A character's movement information can be seen at the bottom of their character tile. Move represents how many spaces a character can move on their turn, while Jump represents the maximum vertical distance that character can traverse from one space to another. A higher Jump score also reduces damage a unit takes from falling (such as if they are knocked off a cliff from Forceful Strike).
Push (Forced Movement)
This can have the following additional effects:
- If a unit pushed into a wall or object, they will take additional damage.
- If a unit is pushed into another unit, the target will take additional damage, and the unit being pushed into will take some damage.
- If a unit is pushed off a surface, they will take extra damage if the fall distance is greater than their Jump * 0.75. The further they fall, the more damage they take.
- If a unit is pushed into water, see #Water.
- If a unit is pushed into lava, see #Lava.
Special Movement Types
Next to Move and Jump, a character may have additional symbols representing one of three special movement types.
Swim: The character is able to swim, which allows them to move onto water and poisonous water tiles.
While swimming, a character takes 10% more damage, casting healing spells will heal for 10% less health, and deals 10% less damage. With the Submariner passive ability (Rakkerjak monster class), damage dealt is instead increased by 10%.
Example sources: Flippers, many classes have this built-in
Hover (sometimes referred to as 'Float'): The character is hovering above ground, which allows them to hover over any liquid surface, as well as ignore any ground traps.
Fly: The character is able to displace themselves instantly to their destination, without walking on any tiles in between. This allows them to ignore the heights of tiles, and they won't trigger traps that aren't on the destination itself.