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EQ2

Up to date as of February 01, 2010

From EQ2i, the EverQuest II wiki

Contents

Preceded by:
The Game Interface
Everquest II User Guides
Navigation Bar
Followed by:
Your First Adventure

Moving with the Keyboard

Move your character with the WASD or arrow keys - your choice. The left/right directions rotate your character. You can strafe by holding Ctrl, or with the QE keys.

  • To Jump: Press the spacebar.
  • To Crouch: Press C.
  • To Sit: Press X.
  • To Auto-Run: Press [NumLock] to start and stop auto-run.

Mouselook and Camera Control

EQ2 gives you a free mouse cursor, so you can click on screen elements or world objects. You can "mouselook" by holding down either mouse button.

  • The left mouse button lets you look around without changing your character's direction.
  • The right mouse button lets you look around and also changes your character's direction.
  • Holding left and right mouse buttons down makes your character walk forward.
  • Clicking the scroll wheel toggles auto-run.
  • Scrolling the scroll wheel zooms your camera in and out. If you zoom in all the way, you'll enter first-person view.
  • Tip: If you've started auto-run, then you can use the mouselook buttons to look around and steer while auto-running.

Combat Lock and the Camera

When you're auto-attacking, your character is locked facing his target. This feature is called auto-face. Moving sideways will only make you circle around your target. This can be disorienting for new players, so experiment with it in your first few battles with your new character.

While auto-attacking, you can still look around with your left mouse button, but the right mouse button won't let your character face away from his target. If you want to break off from your target, either stop auto-attacking, or use the forward/back keys to turn away.

  • Tip: If you really dislike "auto-face", you can disable it in the Alt+O Options Window.

Running Speed

All characters in EQ2 start with the same running speed, regardless of their stats.

  • A variety of buffs and mounts can improve your running speed dramatically - but they're not cumulative. The fastest modifiers improve your run speed by about 60% but multiple modifiers can be stacked together to give the maximum of 100%.
  • If you are overburdened from carrying too much weight, then your running speed will be drastically reduced.
  • You can choose to walk (rather than run) by holding down the Shift key while moving.

Sprinting

All characters get the ability to sprint. When sprinting, you run about 50% faster than usual, and can usually open some distance from any pursuing enemies. Sprinting slowly drains your power bar. When your power runs out, you'll stop sprinting for at least 10 seconds, and you'll have to regenerate power before sprinting again.

Climbing

Certain special walls can be climbed in EQ2. All characters can climb these walls, and you don't need any special skill to climb them. Climbable walls are usually marked by evidence of previous climbers: dark scrapings and iron spikes. Occasionally they take the form of a ladder or net. To climb these walls, just walk up to them and press your nose against them; you'll switch to climbing mode automatically.

  • You can't start climbing if you're engaged in combat. In this case, you'll have to /yell to break your encounters first (see the Combat section for details).
  • When you start climbing, all monsters will break off their attack automatically. This can be a handy way to get away from troublesome enemies!
  • You can jump at any time to disengage from the wall (but the fall might hurt).

Swimming

Main Article: Diving for Dummies

You'll automatically start swimming when you enter deep enough water. When you enter water, you'll stay on the surface as long as you look horizontally. To dive, look sharply downward and press forward. To return to the surface, look sharply upward and press forward.

  • Your swimming speed is determined by your Swimming Skill. It starts off very low (unless you belong to certain water-friendly races), and improves with use.
  • While underwater, a "Breath" indicator slowly ticks down. When you run out of breath, you'll lose health every second until you drown. Get back to the surface to take a breath!
  • Swimming away from land enemies is not a reliable way to make them end their attacks. Many foes will follow you into the water and keep attacking.

There are a lot of monsters to be fought underwater in EQ2, so eventually you'll probably want to breathe underwater. Several classes get spells to breathe underwater (such as Enduring Breath), and Frogloks can breathe underwater naturally. You can craft items like Totem of the Otter that bestow underwater breathing, or buy them from other players. At later levels, you can quest for the Fishbone Earring.

Mounts

Main Article: Mounts

Mounts are one of the methods of transportation in the game. Think of a mount as a beneficial spell cast on you for a specified amount of a time that increases your running speed and has the bonus of looking nifty at the same time by showing you riding on a creature's back. EQ2 has several varieties of mounts: horses, wargs, rhinos, flying carpets, and hover platforms. All are ground-based, regardless of what they look like.

Mounts are typically summoned by activating an item, such as a whistle. Of all the mounts in game, only the tinkered and deity blessing mounts have a limited number of charges and must be repurchased once their charges are used up. All others are yours to keep once they are purchased. There are no character level restrictions on who can own a mount, but the prices are usually prohibitive before level 30. There are guild level restrictions on most of the faster mounts.

Transportation

Main Article: Transportation

Faster and longer-distance means of transport have evolved over EQ2's history. You'll run into the following kinds of transportation as you travel the world of Norrath:

Outdoor Travel Routes

Many of the larger outdoor zones offer convenient travel services between major landmarks. Some of them require completing a quest to unlock their use.

Travel services that do not require unlocking

  • Commonlands, Antonica, Timorous Deep: free griffon routes
  • Sinking Sands, Pillars of Flame: free flying carpet routes
  • Tenebrous Tangle, Barren Sky, Bonemire: free flying cloud routes

Travel services that are unlocked by a quest

  • Nektulos Forest, Thundering Steppes, Butcherblock Mountains: unlockable griffin routes
  • Greater Faydark, Lesser Faydark: unlockable horse routes
  • Kylong Plains, Fens of Nathsar, Kunzar Jungle, Jarsath Wastes: unlockable sokokar routes

Fast Travel Between Zones

Several major travel hubs exist in Norrath that offer direct one-click travel to various outdoor zones.

  • Mariner Bells: these connect the Shattered Lands of the original EQ2 world. The two major hubs are Nektulos Forest and Thundering Steppes; all of the old outdoor zones are accessed through one of these two hubs.
  • Flying Carpets: these connect the major cities of Norrath with the Sinking Sands and the rest of the Desert of Flames zones. Due to its convenient connections, the Sinking Sands acts as a shortcut between the cities of Norrath.
  • Ulteran Spires: these connect the Shattered Lands with the Kingdom of Sky zones. On the way up to the Kingdom of Sky, the spires activate once per 5 minutes; the return trip is instantaneous.
  • Boats: these connect the old world with the newer continents of Faydwer and Kunark. The boats have a 5 minute travel time, so some waiting is usually involved when using them.

Index of Beginner's Guides
The Basics
The Details
The Adventure

This article uses material from the "Movement" article on the EQ2 wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

Halo

Up to date as of February 08, 2010

From Halopedia, the Halo Wiki

5.00
(2 votes)
Movement
Album: Halo 3: Original Soundtrack
Length: 0:27
Composer: Martin O'Donnell
Previous song: Choose Wisely
Next song: Never Forget


Movement is a song included in the Halo 3: Original Soundtrack.

This piece starts with a choir melody. At 0:12 seconds, drums and orchestra joins in and gets louder and louder. The song swells and abruptly ends. This plays randomly in the Main Menu of Halo 3.

It runs for 0:27.

It should also be noted that this song can be heard in the Starry Night announcement right when the Master Chief stands up.


This article uses material from the "Movement" article on the Halo wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010

From City of Heroes Wiki

Movement refers to the 4 modes of travel (and associated Travel Powers):

  1. Running
  2. Jumping
  3. Flight Powers
  4. Teleportation

This article uses material from the "Movement" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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