Movement: Difference between revisions

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{{About|is about movement on [[adventure map]]. For movement in combat, see [[Movement (combat)]].}}
{{About|is about heroes' movement on [[adventure map]]. For movement in combat, see [[Movement (combat)]].}}


'''Movement''' typically refers to a hero's ability to travel on the [[adventure map]]. It depends among other things on:
'''Movement''' typically refers to a hero's ability to travel on the [[adventure map]]. It depends among other things on:

Revision as of 09:10, 2 December 2013

is about heroes' movement on adventure map. For movement in combat, see Movement (combat).

Movement typically refers to a hero's ability to travel on the adventure map. It depends among other things on:

Base Movement

Base movement is your movement before bonuses from Artifacts, Secondary Skills and Adventure map structures are counted in. It's counted in how many tiles you can move, and are based on the Speed of the slowest creature in your army at the start of the day. One tile's worth of movement is one step horizontally or vertically on Grass. Moving diagonally costs 1.4 tiles.

Lowest unit speed Movement Units
3-4 15 tiles Archer, Dendroid Guard, Dendroid Soldier, Dwarf, Earth Elemental, Gnoll, Gog, Gremlin, Lizardman, Ogre, Orc, Peasant, Pikeman, Skeleton, Stone Golem, Troglodyte, Walking Dead, Zombie
5 16 tiles Basilisk, Battle Dwarf, Beholder, Demon, Diamond Golem, Gnoll Marauder, Goblin, Gold Golem, Gorgon, Halberdier, Halfling, Hydra, Imp, Infernal Troglodyte, Iron Golem, Lizard Warrior, Mage, Master Gremlin, Medusa, Monk, Mummy, Naga, Ogre Mage, Orc Chieftain, Skeleton Warrior, Swordsman, Water Elemental, Wight
6-7 17 tiles Air Elemental, Arch Mage, Behemoth, Black Knight, Boar, Cavalier, Centaur, Chaos Hydra, Crusader, Cyclops, Evil Eye, Familiar, Fire Elemental, Genie, Giant, Grand Elf, Greater Basilisk, Griffin, Harpy, Hell Hound, Hobgoblin, Horned Demon, Ice Elemental, Lich, Magma Elemental, Magog, Manticore, Marksman, Medusa Queen, Mighty Gorgon, Minotaur, Naga Queen, Nomad, Pit Fiend, Pit Lord, Pixie, Power Lich, Psychic Elemental, Roc, Rogue, Stone Gargoyle, Troll, Unicorn, Vampire, Wolf Rider, Wood Elf, Wraith, Wyvern, Zealot
8 18 tiles Centaur Captain, Cerberus, Cyclops King, Energy Elemental, Minotaur King, Pegasus, Storm Elemental, Wolf Raider
9-10 19 tiles Ancient Behemoth, Bone Dragon, Champion, Dread Knight, Efreet, Enchanter, Green Dragon, Harpy Hag, Magic Elemental, Obsidian Gargoyle, Royal Griffin, Serpent Fly, Sharpshooter, Sprite, Vampire Lord, War Unicorn
11+ 20 tiles Angel, Archangel, Arch Devil, Azure Dragon, Black Dragon, Crystal Dragon, Devil, Dragon Fly, Efreet Sultan, Faerie Dragon, Firebird, Ghost Dragon, Gold Dragon, Master Genie, Phoenix, Red Dragon, Rust Dragon, Scorpicore, Silver Pegasus, Thunderbird, Titan, Wyvern Monarch

Terrain

Depending on your Pathfinding skill, and your units' Native Terrain, you might get Movement Penalties on certain Terrains. Nomads eliminate the movement penalty from Desert terrains.

Water movement

Water Movement is determined solely on the hero's Navigation skill, his or her Artifacts, whether his or her color owns any Lighthouses, and whether he or she is sailing on Favorable Winds or not. Base movement is always 15 tiles, creatures speed doesn't count.