Move Points
Classes: | Core | Remort | Prestige | Points: | Exp. | Hit | Mana | Move | Prac. | Quest | ||
Races: | Creatable | Remort | Ascension | Stats: | P.R. | Con. | Dex. | Int. | Str. | Wis. | ||
Tiers: | Lowmort | Hero | Lord | Religion: | Worship | Devotion | Pantheon | |||||
Legend | Titan | Angel & Imm | Gameplay: | Roles | Commands | Scripting | ||||||
Abilities | Auras & Flags | Configuration | Skills & Spells |
Move points control how quickly and how far a player can move before being forced to stop and rest. When you run out, you can't move. Certain types of terrain, such as deserts, are tougher to traverse and therefore take more moves per room. A higher constitution will regenerate move points more quickly.
Movement Points are also considered Action Points for Hero+ Levels. All physical activities such as fighting, casting spells, and other have an action point cost associated with them. AP are not currently assessed, but they may be reinstated in the future. For now, enjoy your unfettered activity while it lasts!
Movement gains are determined by constitution, dexterity, class, and race.