Movement

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is about heroes' movement on adventure map. For movement in combat, see speed.

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 (or the Fly spell or the Angel Wings artifact) 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.

It should be noted, that in original manual of Heroes of Might and Magic III, movement refers to the method of moving, which is either flying or ground. The main difference between these two is, that flying creatures can fly over obstacles (e.g. walls) while creatures moving on ground must go around them (if able).


Calculation

Movement points

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

Base movement is a hero's number of movement points before any bonuses from secondary skills, artifacts, or adventure map locations are included. On water, base movement is always 1500. On land, it is determined by the slowest creature in a hero's army. Base movement is as low as 1500 when the slowest creature has a speed of 3, and as high as 2000 when it has a speed of 11 or more (see table). Base movement is calculated only at the beginning of each day. As a result, heroes cannot earn movement points during the day by transferring their slowest creatures, nor do they lose movement points when receiving even slower creatures.

Heroes gain additional movement points when wearing certain artifacts at the beginning of a day. Boots of Speed give +600 points on land, and Equestrian's Gloves +300 points. Wearing two Equestrian's Gloves still gives the bonus only once. On water, the Necklace of Ocean Guidance gives +1000 points, the Sea Captain's Hat gives +600 points, and each lighthouse gives +500 points.

Certain locations on the adventure map provide a temporary increase in movement. Visiting a Watering hole, Fountain of youth or Rally flag will give a hero +400 movement points for one day and an Oasis will grant +800 points. Visiting Stables will give +400 movement points for each remaining day of that week.

Two secondary skills, Logistics and Navigation, increase a hero's movement. Basic Logistics increases base movement on land by 10%, advanced Logistics adds 20%, and expert Logistics 30%. Basic Navigation increases base movement on water by 50%, advanced Navigation adds 100%, and expert Navigation 150%. Logistics and Navigation do not affect bonuses from artifacts and adventure map locations.

Consumption of the points

Hero will consume the movement points when he moves on the map. The basic cost for moving horizontally or vertically is 100 points and 141 points for moving diagonally. Terrain penalty will increase this cost to 175% on swamp, 150% on snow or sand and 125% on rough. Other types of terrain do not cause penalty. All creatures have one native terrain, which means that if a hero is moving on a terrain with terrain penalty, and all the creatures in hero's army are native to that terrain, the terrain penalty is eliminated. This basically concerns three towns: fortress whose creatures has swamp, tower whose creature has snow, and stronghold whose creatures has rough as native terrain. Additionally, a hero can eliminate terrain penalty of sand if he has at least one nomad on his army, because of their sandwalker special ability. Also, pathfinding secondary skill completely eliminates terrain penalties.

Moving on roads is also an exception to terrain penalty rule. No matter where the roads are laid, they always reduce the movement cost from the basic costs (100 or 141). Dirt roads reduce these cost to 75%, gravel roads reduce the costs to 65% and cobblestone road reduce the cost to 50%. This means, that traveling on dirt roads consumes 75 points, traveling on gravel road consumes 65 and traveling on cobblestone consumes 50 moving points. As for moving diagonally, traveling on dirt roads consumes 106 points, traveling on gravel road consumes 92 and traveling on cobblestone consumes 71 moving points.

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