Leaps away from danger or into the fray.
Leap is great for its low cost in mana.
Leap also causes Knockback on all the monsters around the area where the Barbarian lands. This is very handy for getting your body back after dying.
Leap is good for getting yourself out of danger when surrounded. It's quite possible for monsters to surround you making it impossible to get away, but
Leap can allow you to escape.
Leap can be used to jump over other party members that get in the way in tight dungeon corridors such as the Sewers, and Maggot Lair in Act II. The only similar spells are
Leap Attack (scroll down), Assassin's
Dragon Flight, and Sorceress'
Teleport, which although is somewhat superior, is much more costly in mana, and is only available at a higher level (Character Level 18).
Leap is useful for leading Monsters to obstacles then jumping over them.
Leap is great for crossing rivers without a bridge, and jumping whatever things are in the way to make your trip shorter. At only 2 Mana, it's quite a deal. You'll find it useful to place a few points into
Leap to jump further distances but there comes a point where it's a waste to put additional points into
Leap.
Hidden Knockback Radius
Leap has a hidden radius in which the knockback effect is caused. It has a base of 2.6 (actually 2.64) yards and gains 0.66 yards per level. For Example, a level 10
Leap will have a knockback radius of ( 1.98 + ( 10 * 0.66) ) = 8.5 yards. This is an approximation. As is obvious, high levels of
Leap can cause knockback to almost an entire screen of monsters, just like a
Nef would do to a single monster.
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