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Secondary skills
 Air Magic
 Eagle Eye
 Earth Magic
 Fire Magic
 First Aid
 Interference Horn of the Abyss
 Water Magic
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, swamp, or wasteland Horn of the Abyss 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 penalties with different levels of Pathfinding
Terrain None Basic Advanced Expert
Highlands Horn of the Abyss
100% 100% 100% 100%
Wasteland Horn of the Abyss
125% 100% 100% 100%
150% 125% 100% 100%
Swamp 175% 150% 125% 100%

Heroes with Pathfinding as a starting skill:

Chance to get[edit]

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   7
Factory Horn of the Abyss     Artificer   3

User commentary

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Some may find the information in this section subjective or irrelevant.

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

See also: