Teleport: Difference between revisions

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  | e_effect    = Troop can move to any unoccupied hex.
  | e_effect    = Troop can move to any unoccupied hex.
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== Tactics ==
Best combined with slow, high-damage units like the [[Chaos Hydra]]s, for bypassing any obstacles or for rushing the enemy to block their shooters from firing.


[[Category: Spells]]
[[Category: Spells]]

Revision as of 19:10, 13 May 2016

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
Teleport
School:  Water Magic
Level:  3rd
Cost:  15
Duration:  instant
 Basic effect
Target, allied troop instantly moves to an unoccupied target hex. Troop cannot teleport over walls or moats.
 Advanced effect
Same as Basic Effect, except troop cannot teleport over walls.
 Expert effect
Troop can move to any unoccupied hex.
 Probability of occurrence (%):
Castle   
Rampart   
Tower    (*)
Inferno   
Necropolis   
Dungeon   
Stronghold   
Fortress   
Conflux   
Cove Horn of the Abyss   
Factory Horn of the Abyss   
* Without Library

Teleport is a 3rd level spell in the School of Water Magic.

Tactics

Best combined with slow, high-damage units like the Chaos Hydras, for bypassing any obstacles or for rushing the enemy to block their shooters from firing.