Water Walk

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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
Water Walk
Water Walk.png
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 (%):
Town portrait Castle small.png Castle   20
Town portrait Rampart small.png Rampart   20
Town portrait Tower small.png Tower   29 (20*)
Town portrait Inferno small.png Inferno   20
Town portrait Necropolis small.png Necropolis   20
Town portrait Dungeon small.png Dungeon   20
Town portrait Stronghold small.png Stronghold   0
Town portrait Fortress small.png Fortress   0
Town portrait Conflux small.png Conflux   20
Town portrait Cove small.png Cove Horn of the Abyss   20
Town portrait Factory small.png 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.

Bug: AI could fly using the Water Walk spell (fixed in Horn of the Abyss Horn of the Abyss).

Related artifacts:[edit | edit source]

See also:[edit source]