Water Walk: Difference between revisions

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{{Water spells}}{{Spell|20|20|29|20|20|20|20|0|0|20|20|{{unk}}
{{Water spells}}{{Spell|20|20|29|20|20|20|20|0|0|20|20|20
  | school      = Water Magic
  | school      = Water Magic
  | level      = 4th
  | level      = 4th

Revision as of 19:18, 29 January 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.

Related artifacts:

User commentary

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Some may find the information in this section subjective or irrelevant.

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.