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Movement Abilities Guide for Medieval Origins Revival

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Movement in Medieval Origins Revival depends on your chosen race, and most abilities are triggered through the interface or hotkeys rather than crafting. What you can do in the air, on walls, or across lava is determined by your species, and each power has its own activation method.

Gliding and Hovering

Glide lets you drift gently through the air on your wings. Trigger it while airborne using the corresponding hotkey (set it in the controls menu). Gliding does not consume Flight Power.

Hover is a slower form of creative-style flight. Activate it by quickly pressing the hover hotkey twice. Hovering drains Flight Power gradually, and if your FP is fully depleted, hovering ends. FP only refills while you are standing on the ground.

Pixies can jump roughly two blocks high and also fly, drawing on the same Flight Power pool. Pixies cannot equip chestplates sturdier than leather, and they cannot use other wings to change how they fly.

Dashing

Dash sends you forward quickly. Press the dash hotkey twice in rapid succession. Dashing costs 50 FP while you are gliding, or 25 FP when you are not.

Dash Up launches you vertically. Quickly press the dash-up hotkey combination. Like a normal dash, it consumes 50 FP during a glide and 25 FP otherwise.

Valkyries have their own aerial movement: leap into the air, or dash forward if already flying, gaining immunity to fall damage until you land. On landing, or after ten seconds, you strike the surrounding area with holy energy that cleanses and heals nearby allies while pushing back everyone else.

Wall Climbing

Wall climbing can be toggled on and off with the corresponding hotkey (set it in the controls menu). Arachnae possess this ability naturally thanks to their bristled legs. Alfiq can also climb and cling to steep surfaces, and their version can be toggled as well.

Race-Specific Movement

Several races have movement traits tied to their nature:

  • Alfiq move and attack much faster near sunrise and sunset, but are lethargic at other times. After crouching briefly without moving to charge, an Alfiq can pounce a long distance; hitting an enemy mid-pounce deals bonus damage. If you are looking straight down while landing, you take no fall damage.
  • Dwarves sink rapidly in water because of their density, but they fit through one-meter tunnels.
  • Fae float effortlessly on the air.
  • Goblins are short but fast, letting them outrun stronger foes.
  • Ogres move slower than most to conserve energy.
  • Pixies cannot take fall damage at all, but water hampers their movement and impairs flight.
  • Sirens swim faster and see clearly underwater, but any contact with flame kills them almost instantly.
  • Yetis move faster and ignore fall damage in icy biomes, while desert heat slows them and reduces their health.

Item-Based Movement

Some movement effects come from holding specific items:

  • Glacial Step: hold an ice block to walk as though you had Frost Walker.
  • Extrusive Movement: hold obsidian to walk freely across smoldering lava.
  • Void Warp: press the hotkey while holding an ender pearl to teleport up to 50 blocks to wherever you are looking.

Other Movement Notes

Banshees can become intangible and move freely through the physical realm, though they cannot interact with it while phased. This drains tremendous energy and cannot be activated when your hunger is low.

Moon Elves can turn invisible by sneaking in the dark and move a short distance while stealthed.

Revenants can command their summoned undead to sit, follow, or teleport to them using the summon cycle hotkey.