Pathfinding

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Revision as of 12:27, 10 August 2015 by 79.74.101.151 (talk) (Added starting skill section)
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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. The reductions of skill levels to terrain penalties can be seen from the table below.

Terrain None Basic Advanced Expert
Dirt, Grass, Lava, Subterranean 100% 100% 100% 100%
Rough 125% 100% 100% 100%
Sand, Snow 150% 125% 100% 100%
Swamp 175% 150% 125% 100%

Heroes with a Pathfinding starting skill

Clancy starts with Basic Pathfinding.

Discussion

Pathfinding's feasibility rests heavily on the characteristics of the map. On a map with very few areas of rough terrains Pathfinding is useless, but on maps containing a lot of rough terrains it becomes extremely valuable. 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 include rough terrains, which may affect the necessity of Pathfinding on some maps.