Pathfinding: Difference between revisions
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'''Heroes with Pathfinding as a starting skill:''' | '''Heroes with Pathfinding as a starting skill:''' | ||
* {{H2|Clancy|Ranger}} (Basic) | * {{H2|Clancy|Ranger}} (Basic) | ||
* {{H2|Gretchin|Barbarian}} (Basic) | * {{H2|Gretchin|Barbarian}} (Basic) | ||
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{{fanopinion| | |||
{{fanopinion | |||
Importance of 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. Playing against [[Tower]] or [[Fortress]] is a reason to use Logistics and Pathfinding. | Importance of 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. Playing against [[Tower]] or [[Fortress]] is a reason to use Logistics and Pathfinding. | ||
=== Things that ruin Pathfinding === | |||
* An army on native terrain | * An army on native terrain | ||
* [[Nomad]]'s on sand terrain | * [[Nomad]]'s on sand terrain | ||
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* [[Wayfarer's Boots]] {{withhota}} | * [[Wayfarer's Boots]] {{withhota}} | ||
* [[Lodestar]] makes all terrains native to Cove armies {{withhota}} | * [[Lodestar]] makes all terrains native to Cove armies {{withhota}} | ||
}}<!-- end of fan opinion --> | |||
{{secondary skill 'see also'}} | {{secondary skill 'see also'}} |
Revision as of 14:49, 17 May 2021
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 or swamp terrain types. Penalty reductions from the skill level are tabulated below.
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 (Basic)
- Gretchin the Barbarian (Basic)
- Korbac the Beastmaster (Basic)
- Andal the Navigator (Basic)
- Corkes the Captain (Basic)
- Leena the Captain (Basic)
Chance to get
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 | {{{21}}} |
Factory | Artificer | {{{22}}} |
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User commentary
[Show user commentary]
[Hide user commentary]
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Importance of 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. Playing against Tower or Fortress is a reason to use Logistics and Pathfinding. Things that ruin Pathfinding
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