Water Walk: Difference between revisions

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{{Water spells}}{{spelltable|Water Magic|12|One Day|4th|}}
{{Water spells}}{{Spell
| school      = water magic
| level      = 4th
| cost        = 12
| duration    = one day
| b_effect    = The casting hero may follow a movement path across water, provided the end destination is an unoccupied location on land. Water movement may be up to 60% of the hero's normal movement.
| a_effect    = Same as basic effect, except that water movement may be up to 80% of the hero's normal movement.
| e_effect    = Same as basic effect, except that water movement may be made at the hero's full, normal movement.
}} It ables hero to move over water as if it were land, provided that he ends his turn on land. [[Movement]] cost is increased when moving over water.


Hero may move over water as if it were land, provided that he ends his turn on land. [[Movement]] cost is increased when moving over water.
It has been suggested, that AI could use water walk to fly over non-water obstacles, although AI typically casts it only when next to a shoreline. However, this has not been proved.


BEWARE!: AI can use this spell to Fly over non-water obstacles (typically it only casts it when next to water though).
== Related topics==
* [[Boots of Levitation]]


{{skills|Effect|Movement cost over water is 5/3 compared to [[Grass]]|Cost reduced by 4|Movement cost over water is 125% compared to [[Grass]]|Movement cost over water is the same as on [[Grass]]}}
==Related Topics==
*[[Boots of Levitation]]
[[Category: Spells]]
[[Category: Spells]]

Revision as of 15:57, 2 February 2014

School of Water Magic
Symbol for School of Water Magic
Level 1
 Bless
 Cure
 Dispel
 Magic Arrow *
 Protection from Water
 Summon Boat
Level 2
 Ice Bolt
 Remove Obstacle
 Scuttle Boat
 Visions *
 Weakness
Level 3
 Forgetfulness
 Frost Ring
 Mirth
 Teleport
Level 4
 Clone
 Prayer
 Water Walk
Level 5
 Summon Water Elemental
School of Air Magic
School of Earth Magic
School of Fire Magic
Water Walk
School:  water magic
Level:  4th
Cost:  12
Duration:  one day
 Basic effect
The casting hero may follow a movement path across water, provided the end destination is an unoccupied location on land. Water movement may be up to 60% of the hero's normal movement.
 Advanced effect
Same as basic effect, except that water movement may be up to 80% of the hero's normal movement.
 Expert effect
Same as basic effect, except that water movement may be made at the hero's full, normal movement.
 Probability of occurrence (%):
Castle   
Rampart   
Tower    (*)
Inferno   
Necropolis   
Dungeon   
Stronghold   
Fortress   
Conflux   
Cove Horn of the Abyss   
Factory Horn of the Abyss   
* Without Library

Water Walk is a 4th level spell in the School of water magic. It ables hero to move over water as if it were land, provided that he ends his turn on land. Movement cost is increased when moving over water.

It has been suggested, that AI could use water walk to fly over non-water obstacles, although AI typically casts it only when next to a shoreline. However, this has not been proved.

Related topics