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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