Movement: Difference between revisions

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== Calculation ==
== Calculation ==
=== Movement points ===
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| width=75 | '''Creature speed'''
| width=75 | '''Creature speed'''
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The base movement is the number of points a hero has before the bonuses from artifacts, secondary skills or adventure map locations are included. The base movement is calculated from the speed of the slowest creature in hero's army. The slowest speed on creatures is three, which gives the hero 1500 movement points (see table). The movement points are received according to the speed of the slowest creature on hero's army at the beginning of the day. This means, that a hero will maintain his points even if slower creatures are transferred to his army later that day. The maximum number of movement points from the speed of the slowest creature is 2000.
The base movement is the number of points a hero has before the bonuses from artifacts, secondary skills or adventure map locations are included. The base movement is calculated from the speed of the slowest creature in hero's army. The slowest speed on creatures is three, which gives the hero 1500 movement points (see table). The movement points are received according to the speed of the slowest creature on hero's army at the beginning of the day. This means, that a hero will maintain his points even if slower creatures are transferred to his army later that day. The maximum number of movement points from the speed of the slowest creature is 2000.


Base movement is your movement before bonuses from [[Artifacts]], [[Secondary Skills]] and [[Adventure map]] structures are counted in. It's counted in how many tiles you can move, and are based on the [[Speed]] of the ''slowest'' creature in your army at the start of the day. One tile's worth of movement is one step horizontally or vertically on [[Grass]]. Moving diagonally costs 1.4 tiles.
A hero can gain more points at the beginning of the day, if he is wearing Boots of Speed, which gives +600 points, or [[Equestrian's Gloves]], which gives +300 points. It should be noted, that wearing two Equestrian's Gloves only gives the bonus once. Adventure maps have locations, which will temporarily increase the amount of movement points. [[Stables]] will give +400 points for entire week. [[Watering hole]], [[fountain of youth]] and [[rally flagg]] will give hero +400 points for one day and [[oasis]] will grant +800 points.
 
=== Consumption of the points ===
 
 
 
 
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!Lowest unit speed !! Movement !! Units
!Lowest unit speed !! Movement !! Units

Revision as of 09:31, 3 December 2013

is about heroes' movement on adventure map. For movement in combat, see Movement (combat).

Movement typically refers to a hero's ability to travel on the adventure map. At the beginning of the day a hero has certain number of movement points, which are decreased towards zero as the hero moves on the map. The hero can not move anymore, when he has no movement points or he has too few to move the next square.

The amount of movement points a hero has for moving on the land depends mainly on the speed of the slowest creature in hero's army and the logistics secondary skill. If a hero is traveling with a boat on the water, then the speed of the slowest creature have no effect on the movement points. Additionally, artifacts (e.g. Boots of Speed) or adventure map locations (e.g. stables) can increase the amount of movement points a hero has.

When a hero moves on the map, his movement points are decreased. The amount of reduction depends mainly on the direction a hero moves and the terrain. Moving diagonally on the map consumes more movement points than moving vertically or horizontally. Moving diagonally consumes 1.41 (square root of 2) times the points compared to moving vertically or horizontally. Moving on swamp, snow, sand or rough terrains reduces hero's movement points more than other types of terrain. Moving on roads neglects the terrains effect and reduces the amount of movement points less than any type of terrain. With pathfinding secondary skill a hero can eliminate the terrain penalty completely. Additionally, the terrain penalty can be eliminated, if a hero only has creatures native to the above-mentioned terrain types in his army. Also, nomads have sandwalker special ability, which eliminates terrain penalty on sand.

Calculation

Movement points

Creature speed Movement points
3 1500
4 1560
5 1630
6 1700
7 1760
8 1830
9 1900
10 1960
11 2000
11 or more 2000

The base movement is the number of points a hero has before the bonuses from artifacts, secondary skills or adventure map locations are included. The base movement is calculated from the speed of the slowest creature in hero's army. The slowest speed on creatures is three, which gives the hero 1500 movement points (see table). The movement points are received according to the speed of the slowest creature on hero's army at the beginning of the day. This means, that a hero will maintain his points even if slower creatures are transferred to his army later that day. The maximum number of movement points from the speed of the slowest creature is 2000.

A hero can gain more points at the beginning of the day, if he is wearing Boots of Speed, which gives +600 points, or Equestrian's Gloves, which gives +300 points. It should be noted, that wearing two Equestrian's Gloves only gives the bonus once. Adventure maps have locations, which will temporarily increase the amount of movement points. Stables will give +400 points for entire week. Watering hole, fountain of youth and rally flagg will give hero +400 points for one day and oasis will grant +800 points.

Consumption of the points

Lowest unit speed Movement Units
3-4 15 tiles Archer, Dendroid Guard, Dendroid Soldier, Dwarf, Earth Elemental, Gnoll, Gog, Gremlin, Lizardman, Ogre, Orc, Peasant, Pikeman, Skeleton, Stone Golem, Troglodyte, Walking Dead, Zombie
5 16 tiles Basilisk, Battle Dwarf, Beholder, Demon, Diamond Golem, Gnoll Marauder, Goblin, Gold Golem, Gorgon, Halberdier, Halfling, Hydra, Imp, Infernal Troglodyte, Iron Golem, Lizard Warrior, Mage, Master Gremlin, Medusa, Monk, Mummy, Naga, Ogre Mage, Orc Chieftain, Skeleton Warrior, Swordsman, Water Elemental, Wight
6-7 17 tiles Air Elemental, Arch Mage, Behemoth, Black Knight, Boar, Cavalier, Centaur, Chaos Hydra, Crusader, Cyclops, Evil Eye, Familiar, Fire Elemental, Genie, Giant, Grand Elf, Greater Basilisk, Griffin, Harpy, Hell Hound, Hobgoblin, Horned Demon, Ice Elemental, Lich, Magma Elemental, Magog, Manticore, Marksman, Medusa Queen, Mighty Gorgon, Minotaur, Naga Queen, Nomad, Pit Fiend, Pit Lord, Pixie, Power Lich, Psychic Elemental, Roc, Rogue, Stone Gargoyle, Troll, Unicorn, Vampire, Wolf Rider, Wood Elf, Wraith, Wyvern, Zealot
8 18 tiles Centaur Captain, Cerberus, Cyclops King, Energy Elemental, Minotaur King, Pegasus, Storm Elemental, Wolf Raider
9-10 19 tiles Ancient Behemoth, Bone Dragon, Champion, Dread Knight, Efreet, Enchanter, Green Dragon, Harpy Hag, Magic Elemental, Obsidian Gargoyle, Royal Griffin, Serpent Fly, Sharpshooter, Sprite, Vampire Lord, War Unicorn
11+ 20 tiles Angel, Archangel, Arch Devil, Azure Dragon, Black Dragon, Crystal Dragon, Devil, Dragon Fly, Efreet Sultan, Faerie Dragon, Firebird, Ghost Dragon, Gold Dragon, Master Genie, Phoenix, Red Dragon, Rust Dragon, Scorpicore, Silver Pegasus, Thunderbird, Titan, Wyvern Monarch

Terrain

Depending on your Pathfinding skill, and your units' Native Terrain, you might get Movement Penalties on certain Terrains. Nomads eliminate the movement penalty from Desert terrains.

Water movement

Water Movement is determined solely on the hero's Navigation skill, his or her Artifacts, whether his or her color owns any Lighthouses, and whether he or she is sailing on Favorable Winds or not. Base movement is always 15 tiles, creatures speed doesn't count.