Pathfinding: Difference between revisions
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{{Secondary skills}} | {{Secondary skills}} | ||
{{Secondary skill | {{Secondary skill | ||
| B_effect = | | B_effect = reduces the movement penalty for rough terrain by 25%. | ||
| A_effect = | | A_effect = reduces the movement penalty for rough terrain by 50%. | ||
| E_effect = | | E_effect = reduces the movement penalty for rough terrain by 75%. | ||
}} | }} | ||
Pathfinding | '''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}} | |||
| | |||
''' | '''Heroes with Pathfinding as a starting skill:''' | ||
* {{H2|Clancy|Ranger}} | |||
* {{H2|Gretchin|Barbarian}} | |||
* {{H2|Korbac|Beastmaster}} | |||
* {{H2|Andal|Navigator}}{{-wh}} | |||
* {{H2|Corkes|Captain}}{{-wh}} | |||
* {{H2|Leena|Captain}}{{-wh}} | |||
* {{H2|Celestine|Artificer}}{{-wh}} | |||
==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]] | [[Category: Secondary skills]] | ||
__NOTOC__ |
Latest revision as of 19:19, 24 April 2024
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 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 | None | Basic | Advanced | Expert |
---|---|---|---|---|
Dirt Grass Lava Subterranean Highlands |
100% | 100% | 100% | 100% |
Rough Wasteland |
125% | 100% | 100% | 100% |
Sand Snow |
150% | 125% | 100% | 100% |
Swamp | 175% | 150% | 125% | 100% |
Heroes with Pathfinding as a starting skill:
- Clancy the Ranger
- Gretchin the Barbarian
- Korbac the Beastmaster
- Andal the Navigator
- Corkes the Captain
- Leena the Captain
- 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 |
---|---|---|
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 | Captain | 8 (highest) |
Cove | Navigator | 6 |
Factory | Mercenary | 7 |
Factory | Artificer | 3 |
User commentary
[Show user commentary]
[Hide user commentary]
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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
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