Soar
Leave the dance floor for the sky. The wind keeps time, and you keep paying it.
- Kind
- Flight, toggle
- Mana
- 90 and 3 a second to keep up
- Cooldown
- 20s
- Price
- 6,800 gold
- Needs first
- Reel, Homeward Thread
- Deed
- Bring 2 Rime Membrane. A Rimeclaw tore Ysolde's sky-sash over the Frostmarch long ago. She will teach the sky only to one who brings two Rime Membranes to stitch a new one.
What it does
Take off (0.6 s) and fly over the overworld. Aloft you ride 22 px above your shadow, drawn above the canopy, at 9 tiles/s; Sprint glides at 11 tiles/s for double upkeep. Upkeep 3 mana/s, and natural mana regen stops while aloft (potions still work). Soar collision: forest, trees, rocks, cliffs, shallow and deep water and generated walls pass beneath; player-built pieces (F_BUILT), door tiles, unloaded chunks and no-soar ground (the Lanternhold castle) stop you, sliding as walls do. Ground melee, slams, charges, leaps, ground clouds and spikes, and terrain hazards can't reach you; arrows, bolts, spells, flying creatures (bee, red bat, owl) and every dragon attack can, and each hit aloft costs 10 extra mana. Aloft you can't attack, block, cast non-Dance spells, use items other than potions, gather, tame, talk or take doors; of Dance only Quickstep, Farandole, Encore and Lantern Call. Land by recasting (or E): a 0.5 s descent onto the nearest free walker tile within 3 tiles of your shadow (never a door); none = no footing, you stay up. Out of mana: Featherfall, an unstoppable glide at walking pace to the nearest landing spot within 48 tiles of loaded land, free, uninterrupted by hits. The cooldown starts on landing. Companions hold their follow-teleport while you're aloft and run to you when you land.