Water Walk: Difference between revisions

From Heroes 3 wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 1: Line 1:
{{Water spells}}{{Spell|20|20|29|20|20|20|20|0|0|20|
{{Water spells}}{{Spell|20|20|29|20|20|20|20|0|0|20|20
  | school      = Water Magic
  | school      = Water Magic
  | level      = 4th
  | level      = 4th
  | cost        = 12
  | cost        = 12/8
  | duration    = one day
  | 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.
  | 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.

Revision as of 11:19, 5 June 2018

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, 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   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   
* 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.

Related artifacts: