Pathfinding

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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, reducing the cost of moving one tile by 25 movement points to a minimum of 95 Horn of the Abyss.
Advanced Pathfinding: reduces the movement penalty for rough terrain, reducing the cost of moving one tile by 50 movement points to a minimum of 90 Horn of the Abyss.
Expert Pathfinding: removes the movement penalty for rough terrain, reducing the cost of moving one tile by 75 movement points to a minimum of 85 Horn of the Abyss.
Terrain penalties with different levels of Pathfinding
Terrain None Basic Advanced Expert
Dirt
Grass
Lava
Subterranean
Highlands Horn of the Abyss
100% 95% Horn of the Abyss 90% Horn of the Abyss 85% Horn of the Abyss
Rough
Wasteland Horn of the Abyss
125% 100% 90% Horn of the Abyss 85% Horn of the Abyss
Sand
Snow
150% 125% 100% 85% Horn of the Abyss
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

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 Horn of the Abyss Maximum tiles moved depending on tile cost  Horn of the Abyss
Slowest unit speed
50

65

75

100

125

150

175
3 (1500) 30 23 20 15 12 10 8
36 27 24 18 14 12 10
30 23 20 17 17 17 15
4 (1560) 31 24 20 15 12 10 8
37 28 24 18 14 12 10
31 24 20 18 18 18 15
5 (1630) 32 25 21 16 13 10 9
39 30 26 19 15 13 11
32 25 21 19 19 19 16
6 (1700) 34 26 22 17 13 11 9
40 31 27 20 16 13 11
34 26 22 20 20 20 17
7 (1760) 35 27 23 17 14 11 10
42 32 28 21 16 14 12
35 27 23 20 20 20 17
8 (1830) 36 28 24 18 14 12 10
43 33 29 21 17 14 12
36 28 24 21 21 21 18
9 (1900) 38 29 25 19 15 12 10
45 35 30 22 18 15 13
38 29 25 22 22 22 19
10 (1960) 39 30 26 19 15 13 11
47 36 31 23 18 15 13
39 30 26 23 23 23 19
11+ (2000) 40 30 26 20 16 13 11
48 36 32 24 19 16 13
30 23 20 23 23 23 20
11+ &
(2900)
58 44 38 29 23 19 16
69 53 46 34 27 23 19
58 44 38 34 34 34 29

This table shows how many tiles in a straight line (not diagonal) a hero can move, depending on how much movement points it starts with and the cost of movement. For each amount, the movement is shown for basic move (without any movement skill), with Expert-level Logistics (which increases by the hero's movement points by 20%, so instead of having e.g. 1500 points, the hero will have 1800 points), or Expert-level Pathfinding (which reduces the movement cost down by 75 points down to a minimum of 85).

  • Pathfinding is useless on roads. Obviously, it will not find better paths than the roads.
  • Logistics is slightly better on easy terrains and especially good on roads.
  • Pathfinding is better on rough and wasteland terrains, and markedly better on sand and swamp.

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.

In vanilla Heroes of Might and Magic III, Pathfinding is only better than Logistics on difficult terrain: Sand, Snow, and Swamp. The Horn of the Abyss changes, by nerfing Logistics and buffing Pathfinding, makes Pathfinding better starting with Rough and Wasteland terrains.

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: