Pathfinding: Difference between revisions
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{{Secondary skill chance explanation}} | {{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}} | {{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| | {{user commentary| |
Revision as of 13:50, 9 January 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
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
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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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