Water
Water is typically considered as one of the basic terrains, that heroes can travel on. To move through water covered terrain a hero must sail on a boat, cast Water Walk spell or wear the Boots of Levitation. However, only hero on board a boat can end his movement on water while a levitating hero must end his movement on firm ground. It should be noted, that shroud on the water body between the land can still be present when starting the movement.
While sailing on boat the hero can:
- gather Flotsam, which may provide wood and/or gold
- gather Sea Chests, which may provide gold or an treasure class artifact
- 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, which causes the hero to lose 30% (rounded down) of each stack in hero's army and gain experience equal to the health of the lost troops.
- 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.