Water Walking (112): Difference between revisions

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<section begin=description /><noinclude>'''Water Walking''' allows</noinclude><includeonly>Allows</includeonly> the target to walk on water. This only works on smooth water and is ineffective on large open lakes, a rapid river or an ocean, however it is good for submerged areas frequently found in deep dungeons.<section end=description />


''Don't get caught out there!''
The '''Water Walking''' spell allows a character to walk on water. The most prevalent use is on [[Maelstrom Bay]], in [[River's Rest]] where Water Walking will allow you to drag a body across the water's surface, but there are other locations, such as a brackish stream in [[Vipershroud]], that slow a character's movement through the area; this spell alleviates that. Additionally, some magic using classes will cast this spell as dispel fodder, in case a creature or player casts [[Elemental Dispel (417)]] or [[Spirit Dispel (119)]] on the user in order to reduce her defenses.
__NOTOC__
== Tactical Considerations ==


Water Walking will make it possible for a body to be dragged across the water's surface (such as across Maelstrom Bay near River's Rest). In swamp areas it can allow free movement through the mud that would otherwise slow travelers down. Water Walking also provides a bonus to [[Swimming]] ability and helps in defending against drowning [[SMR|maneuvers]].
A [[sparkling aquamarine potion]] can be made through [[Alchemy]] with 4 sips of Water Walking.


Additionally, some magic using classes will cast this spell as dispel fodder, in case a creature or other character casts [[Elemental Dispel (417)]], [[Mental Dispel (1218)]], [[Spirit Dispel (119)]], or another dispelling spell, on the user in order to reduce her defenses.
== Locations that use Water Walking ==


A [[sparkling aquamarine potion]] can be made through [[Alchemy]] with 4 sips of Water Walking.
:*[[Maelstrom Bay]], [[River's Rest]], including the ability to drag dead bodies across water, because it's magic.
:*[[Marsh Keep]], River's Rest
:*the [[Vipershroud]] on the trail to the Elven Nations
:*Locksmehr River Road on the trail to the Elven Nations
:*The lake approaching [[Imaera's Shrine]]
:*Swamp in [[Upper Trollfang]]
:* [[Mistydeep River]] on the way to [[Sorcerer's Isle]] outside of [[Ta'Vaalor]]


== Messaging ==
=== Applications ===
Initial cast:
<div {{log}}>
A misty halo surrounds you.
</div>


''not necessarily comprehensive''
Wearing off:
<div {{log}}>
The misty halo fades from you.
</div>


*[[Maelstrom Bay]], [[River's Rest]], including the ability to drag dead bodies across water, because it's magic.
*[[Marsh Keep]], River's Rest
*the [[Vipershroud]] on the trail to the Elven Nations
*[[Locksmehr Trail]] on the trail to the Elven Nations
*[[Lake Marliese]] on the approach to Imaera's shrine
*Swamp in [[Upper Trollfang]]
*[[Mistydeep River]] on the way to [[Sorcerer's Isle]] outside of [[Ta'Vaalor]]
*Triton drowning attacks in the [[Ruined Temple]]

== Messaging ==


{| class="wikitable"
== External Links ==
|-
* [http://www.play.net/gs4/info/spells/spelllist.asp?circle=3#112 Minor Spiritual: Water Walking], on Play.net
! Cast
| <pre{{log-inline}}>A misty halo surrounds you.</pre>
|-
! Expiration
| <pre{{log-inline}}>The misty halo fades from you.</pre>
|}


{{AR2}}
[[Category: Minor Spiritual Spells]]
{{:sparkling aquamarine potion}}

Latest revision as of 13:52, 11 January 2023

Water Walking (112)
Mnemonic [WATERWALK]
Base Duration 1200 sec
Added Duration +60 sec per MnS rank
Span Stackable
Utility Magic  
Availability All 
Minor Spiritual Spells
Spirit Warding I (101) Defensive
Spirit Barrier (102) Defensive
Spirit Defense (103) Defensive
Disease Resistance (104) Defensive
Poison Resistance (105) Defensive
Spirit Fog (106) Defensive
Spirit Warding II (107) Defensive
Stun Relief (108) Utility
Dispel Invisibility (109) Utility
Unbalance (110) Attack
Fire Spirit (111) Attack
Water Walking (112) Utility
Undisease (113) Utility
Unpoison (114) Utility
Fasthr's Reward (115) Defensive
Locate Person (116) Utility
Spirit Strike (117) Offensive
Web (118) Attack
Spirit Dispel (119) Utility
Lesser Shroud (120) Defensive
Call Lightning (125) Attack
Spirit Guide (130) Utility
Searing Light (135) Attack
Wall of Force (140) Defensive

Water Walking allows the target to walk on water. This only works on smooth water and is ineffective on large open lakes, a rapid river or an ocean, however it is good for submerged areas frequently found in deep dungeons.

Don't get caught out there!

Tactical Considerations

Water Walking will make it possible for a body to be dragged across the water's surface (such as across Maelstrom Bay near River's Rest). In swamp areas it can allow free movement through the mud that would otherwise slow travelers down. Water Walking also provides a bonus to Swimming ability and helps in defending against drowning maneuvers.

Additionally, some magic using classes will cast this spell as dispel fodder, in case a creature or other character casts Elemental Dispel (417), Mental Dispel (1218), Spirit Dispel (119), or another dispelling spell, on the user in order to reduce her defenses.

A sparkling aquamarine potion can be made through Alchemy with 4 sips of Water Walking.

Applications

not necessarily comprehensive

Messaging

Cast
A misty halo surrounds you.
Expiration
The misty halo fades from you.

Alchemy Recipes

A sparkling aquamarine potion
Eastern version Western version
  1. Add water
  2. Add 4 doses of strand of seaweed
  3. Boil
  4. Add powdered pale blue moonstone
  5. Simmer
  6. Add wight mane from greater moor wights
  7. Infuse
  8. Chant Water Walking (112)
  1. Add water
  2. Add 4 doses of strand of seaweed
  3. Boil
  4. Add powdered pearl nautilus shell
  5. Simmer
  6. Add 3 doses of kappa fin from greater kappas
  7. Infuse
  8. Chant Water Walking (112)