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v0.5.0 · 29 September 2026

Move speed up to +100%, with a soft cap

How move speed works in The Ember Depths: +1% every two levels, speed affixes on more slots, a soft cap at +60% and double speed at most.

Heroes were stuck at a hard +60% cap and boots were the only place speed rolled. Now every hero gets a little faster as they level (+1% every 2 levels, +10% at level 20), speed rolls on more slots in tiers, and you can reach double speed if you really commit.

How the soft cap works

Add up every +Move Speed % you have (gear, uniques, sets, class features, the Mobile feat, the Swift Stride boon, the Swiftness legend node, pet talents, Haste). Up to +60% counts in full; past that each point counts half, up to a ceiling of +100%. Base speed is 4.4 tiles per second.

Move speed: full value up to +60%, then 50% value, never past +100%
+Move speed on your gearYou actually getTiles per second
+0%+0%4.4
+20%+20%5.3
+40%+40%6.2
+60%+60%7.0
+80%+70%7.5
+100%+80%7.9
+120%+90%8.4
+140%+100% (max)8.8
+170%+100% (max)8.8

Where it rolls

  • Boots: Fleetfoot (prefix) and, from item level 20, Galestep; the of the Wind suffix also rolls on cloaks.
  • Belts and amulets: Striding. Rings: of the Hare.
  • Boots implicits: Swift Moccasins, Iron Greaves, Warden Greaves, Galeweave Striders and Dragonbone Sabatons (they grow with Smithy upgrades).

Chill and other slows take their share of your final speed, so a fast hero still feels the frost. Fast is rewarded, but chargers, casters, elites and bosses still catch kiters: the soft cap keeps melee worth playing.

See also