As it currently stands, 3 of the current builds have zero access and zero potential to access any sort of flight skill, those being warrior, berserker, and warlord.
I consider this an issue because flight is enormous QoL for traveling across large islands and is a gamechanger in the dark sea.
To solve this, I propose a new quest be added to skyhall.
The Solution:
It is no secret that Skyhall invented skyship technology and are, as of now in the story, continuing to innovate on it.
It is also no secret that they have an issue with people falling to their deaths every once in a while.
The quest follows a researcher attempting to alleviate this exact issue by creating a short lived handheld variant of sky jets where you assist their research and they eventually give you one.
The device itself would essentially be an advanced glider with skyhall’s technology and materials, with a keybind for activating the sky jets to initiate flight.
The only issue with the prototype you’re given is that it is extremely hard to hold onto while in flight, rapidly draining your energy while active… making it not suitable for civilian use.
Tl;DR:
Quest in skyhall gives you a glider that has a keybind to activate flight via skyship stuff.
Smart. Since there’s implications on Cirrus island that magic clouds continuously drain the energy of sky people, we can further assume that it is to sustain themselves that they do so.
If a device could secure or create one such magic cloud, it could be used as an emergency motor to power a Skyalis with while also increasing civilian mobility as all Skyhallians are descendents of mages.
Overall, this is an elegant solution that ties in incredibly well with the pre-established lore while making it a point that Skyhall is an advanced, magic-engineered society that has not been stagnating for the past centuries simply because the Astralis family left to share its technology across the globe.
It’s also a nice allusion to the sky skates from Arcane Adventures, the very same that have been implied to be invented after the skyalis (unless this is a wheel situation).
TO BE FAIR. I think it would be funnier if the skyhall scientists view us as lab-rats because they are racist towards the sea people. It does make sense why we would be the first to test it out before civilian use.
better yet, they refine the prototype into working order for efficient civilian use across long distances but give us the faulty prototype that you need to hold on for dear life to use.
(distance and speed being the same, its just that the average joe doesn’t break their arms on takeoff anymore)
I was thinking functionally identical to flight but with a different animation where you put the glider to your back and instead of charging up energy the jets on the back start powering up like rockets.
If magic and spirit classes can use it, the simple and easy solution is to just have it share a cooldown with flight.
Otherwise have it fly straight out of their arms on activation because they don’t have the strength or dexterity to keep a grip on it.
If all players did get sky jet then what is the point of flight spell/rite? I think they are exclusive to high magic/spirit classes like for example techniques only for berserker. If vertex wanted to give all players flight he would add jet instead of glider.
If I’m being completely honest, I really don’t like the current implementation of the flight spell/rite in the first place.
You’re sacrificing a skill slot in one of your combat tools for an ability that is explicitly made to be useless in combat. In the case of magic, this means your first magic, the one that’s stronger and has invaluable spell slots because you need to seriously consider what is and isn’t useful to you.
Flight shouldn’t be on a ridiculously overpriced spell scroll, it should be something you can unlock and just use.
Well, with how little variety Spirit users have in their rites rn, its not that bad to give up one of those slots for Flight.
With the base cost of 160, the relic you’ll probably place Flight on is Eagle Patrimony, along with Spirit Walk and Spirit Rise, both costing 160 as well. Thats a slot fully dedicated to mobility with a rite and even an ultimate art of free choice, and you get two more on top of that
The difference between spirit flight and spirit rise/walk is that rise and walk are useful in combat and serve purposes.
If you accidentally press the spirit flight button, you basically stun yourself until you get hit.
No, you can just press the rite bind again to stop the flight. But, if you ever unequipped the relic you casted it with during its charge-up, you can’t cancel anymore until you get launched, where you will be able to cancel even if you unequipped the relic before