Pathfinding: Difference between revisions

From Heroes 3 wiki
Jump to navigation Jump to search
mNo edit summary
m (Formatting)
 
(40 intermediate revisions by 19 users not shown)
Line 6: Line 6:
}}
}}


'''Pathfinding''' is a [[secondary skill]], that reduces the [[Terrain penalty|movement penalty]] for rough [[terrain]]s. A hero with expert pathfinding secondary skills treats all terrains as [[grass]], which means that the hero suffers no penalty for crossing [[rough]], [[sand]], [[snow]] or [[swamp]] terrain types. The reductions of skill levels to terrain penalties can be seen from the table below.
'''Pathfinding''' is a [[secondary skill]], that reduces the [[movement penalty]] for rough [[terrain]]s. A hero with expert pathfinding secondary skills treats all terrains as [[grass]], which means that the hero suffers no penalty for crossing [[rough]], [[sand]], [[snow]], [[swamp]], or [[wasteland]]{{-wh}} terrain types. Penalty reductions from the skill level are tabulated below. Please note that Pathfinding doesn't give any additional movement points, just allows heroes to save them.
{{TerrainPenTable|float=none}}


{| cellspacing=0 cellpadding=2 style="border: 1px solid black; text-align: center; color:black; background:#{{Grey 3}};"
'''Heroes with Pathfinding as a starting skill:'''
|+ Table 1. Terrain penalties with different levels of Pathfinding
* {{H2|Clancy|Ranger}}
|- bgcolor={{Grey 1}}
* {{H2|Gretchin|Barbarian}}
! Terrain
* {{H2|Korbac|Beastmaster}}
! None
* {{H2|Andal|Navigator}}{{-wh}}
! Basic
* {{H2|Corkes|Captain}}{{-wh}}
! Advanced
* {{H2|Leena|Captain}}{{-wh}}
! Expert
* {{H2|Celestine|Artificer}}{{-wh}}
|-
| align=left | [[Dirt]]<br>[[Grass]]<br>[[Lava]]<br>[[Subterranean]]||100%||100%||100%||100%
|-
| align=left | [[Rough]]||125%||100%||100%||100%
|-
| align=left | [[Sand]]<br>[[Snow]]||150%||125%||100%||100%
|-
| align=left | [[Swamp]]||175%||150%||125%||100%
|}


==Heroes with a Pathfinding starting skill==
==Chance to get==
[[Clancy]] starts with Basic Pathfinding.
{{Secondary skill chance explanation}}
{{ZET SEC SKILL CHANCE TABLE| 4| 2 (lowest)| 7| 5| 4| 2 (lowest)| 4| 4| 4| 6| 5| 2 (lowest)| 8 (highest)| 4| 8 (highest)| 2 (lowest)| 6| 2 (lowest)| 8 (highest)| 6| 7| 3}}


== Discussion ==
{{user commentary|
Pathfinding's feasibility rests heavily on the characteristics of the map. On a map with very few areas of rough terrains Pathfinding is useless, but on maps containing a lot of rough terrains it becomes extremely valuable. 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 terrain]]s include rough terrains, which may affect the necessity of Pathfinding on some maps.
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 terrain]]s 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]] {{withhota}}
* [[Wayfarer's Boots]] {{withhota}}
* [[Lodestar]] makes all terrains native to Cove armies {{withhota}}
}}{{end of user commentary}}
 
{{secondary skill 'see also'}}
 
{{Movement navigational box}}


[[Category: Secondary skills]]
[[Category: Secondary skills]]
__NOTOC__

Latest revision as of 19:19, 24 April 2024

Secondary skills
 Air Magic
 Archery
 Armorer
 Artillery
 Ballistics
 Diplomacy
 Eagle Eye
 Earth Magic
 Estates
 Fire Magic
 First Aid
 Intelligence
 Interference Horn of the Abyss
 Leadership
 Learning
 Logistics
 Luck
 Mysticism
 Navigation
 Necromancy
 Offense
 Pathfinding
 Resistance
 Scholar
 Scouting
 Sorcery
 Tactics
 Water Magic
 Wisdom
Pathfinding
Basic Pathfinding: reduces the movement penalty for rough terrain by 25%.
Advanced Pathfinding: reduces the movement penalty for rough terrain by 50%.
Expert Pathfinding: reduces the movement penalty for rough terrain by 75%.

Pathfinding is a secondary skill, that reduces the movement penalty for rough terrains. A hero with expert pathfinding secondary skills treats all terrains as grass, which means that the hero suffers no penalty for crossing rough, sand, snow, swamp, or wasteland Horn of the Abyss terrain types. Penalty reductions from the skill level are tabulated below. Please note that Pathfinding doesn't give any additional movement points, just allows heroes to save them.

Terrain penalties with different levels of Pathfinding
Terrain None Basic Advanced Expert
Dirt
Grass
Lava
Subterranean
Highlands Horn of the Abyss
100% 100% 100% 100%
Rough
Wasteland Horn of the Abyss
125% 100% 100% 100%
Sand
Snow
150% 125% 100% 100%
Swamp 175% 150% 125% 100%

Heroes with Pathfinding as a starting skill:

Chance to get[edit | hide | hide all]

Out of total 112 for Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss Horn of the Abyss.
Banned skills change the probability.

Town Class Chance to learn
Castle  Knight   4
Castle  Cleric   2 (lowest)
Rampart  Ranger   7
Rampart  Druid   5
Tower  Alchemist   4
Tower  Wizard   2 (lowest)
Inferno  Demoniac   4
Inferno  Heretic   4
Necropolis  Death Knight   4
Necropolis  Necromancer   6
Dungeon  Overlord   5
Dungeon  Warlock   2 (lowest)
Stronghold  Barbarian   8 (highest)
Stronghold  Battle Mage   4
Fortress  Beastmaster   8 (highest)
Fortress  Witch   2 (lowest)
Conflux  Planeswalker   6
Conflux  Elementalist   2 (lowest)
Cove Horn of the Abyss     Captain   8 (highest)
Cove Horn of the Abyss     Navigator   6
Factory Horn of the Abyss     Mercenary   7
Factory Horn of the Abyss     Artificer   3


User commentary

[Show user commentary]
[Hide user commentary]
Some may find the information in this section subjective or irrelevant.

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


See also: