Water Walk

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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: 12/8
Duration: one day
Basic Effect
The casting hero may follow a movement path across water with 40% penalty, provided the end destination is an unoccupied location on land.
 
Advanced Effect
The casting hero may follow a movement path across water with 20% penalty, provided the end destination is an unoccupied location on land.
 
Expert Effect
The casting hero may follow a movement path across water without penalty, provided the end destination is an unoccupied location on land.
 
Probability of occurrence (%):
Castle 20
Rampart 20
Tower 29 (20*)
Inferno 20
Necropolis 20
Dungeon 20
Stronghold 0
Fortress 0
Conflux 20
Cove Horn of the Abyss 20
Factory Horn of the Abyss 20
* Without Library

It enables 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.

Bug: AI could fly using the Water Walk spell (fixed in Horn of the Abyss Horn of the Abyss).

Related artifacts:[edit | hide | hide all]

See also:[edit | hide]