Pathfinding
Terrain | None | Basic | Advanced | Expert |
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100% | 95% ![]() |
90% ![]() |
85% ![]() |
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125% | 100% | 90% ![]() |
85% ![]() |
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150% | 125% | 100% | 85% ![]() |
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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[edit | hide | hide all]
Out of total 112 for Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss .
Banned skills change the probability.
Town | Class | Chance to learn |
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Knight | 4 |
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Cleric | 2 (lowest) |
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Ranger | 7 |
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Druid | 5 |
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Alchemist | 4 |
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Wizard | 2 (lowest) |
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Demoniac | 4 |
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Heretic | 4 |
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Death Knight | 4 |
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Necromancer | 6 |
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Overlord | 5 |
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Warlock | 2 (lowest) |
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Barbarian | 8 (highest) |
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Battle Mage | 4 |
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Beastmaster | 8 (highest) |
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Witch | 2 (lowest) |
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Planeswalker | 6 |
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Elementalist | 2 (lowest) |
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Captain | 8 (highest) |
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Navigator | 6 |
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Mercenary | 7 |
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Artificer | 3 |
User Commentary
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
- 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