Ah, Movement.
One of the most important parts of Pirate101's combat. If you can't move, you probably can't attack, either (at least until the enemy gets to you). You'd be literally a sitting duck at that rate....
I don't know if it's ever been explained in as much detail as in the Movement Guide for PvP by Alex Deathflame, though.
In this guide, I will use math to explain how the game determines how far you can move during your turn.
I will be referring to parts of Alex Deathflame's Movement Guide (linked above) in this guide, as it is very helpful for understanding how Movement works in the game.
While it's not necessary, I would recommend reading it before you read the rest of this guide.
(Since this guide is so long, it will be posted as 2 parts. This is part 1 of the guide.)
The Idea Behind Movement
I will use 2 values to refer to Movement in this guide.
I will also use the following notation for noting Movement: Actual Movement (Movement)
ー Actual Movement refers to the maximum distance you can move horizontally or vertically in a single turn (without regard to obstacles or edgethe edge of the battlefield).
ー (Movement) refers to a different value that also characterizes movement.
It is noted in parentheses because it is not actually visible in-game.
Let Actual Movement be equal to 0.5 ✕ (Movement), rounded down.
As these terms will be used throughout the guide, please make sure you understand these terms, preferably by the end of the following section.
The Second Movement Value
In Alex Deathflame's Movement Guide, he noted two types of Movement characterized by the number of squares at the top of the movement range.
These types of Movement were referred to as the Mayan Pyramid and Egyptian Pyramid because of the appearance of the Movement.
I will not be referring to Movement in this guide with pyramids.
However, I have provided an example of each as well as a short, easy way to spot these pyramids because how you spot them is important.
"Egyptian Pyramid" "Mayan Pyramid" furthest edge has only 1 square furthest edge has 3 squares
Spotting these "pyramids" is important ー not for the pyramids themselves, but the number of squares at the furthest edge.
What do you mean by "furthest edge"...and what's the importance of it? you might ask.
Well, it's better to explain visually.
Take, for example, the Egyptian Pyramid example.
In this case, the Pirate can move 7 squares to the right.
However, he cannot move up or down without moving less than 7 squares to the right.
Here is an image with further clarification:
Note the single square that is circled in white.
That region is at the furthest edge of the Pirate's Movement (7 squares to the right of the Pirate).
There is only one square in this region.
So, in this case, the Pirate's Actual Movement is 7 exactly, because he can move up to 7 squares from his current position.
His (Movement) value would then be 7 ✕ 2 = 14.
I would note this Movement as 7(14) as a result.
Now, let's analyze the Mayan Pyramid example from above.
In this case, the Pirate may move up to 5 squares to the right.
He can also move one square up or down while moving 5 squares to the right.
Here is an image of the Mayan Pyramid example with further clarification:
Note that this time, there are 3 squares circled in white.
These squares make up the furthest edge as they are the three squares you can move to 5 squares away from the Pirate.
So, in this case, the Pirate's Actual Movement is 5 since he can move up to 5 squares from his current position.
However, it is not exactly 5 as you can move slightly more than that (in this case, 5 squares right + 1 square up/down).
Then, the Pirate's (Movement) value would be 5 ✕ 2 + 1 = 11.
So, I would note this Pirate's Movement to be 5(11).
Explaining Movement Distance
Now that the (Movement) value has been explained, I will explain how the game determines where you can move, omitting things like obstacles for now (as their effect will be explained later).
Remember that I stated earlier that Actual Movement = 0.5 ✕ (Movement), rounded down.
If you plug in a value of 2 for (Movement), you get an Actual Movement of exactly 1.
Since Actual Movement is defined for horizontal / vertical Movement distance, moving 1 square horizontally or vertically will require 2 (Movement).
Also, moving 1 square diagonally will require 3 (Movement)
This is because when you move 1 square diagonally, you're moving further than if you moved only 1 square horizontally or vertically, but moving less than if you moved 2 squares horizontally or vertically.
So, the (Movement) for going 1 square diagonally would be between 2 (Movement) and 4 (Movement), hence 1 square diagonally = 3 (Movement).
For example, take this option for Movement:
In this case, I have selected a position 4 squares right and 5 squares down.
As such, the game has chosen the given path as shown.
It requires me to move 4 squares diagonally and 1 square down.
Recall that moving....
ー 1 square horizontally / vertically → requires 2 (Movement)
ー 1 square diagonally → requires 3 (Movement)
So, this path requires a total (Movement) of 4 ✕ 3 + 1 ✕ 2 = 12 + 2 = 14.
Since this path requires 14 (Movement), I can't move right or down any further as doing so would surpass my allowed (Movement) (14, calculated earlier).
Here's another example:
In this case, I have chosen a position that goes 6 squares to the right and 1 square up.
As such, the game has chosen the given path as shown.
It requires me to move 5 squares right and 1 square diagonally.
So, this path requires a total (Movement) of 5 ✕ 2 + 1 ✕ 3 = 13.
If I was to go one more square to the right, then the game would require me to move an additional square right.
The resulting (Movement) required is 13 + 2 = 15.
Since my Pirate has a (Movement) value of 14, he cannot move there on the given turn.
Note ー Horizontal / Vertical Movement v. Diagonal Movement
Recall that moving:
ー 1 square horizontally / vertically → requires 2 (Movement)
ー 1 square horizontally / vertically → requires 2 (Movement)
So, moving 3 squares horizontally / vertically requires 6 (Movement).
Similarly, moving 2 squares diagonally requires 6 (Movement).
Since moving 3 squares horizontally / vertically and moving 2 squares diagonally require 6 (Movement), we say that moving 3 squares horizontally / vertically and moving 2 squares diagonally covers the same distance.
Base Movement
Base Movement is not always constant.
For starters, all Pirates start with the same Movement ー 4(9) Movement ー and their base Movement outside of PvP never changes (since neither Fast nor Elusive adds to your base Movement).
Many Companions that join you gradually gain Movement over time as you quest through the game (although I can't say for each case, I know that at / around certain levels, some Companions gain extra Movement.)
In terms of PvP, your base Movement is your total Movement since buffs and debuffs do not stack in PvP.
However, this changes in PvE:
ー Pirates: base Movement is 4(9), but total Movement can be increased through Talents
ー Companions and other units: base Movement is the same as their total Movement
This difference in vocabulary isn't that significant unless you're using Highland Charge and/or Time Warp in PvE.
That said, please refer to Alex's Movement Guide for details on base amounts, as I will not be covering unit-specific base Movement.
Movement Talents, Buffs and Debuffs
Movement Talents and Buffs
There are several ways to increase one's Movement.
Movement can be increased by:
ー Fast
ー Elusive
ー Witchdoctor Haste Powers: Vulture's Gift, Crow's Song, Raven's Cry
ー Highland Charge
ー Movement doubloons
ー Extra Movement (pet-exclusive Talent)
ー Time Warp (pet-exclusive Power)
Jackrabbit Ju-Ju doubloons technically increase Movement, but its Movement boost runs out before you can use it.
Fast (Talent)
Increases the Pirate's Movement.
Although it states that it adds to your Actual Movement, it actually adds to your (Movement).
Ranks:
ー 1: +2 → +2 (Movement) total
ー 1: +2 → +4 (Movement) total
ー 1: +1 → +5 (Movement) total
This explains why a Pirate with Fast 3 will have an Actual Movement of 7 instead of 9, as the Pirate's base (Movement) is 9, so a Pirate with Fast 3 will have 9 + 5 = 14 (Movement), which halved gives an Actual Movement of 7.
Elusive (Talent)
When below 50% health, increases the user's Dodge and Movement.
This talent adds to your Actual Movement.
(I will be noting how much (Movement) is added as well.)
Ranks:
ー 1: +1 Movement, +25% Dodge
↑ +1 Actual Movement / +2 (Movement)
ー 2+: +2 Movement, +25% Dodge (or more, depending on rank)
↑ +2 Actual Movement / +4 (Movement)
Witchdoctor Haste Powers
Increase an ally's Movement. May grant additional Talent Ranks.
Powers:
ー Vulture's Gift: +2 Movement for 10 turns
ー Crow's Song: +2 Movement, +1 rank of First Strike / Quick Draw / Intuition for 10 turns
ー Raven's Cry: +2 Movement, +1 rank of First Strike / Quick Draw / Intuition, +1 rank of Riposte / Return Fire / Counterspell for 5 turns
All 3 Powers add +2 to your Actual Movement.
↑ +2 Actual Movement / +4 (Movement)
Note: Raven's Cry lasts for 5 turns, while Crow's Song and Vulture's Gift last for 10 turns.
Highland Charge (Power)
Increases all allies' Movement by 100% for 2 turns.
This Power increases your (Movement) by the base amount.
The base amount depends on if you're in PvP or PvE:
ー PvP: base amount = total (Movement)
ー PvE: base amount varies by unit
Pirates: base (Movement) = 8
Non-Pirates: base (Movement) = their total (Movement)
Note that since this buff lasts for 2 turns, you only have 1 turn to use this Power's Movement boost.
Movement Doubloons
For 2 turns, increase the Movement of all allies.
This doubloon increases the (Movement) instead of the Actual Movement.
The amount of (Movement) you get from these doubloons depends on the doubloon level:
ー 1: +1
ー 10: +2
ー 20: +3
ー 30: +4
ー 40: +5
ー 50: +6
ー 60: +7
ー 70: +8
ー 80: +9
In general, a single Movement Doubloon adds 1 (Movement), plus 1 for every ten levels of the doubloon.
Extra Movement (pet-exclusive Talent)
Increases the Pet's Movement.
This Talent increases the (Movement) of the Pet.
Ranks:
ー 1: +2 (Movement) → +2 (Movement) total
ー 1: +3 (Movement) → +5 (Movement) total
ー 1: +4 (Movement) → +9 (Movement) total
(Information for ranks 1 and 2 are from the wiki.)
(wiki image)Time Warp (pet-exclusive Power)
For all allies, increase Movement by 100% and get 2 bonus ranks of Relentless / Burst Fire for 3 turns.
(This information is from the wiki.)
(Unfortunately, I do not have this Power for testing, so I cannot say much on it, although I will update the guide with more information if / when I do get it on a pet. Apologies for the inconvenience.)
Movement Debuffs
You can't have buffs without debuffs!
Movement can be reduced by the following abilities:
ー Flanking / Crossfire / Doomspell (ranks 3+)
ー Widow's Touch
ー Emmett / Exeter's Movement reduction Powers: Maelstrom, Hurricane, Galewind
ー Hurl Knives / Hurl Blades
ー Covering Fire (enemy-exclusive Epic Talent)
ー Sundering Strike
ー Sandstorm (pet-exclusive Power)
Note that generally, Movement debuffs do not stack. If you try to stack them, the game will just keep the debuff already present on the enemy, and the newer debuff will not be placed on them.
Flanking, Crossfire, and Doomspell (Epic Talent)
These Epics, at ranks 3+, can reduce the Movement of the target by 1 for 1 turn.
Debuff: -1 Actual Movement / -2 (Movement)Widow's Touch (Power)
Reduce the Movement of the selected target by 50% for 5 turns.
Range: Infinite
This Power is not affected by line-of-sight.
Effect: -50% Movement for 5 turns
The affected enemy's (Movement) is decreased by 50% for 5 turns.
Maelstrom, Hurricane, and Galewind
Exclusive to Companions Emmett and Exeter, these Powers reduce the Movement of selected targets.
Range: Infinite
These Powers are affected by line-of-sight.
Area of Effect: 3✕3 square / Radius (1 square)
Power-specific details:
ー Galewind: -25% Movement for 5 turns
Affected targets' (Movement) is decreased by 25% for 5 turns.
ー Hurricane: -33% Movement for 5 turns
Affected targets' (Movement) is decreased by 33% for 5 turns.
ー Maelstrom: -50% Movement for 3 turns
Affected targets' (Movement) is decreased by 50% for 3 turns.
Note that Maelstrom's debuff lasts for 3 turns, while Galewind's and Hurricane's debuff lasts for 5 turns.
Also, note that these Powers do not state their effect duration in-game.
Hurl Knife / Hurl Blades (Power)
These Powers damage enemies and decrease their Movement by 50% for 5 turns.
Note: Even though it states in-game that the debuff for Hurl Knives is -1, it actually decreases Movement by 50%.
Debuff: -50% Movement for 5 turns
Affected enemies' (Movement) is decreased by 50% for 5 turns.
Hurl Knife:
ー Range: 3
This Power is affected by line-of-sight.
ー Area of effect: single enemy
Hurl Blades
ー Range: 1
The in-game stated Range is 3, but you can only target adjacent squares with this Power.
ー Area of effect: Cone (radius of 3)
(fanmade Epic Talent card)Covering Fire (enemy-exclusive Talent)
When approached, interrupt-cast the Power "Gang Soldier Cone Knife Toss," which attacks enemies in a cone and reduces Movement by 50% for 2 turns.
This Power is exclusive to the Radical Reynard enemies.
Upon further analysis, the "Gang Soldier Cone Knife Toss" Power seems to be an almost-exact copy of Hurl Blades.
It has the same Range and Area-of-Effect, and its Movement debuff is 50% to (Movement), just like Hurl Blades.
It also does Physical Damage, although the Physical Damage seems to be significantly less than Hurl Blades.
Note: As this Talent can affect allies before they move, this Power can cause them to be unable to move on the turn it activates.
Sundering Strike (Power)
Exclusive to Buccaneer-class drops from Kane (and likely a few other sources), this Power attacks an adjacent enemy and reduces their Armor and Movement by 50%.
Range: 1
Note: This Power is not incorrectly marked to have 1 Range, it actually has a Range of 1.
Area of Effect: Single Enemy
Effect: Attack an enemy, reducing their Armor and Movement by 50%.
The affected enemy's Armor and (Movement) is reduced by 50%.
(Unfortunately, I do not remember the duration of this Power's debuff. When I do find out, I will update this guide with that information. Apologies for the inconvenience.)
Note: Although it is a melee Power, it does not require a melee weapon....However, I would suggest to use a melee weapon when using this Power (as it is entirely treated as a melee Power).
Sandstorm (pet-exclusive Power)
This Power attacks enemies in a cone, negating their Accuracy and halving their Movement for 2 turns.
This Power is exclusive to pets.
Range: 1
The game states that its Range is 3, but as its area-of-effect is a cone, it would be reasonable to assume that the Power only allows the pet to select an adjacent square to target.
Area of effect: Cone (radius of 3)
Effect: Attack enemies, lowering their Accuracy by 100% and their Movement by 50% for 2 turns.
Affected enemies' Accuracy is decreased by 100%, while their (Movement) is reduced by 50% for 2 turns.
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