name: "movement" category: "Exploration" description: | Move between rooms. Usage: north, south, east, west, up, down Aliases: n, s, e, w, u, d Movement speed is controlled by your Run Energy: Run energy present ........ 1 tick to move, drains 1 run energy No run energy ........ 2 ticks to move, drains nothing Your maximum run energy is 3x your Agility level. Run energy regenerates automatically over time: Idle 1 per 5 ticks Busy 1 per 10 ticks (any action: combat, gathering, crafting, walking, hiding, hacking, etc.) Equipment effects on run energy: Cape of Agility Infinite run energy. Movement is instant and never drains energy. Graceful outfit Each piece +8% run-energy recovery rate; the complete 6-piece set adds a further +10% (so a full set regenerates energy ~1.63x faster). The Graceful outfit no longer changes movement speed. Moving interrupts any active gathering or crafting action. During combat, movement becomes a flee attempt. Instead of moving immediately, you must wait for the mob to miss an attack — only then do you begin the normal 1-2 tick movement delay. If the mob lands a hit while you are waiting to flee, the escape fails ("Can't escape!") and you remain in combat. Successfully fleeing stops combat and moves you to the target room. Soft-lock relief: if the mob lands THREE hits in a row while you are trying to flee the same engagement, on the third hit you power through its relentless attacks and just flee anyway (taking the third hit's damage in the process). This ensures an accurate mob can never keep you pinned forever. The count resets on every successful flee (miss, mob death, or the relief) and on each fresh combat entry. Instant-move gear (Cape of Agility, GodMode) bypasses the miss-gate and lets you leave immediately even in combat. The "walk" command auto-attempts to escape combat when you walk through a hostile room. If a walk step is hit while fleeing, the entire walk sequence is cancelled. If the escape succeeds, the walk continues from the next room. With "description" toggled on, moving shows the full room description instead of just the room name. Dying refills your run energy to full (alongside your HP). related: - walk - agility