Movement covers how a character walks, jumps, falls, swims and climbs. The client works from a single set of movement values shared by every character regardless of class, and the Speed and Jump stats on gear scale those values rather than replacing them.
Contents
Speed and Jump
Speed and Jump are percentages, not flat distances. A character with no gear bonuses moves at 100 Speed and jumps at 100 Jump, and a hat that reads "Speed +5" raises the walking figure to 105. Because both stats multiply the same underlying values, a point of Speed is worth the same to every class.
Both stats are capped, so stacking movement gear past the cap does nothing. Speed also affects how quickly a character climbs ropes and ladders, which is easy to miss when comparing shoes.
Base values
These are the movement values the client itself uses. They are the baseline that Speed and Jump scale.
| Value | Setting | Governs |
|---|---|---|
| Walk speed | 125 | Base walking speed at 100 Speed |
| Walk force | 140000 | How quickly a character accelerates to full walking speed |
| Walk drag | 80000 | How quickly a character slows to a stop |
| Jump speed | 555 | Upward launch of a standing jump at 100 Jump |
| Gravity | 2000 | Downward acceleration applied while airborne |
| Fall speed | 670 | Fastest a character can fall, however long the drop |
| Minimum friction | 0.05 | Grip on the most slippery ground |
| Maximum friction | 2.0 | Grip on ordinary ground |
| Slip speed | 120 | Movement speed on slippery ground |
| Slip force | 60000 | Acceleration on slippery ground |
| Swim speed | 140 | Movement speed underwater |
| Swim force | 120000 | Acceleration underwater |
| Swim deceleration | 0.9 | How quickly underwater movement bleeds off |
| Fly speed | 200 | Movement speed while flying |
| Fly force | 120000 | Acceleration while flying |
| Fly jump decay | 0.35 | How quickly upward flight momentum fades |
| Float coefficient | 0.01 | Buoyancy applied to a floating character |
| Float drag (high) | 100000 | Resistance while floating quickly |
| Float drag (low) | 10000 | Resistance while floating slowly |
What the values work out to
The settings above are plain pixels and seconds, which makes them easy to turn into distances a player can picture. The game window is 800 by 600 pixels, and the smallest maps in the game are exactly that size (shop interiors like Southperry Armor Store and Niora Hospital are single-screen rooms), so one screen is a useful yardstick.
- Walking covers 125 pixels a second. Crossing one screen width on foot takes 6.4 seconds.
- A standing jump peaks at 77 pixels, a little under an eighth of the screen height. The launch speed squared, divided by twice gravity, gives the height.
- A jump lasts 0.555 seconds from takeoff back to the same height, and a character who keeps walking covers about 69 pixels of ground in that time. That is the real reach of a jump, and it is why some gaps need a rope rather than a leap.
- A fall reaches the 670 pixel speed cap after 0.335 seconds and 112 pixels. Any drop deeper than about a sixth of a screen is taken at exactly the same speed as the deepest drop in the game.
- The walking animation is four frames of 180 milliseconds, so a full stride cycle covers 90 pixels.
- On ice the 120 slip speed replaces the 125 walk speed, so a character on the El Nath snowfields is not only harder to steer but genuinely slower.
How far that is in practice
Map sizes come from the same client data, so walking times across the world can be worked out exactly:
- Henesys is 6,896 pixels wide, which is 8.6 screens and 55 seconds of unbroken walking from one edge to the other. It is the widest map in the game.
- The Forest North of Ellinia is 6,857 pixels tall, the equivalent of 89 stacked jump heights.
- Laid end to end, every map in the game measures about 748,000 pixels, or 1.7 hours of continuous walking at base Speed. That figure is the sum of the maps' full widths, not a route anyone actually walks; a real journey only crosses the part of each map that lies between the portal you arrive at and the portal you leave by.
The Orbis Tower is the clearest case of why walking distance alone misleads. Going up from the bottom floor to the entrance, the portals are only about 3,775 pixels apart horizontally, half a minute of walking, but 24,928 pixels apart vertically, and every one of those pixels is upward: about 6.6 pixels of climb for every pixel walked. Those maps hold roughly 17,500 pixels of rope between them, so the rest of the ascent is jumping from platform to platform. The tower feels long because almost none of it is walking, and climbing has no speed figure in the client.
What the client does not tell us
Rope and ladder climbing speed is not among the client's movement values. The climb rate scales with Speed, as noted above, but the base figure it scales from is not in the game files, so the only way to put a number on a climb is to time one in game. Everything else on this page is read directly from the client.
Slippery ground
Ice and similar surfaces swap the normal friction values for the slip figures, which is why a character keeps sliding after the arrow key is released. Slip speed is lower than walk speed, so movement across ice is slower overall as well as harder to control. The effect is most noticeable on the Ossyria snow maps around El Nath.
Swimming and flying
Swimming replaces walking and jumping entirely while a character is in water, using its own speed and acceleration and bleeding off momentum through the deceleration figure. Water maps are uncommon in the current build, with the sea around Florina Beach being the one most players meet.
The flying values exist in the client but no ordinary character can fly, so they only matter where a map or effect grants flight.