Pathfinding: Difference between revisions

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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
* [[Nomad]]'s on sand terrain
* Expert [[Fly]]
* [[Angel Wings]]
* [[Wayfarer's Boots]] {{withhota}}
* [[Cove]]'s grail makes all terrains native to Cove armies {{withhota}}


{{secondary skill 'see also'}}
{{secondary skill 'see also'}}

Revision as of 07:00, 11 April 2021

Secondary skills
 Air Magic
 Archery
 Armorer
 Artillery
 Ballistics
 Diplomacy
 Eagle Eye
 Earth Magic
 Estates
 Fire Magic
 First Aid
 Intelligence
 Interference Horn of the Abyss
 Leadership
 Learning
 Logistics
 Luck
 Mysticism
 Navigation
 Necromancy
 Offense
 Pathfinding
 Resistance
 Scholar
 Scouting
 Sorcery
 Tactics
 Water Magic
 Wisdom
Pathfinding
Basic Pathfinding: reduces the movement penalty for rough terrain by 25%.
Advanced Pathfinding: reduces the movement penalty for rough terrain by 50%.
Expert Pathfinding: reduces the movement penalty for rough terrain by 75%.

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 penalties with different levels of Pathfinding:
Terrain None Basic Advanced Expert
Dirt
Grass
Lava
Subterranean
Highlands Horn of the Abyss
100% 100% 100% 100%
Rough
Wasteland Horn of the Abyss
125% 100% 100% 100%
Sand
Snow
150% 125% 100% 100%
Swamp 175% 150% 125% 100%

Heroes with Pathfinding as a starting skill:

Chance to get

Out of total 112 for Shadow of Death, and of (112 + Interference chance) for Horn of the Abyss 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 Horn of the Abyss     Captain   8 (highest)
Cove Horn of the Abyss     Navigator   6
Factory Horn of the Abyss     Mercenary  {{{21}}}
Factory Horn of the Abyss     Artificer  {{{22}}}


|}

Importance

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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

See also: