Movement

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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. At the beginning of the day a hero has certain number of movement points, which are decreased towards zero as the hero moves on the map. The hero can not move anymore, when he has no movement points or he has too few to move the next square.

The amount of movement points a hero has for moving on the land depends mainly on the speed of the slowest creature in hero's army and the logistics secondary skill. If a hero is traveling with a boat on the water, then the speed of the slowest creature have no effect on the movement points. Additionally, artifacts (e.g. Boots of Speed) or adventure map locations (e.g. stables) can increase the amount of movement points a hero has.

When a hero moves on the map, his movement points are decreased. The amount of reduction depends mainly on the direction a hero moves and the terrain. Moving diagonally on the map consumes more movement points than moving vertically or horizontally. Moving diagonally consumes 1.41 (square root of 2) times the points compared to moving vertically or horizontally. Also, moving on swamp, snow, sand or rough terrains reduces hero's movement points more than other types of terrain. However, with pathfinding secondary skill you can eliminate the terrain penalty.






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.