Water: Difference between revisions
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* Visit [[Sirens]], lose part of his army and gain [[Experience]] in return. | * Visit [[Sirens]], lose part of his army and gain [[Experience]] in return. | ||
* Go through one [[Whirlpool]] and end up in another. | * Go through one [[Whirlpool]] and end up in another. | ||
* Read [[Ocean bottle]]s. | |||
'''Note:''' Almost all objects that are normally placed on dry land can be placed on water and still function as normal. The exceptions are [[Town]]s, [[Subterranean Gate]]s and [[Monoliths]]. | '''Note:''' Almost all objects that are normally placed on dry land can be placed on water and still function as normal. The exceptions are [[Town]]s, [[Subterranean Gate]]s and [[Monoliths]]. |
Revision as of 07:41, 31 August 2015
Heroes may sail on a boat, cast Water Walk or wear the Boots of Levitation.
While sailing a hero can:
- investigate Flotsam, and Sea Chests which will usually provide Wood and Gold
- rescue a Shipwreck Survivor who will always provide an Artifact as a reward
- search Shipwrecks and Derelict Ships to fight guardians for Gold and Artifacts
- Meet up with Mermaids for a Luck bonus
- Investigate Buoys and get better Morale
- Visit Sirens, lose part of his army and gain Experience in return.
- Go through one Whirlpool and end up in another.
- Read Ocean bottles.
Note: Almost all objects that are normally placed on dry land can be placed on water and still function as normal. The exceptions are Towns, Subterranean Gates and Monoliths.
When a hero casts a spell to cross water, or walks across with the Boots of Levitation, he must always have enough movement to reach land in the same turn. However, any potential shroud in the water body between the land can still be present when starting the movement.
Unlike Movement on land, the Speed of the creatures in the hero's army doesn't affect Movement on water.