Water Walk: Difference between revisions

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{{spelltable|Water Magic|12|One Day|4th|}}
{{Water spells}}{{Spell|20|20|29|20|20|20|20|0|0|20|20|20
| school      = Water Magic
| level      = 4th
| cost        = 12/8
| duration    = one day
| b_effect    = The casting hero may follow a movement path across water with 40% penalty, provided the end destination is an unoccupied location on land.
| a_effect    = The casting hero may follow a movement path across water with 20% penalty, provided the end destination is an unoccupied location on land.
| e_effect    = The casting hero may follow a movement path across water without penalty, provided the end destination is an unoccupied location on land.
}} 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.


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.
'''Bug:''' AI could fly using the Water Walk spell ''(fixed in {{hota}}{{-wh}})''.


BEWARE!: AI can use this spell to Fly over non-water obstacles (typically it only casts it when next to water though).
==Related artifacts:==
* {{An|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]]}}
{{spell 'see also'}}
 
==Related Topics==
*[[Boots of Levitation]]
[[Category: Spells]]
[[Category: Spells]]
__NOTOC__

Latest revision as of 14:19, 2 November 2024

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

Water Walk is a 4th level spell in the School of Water Magic. 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]