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- Move speed up to +100%, with a soft cap
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 on your gear | You actually get | Tiles 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