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==Chance to get== {{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}} {{user commentary| 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]] __NOTOC__
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