Pathfinding: Difference between revisions
Reworded the skills for clarity - this is not how they appear in game, but is more legible and leads to less confusion overall |
m standardize skill wording |
||
| Line 1: | Line 1: | ||
{{Secondary skills}} | {{Secondary skills}} | ||
{{Secondary skill | {{Secondary skill | ||
| B_effect = | | B_effect = reduces the movement penalty for rough terrain, reducing the cost of moving one tile by 25 movement points to a minimum cost of {{swh|95|100}} movement points per tile moved. | ||
| A_effect = | | A_effect = reduces the movement penalty for rough terrain, reducing the cost of moving one tile by 50 movement points to a minimum cost of {{swh|90|100}} movement points per tile moved. | ||
| E_effect = | | E_effect = removes the movement penalty for rough terrain, reducing the cost of moving one tile by 75 movement points to a minimum cost of {{swh|85|100}} movement points per tile moved. | ||
}} | }} | ||
Revision as of 21:20, 3 January 2025
| Terrain | None | Basic | Advanced | Expert |
|---|---|---|---|---|
| 100% | 95% |
90% |
85% | |
| 125% | 100% | 90% |
85% | |
| 150% | 125% | 100% | 85% | |
| 175% | 150% | 125% | 100% |
Heroes with Pathfinding as a starting skill:

Clancy the Ranger

Gretchin the Barbarian

Korbac the Beastmaster

Corkes the Captain 

Leena the Captain 

Andal the Navigator 

Celestine the Artificer 
Chance to get
Out of total 112 for The Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss
.
Banned skills change the probability.
| Town | Class | Chance to learn |
|---|---|---|
| Knight | 4 | |
| Cleric | 2 (lowest) | |
| Ranger | 7 | |
| Druid | 5 | |
| Alchemist | 4 | |
| Wizard | 2 (lowest) | |
| Demoniac | 4 | |
| Heretic | 4 | |
| Death Knight | 4 | |
| Necromancer | 6 | |
| Overlord | 5 | |
| Warlock | 2 (lowest) | |
| Barbarian | 8 (highest) | |
| Battle Mage | 4 | |
| Beastmaster | 8 (highest) | |
| Witch | 2 (lowest) | |
| Planeswalker | 6 | |
| Elementalist | 2 (lowest) | |
| Captain | 8 (highest) | |
| Navigator | 6 | |
| Mercenary | 7 | |
| Artificer | 3 |
User Commentary
The usefulness of the Pathfinding skill depends on the terrain of the map. If you walk primarily on your home soil, Logistics is sufficient. However, if a map has vast territories very hard to pass (e.g. swamp), Pathfinding works decently, potentially even better than Logistics. Playing against Tower or Fortress is a reason to use Logistics and Pathfinding.
Pathfinding can always be recommended as a secondary skill for scout type secondary heroes, but it may also be valuable for the main hero(es). It should be noted that some factions' native terrains slow the enemy down very much, which gives the player a big advantage and therefore may affect the necessity of pathfinding.
Things that ruin Pathfinding
- Roads
- An army on native terrain
- Nomad's on sand terrain
- Dimension Door
- Fly
- Angel Wings
- Trailblazer

- Wayfarer's Boots

- Lodestar makes all terrains native to Cove armies




