Movement Speed

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Revision as of 19:39, 25 June 2019 by Egocarib (talk | contribs) (Added table of things that affect movement speed)
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This information is reliable as of patch 2.0.182.2. If this is no longer the current patch, you can help by updating it.
As of Patch This information is reliable as of patch 2.0.182.2.
This article is a stub. You can help Caves of Qud Wiki by expanding it.
This article is a stub. You can help Caves of Qud Wiki by expanding it.

Movement speed (MS) is an attribute that controls the action cost of moving.

Movement speed can't be adjusted during character generation, and is not affected by other attributes, such as agility.

The player and most other characters begin with a default movement speed of 100.

Overview

How fast a character moves is determined by a combination of quickness (QN) and movement speed (MS).

  • Quickness determines how fast a character is overall. It affects all actions, including moving, attacking, using items, and just about anything else a character can do. For that reason, if you have a choice between increasing your quickness or your movement speed, it is generally preferable to increase your quickness.
  • Movement speed is a more specialized attribute that affects only movement actions. Improving your movement speed can allow your character to move multiple spaces in a single turn (or, more commonly, to move one extra space during the course of a few turns), helping you to outrun enemies, escape dangerous situations, or keep your distance as you fight an enemy with a ranged weapon.

Mechanics

Characters generate a certain number of action points each turn equal to ten times their quickness (QN) value, or QN x 10. Each time a character moves, the character expends some or all of those action points, depending on their movement speed.

The maximum effective movement speed (MS) value for any character is 195. Increasing your movement speed beyond that value has no effect. 195 is the highest value that the game will use for movement calculations.

Moving consumes a number of action points equal to ten times the difference between your movement speed and 200, or (200 - MS) x 10.

If your movement speed and your quickness are both equal to 100, this means that you can move exactly once per turn.

Action points generated per turn
QN x 10
Action cost of a single movement
(200 - MS) x 10
Total movements per turn
QN(200 - MS)

Modifying Movement Speed

These things directly modify a character's movement speed, changing the action cost of a single movement, and thus the number of movements the character may take per turn.

Name Type Movement Effect
Bounding Boots equipment +15 movement speed while worn, along with increased sprint speed.
Dazed effect -10 temporary movement speed.
Dismembered (feet) effect -20 movement speed as long as the feet are dismembered. (penalty may vary depending on number of feet)
Double-Muscled physical mutation -6 to -18 permanent movement speed, depending on mutation level.
Greased equipment modifier -5 movement speed while worn.
Hobbled (short sword skill) effect -50% temporary movement speed for 16-20 rounds.
Hooks for Feet physical defect -10 permanent movement speed.
Hyper-Elastic Ankle Tendons cybernetic implant +6 movement speed while implanted.
Interdictor enemy -10 temporary movement speed for each interdiction beam focused on the character.
Ironshank disease -8 to -80 movement speed. This penalty worsens the longer the character is infected.
Lovesick effect -5 temporary movement speed.
Magnetized boots equipment -5 movement speed while worn.
Motorized Treads cybernetic implant +50 permanent movement speed.
Multiple Legs physical mutation +8 to +53 permanent movement speed, depending on mutation level.
Nocturnal Apex cybernetic implant +10 temporary movement speed while activated.
Prone effect -80 temporary movement speed until you stand up.
Rocket Skates equipment +5 movement speed while worn.
Sandals of the River-Wives equipment +5 movement speed while worn.
Skulk Injector (in darkness) effect +25% or +40% temporary movement speed while active, depending on whether the user is a mutant or a True Kin.
Skulk Injector (in daylight) effect -20% temporary movement speed while active.
Spring-loaded equipment modifier +5 to +10 movement speed while worn.
Ultra-Elastic Ankle Tendons cybernetic implant +10 movement speed while implanted.
Yeshyrskin Slippers equipment +20 movement speed while worn.

Additional Types of Movement

Beyond your movement speed attribute, there are many additional ways to change the speed at which you move, or cause you to move around without directly modifying your movement speed.

Some common examples include:

  • Sprinting
  • Swimming
  • Flying
  • Teleporting
  • Slipping on liquids
  • Standing on conveyers
  • Using skills like Charge, Lunge, or Juke
  • Using items like the Flume-Flyer of the Sky Bear