Teleport

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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:  15/12/6/3
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 can teleport over walls.
 Expert effect
Troop can move to any unoccupied hex.
 Probability of occurrence (%):
Castle   24
Rampart   24
Tower   32 (24*)
Inferno   32
Necropolis   25
Dungeon   24
Stronghold   24
Fortress   40
Conflux   24
Cove Horn of the Abyss   30
Factory Horn of the Abyss   29
* Without Library

Teleport is a 3rd level spell in the School of Water Magic. It is the only spell with a spell point cost that changes with every level of magic element secondary skill.

Creatures immune to Teleport:


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

Teleport is often used on rather slow units that can cause massive damage like the Chaos Hydras to quickly reach enemy troops, or to quickly reach the enemy shooters either killing them or block them from firing.