Counterstrike
Level 5
 Dimension Door
 Fly
 Magic Mirror
 Summon Air Elemental
 Titan's Lightning Bolt
School of Earth Magic
School of Fire Magic
School of Water Magic
Fly is a 5th level spell in the School of Air Magic.
Fly
Fly.png
School:  Air Magic
Level:  5th
Cost:  20/15
Duration:  1 day
 Basic effect
Distance traveled may be up to 60% of normal movement.
 Advanced effect
Distance traveled may be up to 80% of normal movement.
 Expert effect
Distance traveled may be up to 100% of normal movement.
 Probability of occurrence (%):
Town portrait Castle small.gif Castle   0
Town portrait Rampart small.gif Rampart   16
Town portrait Tower small.gif Tower   32 (16*)
Town portrait Inferno small.gif Inferno   16
Town portrait Necropolis small.gif Necropolis   16
Town portrait Dungeon small.gif Dungeon   12
Town portrait Stronghold small.gif Stronghold   0
Town portrait Fortress small.gif Fortress   0
Town portrait Conflux small.gif Conflux   13
Town portrait Cove small.gif Cove Horn of the Abyss   0
* Without Library
It allows casting hero to fly over terrain (except rock) obstacles to an unoccupied map location. Cannot be used by a hero on a boat.

Bug: if Air Magic secondary skill was upgraded after the spell cast, the effect stays at the initial level even after re-casting. (Angel Wings' expert Fly is not affected). (Fixed in HotA). Horn of the Abyss

Bug: if Fly spell is cast while Angel Wings equipped, the effect disappears after the artifact is unequipped. (Fixed in HotA). Horn of the Abyss

Flying movepoints consumption
Terrain Fly + Basic
Pathfinding
+ Advanced
Pathfinding
+ Expert
Pathfinding
Str.
move
Diag.
move
Str.
move
Diag.
move
Str.
move
Diag.
move
Str.
move
Diag.
move
Unpassable (s).gif Unpassable
Water (s).gif Water *
bas:
adv:
exp:
140
120
100
197
169
141
not affected
Swamp (s).gif Swamp bas:
adv:
exp:
140
120
100
197
169
141
140
120
100
197
169
141
125
120
100
176
169
141
100 141
Sand (s).gif Sand
Snow (s).gif Snow
bas:
adv:
exp:
140
120
100
197
169
141
125
120
100
176
169
141
100 141 100 141
Rough (s).gif Rough bas:
adv:
exp:
125
120
100
176
169
141
100 141 100 141 100 141
Dirt (s).gif Dirt
Grass (s).gif Grass
Lava (s).gif Lava
Subterranean (s).gif Subterranean
Highlands (s).gif Highlands Horn of the Abyss
100 141 not affected
Road1 (dirt) 32x32.gif Dirt road 75 106 not affected
Road2 (gravel) 32x32.gif Gravel road 65 91 not affected
Road3 (cobblestone) 32x32.gif Cobb. road 50 70 not affected
* Favorable winds do not affect movement under the Fly spell.

Horn of the Abyss

  • Fly, Water Walk and Dimension Door spell changes which make it impossible to trigger objects without alerting the guard even while using these spells (if take into account fix of object guard tilting bug).
    • To trigger a guarded object while flying or water walking (if the object in question is not a freely passable one, like a friendly Garrison), you will now have to first land on an adjacent tile and fight the guardians.
    • Fixed bugs with interruption the flight on forbidden cells. Interrupting the flight above a guarded tile will now trigger combat.
  • Fly cast works when hero wears Angel Wings or has lower level Fly effect.

Related artifacts: