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| {{Secondary skills}}
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| {{Secondary skill | | {{Secondary skill |
| | B_effect = reduces the movement penalty for rough terrain by 25%. | | | B_effect = Basic Pathfinding reduces the movement penalty for rough terrain by 25%. |
| | A_effect = reduces the movement penalty for rough terrain by 50%. | | | A_effect = Basic Pathfinding reduces the movement penalty for rough terrain by 50%. |
| | E_effect = reduces the movement penalty for rough terrain by 75%. | | | E_effect = Basic Pathfinding reduces the movement penalty for rough terrain by 75%. |
| }} | | }} |
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| '''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.
| | Pathfinding reduces [[Terrain Penalties]], as per this table: |
| {{TerrainPenTable|float=none}}
| | {| border="1" cellpadding="4" cellspacing="0" |
| | ! rowspan="2" | Terrain type !! colspan=4 | [[Pathfinding]] skill |
| | |- |
| | ! None !! Basic !! Advanced !! Expert |
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| | |[[Dirt]], [[Grass]], [[Lava]], [[Subterranean]]||100%||100%||100%||100% |
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| | |[[Rough]]||125%||100%||100%||100% |
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| | |[[Sand]], [[Snow]]||150%||125%||100%||100% |
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| | |[[Swamp]]||175%||150%||125%||100% |
| | |} |
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| '''Heroes with Pathfinding as a starting skill:''' | | '''Recommended for:''' Any Hero on a map with lots of difficult terrain (esp. that which is non-native) and few/no roads. |
| * {{H2|Clancy|Ranger}}
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| * {{H2|Gretchin|Barbarian}}
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| * {{H2|Korbac|Beastmaster}}
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| * {{H2|Andal|Navigator}}{{-wh}}
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| * {{H2|Corkes|Captain}}{{-wh}}
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| * {{H2|Leena|Captain}}{{-wh}}
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| * {{H2|Celestine|Artificer}}{{-wh}}
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| ==Chance to get==
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| {{Secondary skill chance explanation}}
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| {{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}}
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| {{user commentary| | | {{Secondary skills}} |
| 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.
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| 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.
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| === Things that ruin Pathfinding ===
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| * Roads
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| * An army on native terrain
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| * [[Nomad]]'s on sand terrain
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| * [[Dimension Door]]
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| * [[Fly]]
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| * [[Angel Wings]]
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| * [[Trailblazer]] {{withhota}}
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| * [[Wayfarer's Boots]] {{withhota}}
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| * [[Lodestar]] makes all terrains native to Cove armies {{withhota}}
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| }}{{end of user commentary}}
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| {{secondary skill 'see also'}}
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| {{Movement navigational box}}
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| [[Category: Secondary skills]] | | [[Category: Secondary skills]] |
| __NOTOC__
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