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Hello, could you provide a link where I can read more about movement? I'm interested in various nuances, such as whether unit speed boosts affect movement, like the +1 speed necklace. Also, +1 speed on your own territory. How does movement work through swamps with a stack of swamp creatures? Does it only affect them, or can other units move with them?
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In the Physics section, everything should be explained in detail. It is affected by the hero's specialization (if it's Logistics, and sometimes if it's a monster specialist), the Logistics skill, Stables, Gloves (one pair), and Boots. For example, a monster specialist like Turis can travel further if he only camps in stables. The ability to traverse swamps depends on whether the entire army is composed of swamp creatures or if there is a Pathfinding expert. You can walk on sand without penalty if there is at least one Nomad in the army.
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There’s no link, so I’ll explain briefly. Movement Points (MP) range from 1300 (with a speed of 1) to 2000 (with a speed of 11 or higher). It’s calculated based on the lowest-level unit. Artifacts that increase unit speed in battle (Amulet of Swiftness, Ring of the Wanderer, Cloak of Speed) do not affect movement speed. Speed artifacts (Boots of Speed and Rider’s Gloves) provide 600/300 MP (SoD) or 400/200 MP (WoG/ToTE), respectively. Logistics adds 10/20/30% MP to the base speed (excluding speed artifacts). In SoD, logistics heroes (Kerr, Gunnar, Dessa) receive a 5% bonus to their logistics level. For example, Kerr, at level 10 with a boosted angel, gets 2000 * (1.3 + 0.15) = 2900 MP. At level 20, it’s 2000 + (1.3 + 0.3) = 3200 MP. In WoG, logistics heroes receive almost no bonus. Stables add 400 MP. The swamp penalty is 75% (meaning the hero moves at 25% of their MP, or 4 times slower), snow and desert are -50% (2 times slower), and rocky terrain (barbarian lands) is -25%. The Pathfinding skill reduces the penalty: basic pathfinding eliminates the penalty on rocky terrain, reduces it to 25% on snow and desert, and to 50% on swamps. Advanced pathfinding reduces the swamp penalty to 25% and eliminates penalties on other terrains. Expert pathfinding or having only creatures belonging to that terrain in the hero’s army eliminates the penalty. That’s the gist of it. For WoG, there’s also a class system that provides additional MP.
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sometimes - if it's a monster specialist
Which system?
Expert search and having only creatures belonging to that area in the hero's army - without a penalty.
not "and", but "or" after all?

Does the number in the stack affect movement? Does only an angel in the army give some advantages on rough terrain? (just in case, it flies:))
When flying along a road, does the bonus from the road apply?
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Of course, all the information is outdated, as Heroes 3: The Shadow of Death is updated every year.


Download the physics engine from here: http://homm3world.narod.ru/index.html, read it, and don't bother people!
Сейчас балуюсь этим https://vcmi.eu/download/
За то что нейтралы не бегают за единичкой, для меня это уже стоит того
In reply to Герой Меча и Магии 3
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Heroes of Might and Magic III
What system is it?
+1 to the unit's speed is taken into account when determining the number of movement points.
Heroes of Might and Magic III

not "and", but "or" after all?
of course, it's "or," a typo =)
Heroes of Might and Magic III


Does the number in the stack affect movement? Does only an Angel in the army provide any advantages on rough terrain? (just in case, it flies:))
No.
Heroes of Might and Magic III

When flying along a road, does the bonus from the road apply?
Yes.
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In reply to Lider1
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Lider1
Of course, all the information is outdated, because Heroes 3: The Shadow of Death is updated every year.
:D :D :D

It should also be added that flight works like pathfinding, corresponding to the level of air magic. Wings provide expert pathfinding.
Also, there are fountains, flags, and oases that can boost a hero's movement points to 10000+. There is also a bug - "carrying neutral creatures" and "double stable," but these are details that are not relevant for online play and I don't think will be of interest.
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sometimes - if it's a monster specialist
+1 to unit speed is taken into account when determining the number of movement points.
The key question was still related to the word "sometimes").
Does this mean that not all monster specialists give +1 turn?

I brought up the topic because Max55 described all this in a way that was very frightening. He talked about how grass doesn't affect the undead very well. The number in the stack, and even the position in the army, influences it. Pathfinding affects the grass... In short, everyone has their own views on this.
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In reply to Герой Меча и Магии 3
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Heroes of Might and Magic 3
The key question was still related to the word "sometimes").
Does it mean that not all creature specialists give +1 turn?
Creature specialists from the Conflux in Shades of Darkness do not give +1 speed and, consequently, no bonus to movement points. It should be noted that the movement point bonus from creature specialists is only given if the specialized unit has the minimum speed among all units or is the only one in the army.
Heroes of Might and Magic 3

I brought up the topic because Max55 described all this in a very frightening way. He talked about how grass doesn't work well on undead. The number in the stack, and even the position in the army, affects it. Pathfinding affects the grass... In short, everyone has their own views on this :)
And there's also a new computer virus that strangles the user with the mouse cord :D
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And in the tavern, with how much mana do the heroes appear?
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