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Movement Skills

wulfic edited this page Jul 28, 2026 · 1 revision

Movement Skills — Parkour, Swimming, Flying and Agility

New in this port. Upstream mcMMO's Acrobatics was renamed Agility and then restructured into a derived skill sitting on top of three new primary skills.

   Parkour        Swimming        Flying          ← you earn XP in these
  (sprinting)     (swimming)   (elytra gliding)
      └───────────────┼───────────────┘
                      ▼
                   Agility                        ← level = the mean of the three
            (owns all ten sub-skills)             ← earns no XP of its own

Agility 1000 needs 1000 in all three parents. 1000 Flying on its own is Agility 333. The perks are an all-rounder's reward, not a specialist's.

⚠️ Old Acrobatics progress does not carry over. Child skills have no save key — their level is recomputed from their parents on every load — so there is nothing for old progress to migrate to. It is deliberately allowed to zero out. Train the three parents instead.


How movement XP works

This is the load-bearing design decision of the whole skill group, and it is not the obvious one.

You are paid per second of qualifying travel, not per block. Each tick, the distance you moved is clamped at that medium's reference speed before it counts.

Travel at or above the reference speed full rate, never more
Travel slower pro-rata
Standing still nothing
Walking (not sprinting) nothing
Moving while crouched nothing — that's Stealth's territory

Why clamp at all?

Three reasons, all of which break the skill without it:

  1. A fast medium would out-earn a slow one for less effort. An elytra covers ground ~5× faster than sprinting and ~10× faster than swimming. Paid per block, flying would trivially be the best way to level everything.
  2. Every speed buff would also be an XP multiplier — Depth Strider, Dolphin's Grace, Speed potions, ice boats, firework rockets. None of those are supposed to be XP items.
  3. The skill would accelerate its own levelling. Fleet Footed makes you faster → more XP per second → levels Fleet Footed. No amount of tuning an XP-per-block number fixes a feedback loop; only the clamp does.

XP-per-block is a derived quantity here. Nobody tunes it — it falls out of the reference speed. Don't try to balance it directly.

The numbers

From experience.ymlExperience_Values.Agility.Movement:

Setting Default
Baseline_Xp_Per_Second 15.0
Reference_Speed.Land 5.61 blocks/s
Reference_Speed.Water 3.16 blocks/s
Reference_Speed.Air 30.0 blocks/s
Medium_Multiplier.Land 1.0
Medium_Multiplier.Water 1.15
Medium_Multiplier.Air 0.6

Water is weighted up because it's slow and tedious; air is weighted down because it's near-effortless and covers the whole world.

At these defaults that works out to roughly 2.67 XP/block on land, 5.46 in water, 0.30 in air — and roughly 204 h / 178 h / 340 h of continuous travel to max a RetroMode level-1000 skill.

⚠️ Land's reference speed is the known vanilla sprint speed (walk 4.317 × 1.3). Water and Air are estimates and have not been measured in-game. If Swimming or Flying levels feel wildly off, that's the most likely reason — and correcting the number in experience.yml is the intended fix.

The baseline was halved from 30.0 to 15.0 in July 2026: movement is the most passive XP source in the mod (you earn it for playing the game normally), so it shouldn't out-earn a skill you actively work at.

Other XP sources

Parkour also pays for the fall domain — these are flat awards, not speed-normalised:

Event XP
Dodge 800
Roll 600
Fall 600

Wearing boots with Feather Falling multiplies these by 2.0.


Agility's sub-skills

All ten perks live on Agility and are gated on Agility's derived level. RetroMode unlock levels shown.

Fall domain

Sub-skill Unlocks Effect
Dodge 1 Chance to halve incoming attack damage.
Roll Land strategically to avoid fall damage. Graceful Roll is twice as effective.

Land domain

Sub-skill Unlocks Effect
Fleet Footed (rank 1) 1 Move faster on land.
Athlete 50 Sprinting costs less hunger — up to 50 % less, capped so sprinting is never free.
Smash 150 Sprint attacks deal up to +2 damage and 0.8 extra knockback, up to a 25 % chance.

Water domain

Sub-skill Unlocks Effect
Fleet Footed (rank 2) 200 Move faster in water.
Lead Lungs 250 Restores up to 0.75 air ticks per tick while submerged. Vanilla drains 1/tick, so breath gets very long but never becomes infinite — the cap is deliberately below 1.0.
Lake Raider Up to a 15 % chance for an underwater block break to turn up treasure.

Air domain

Sub-skill Unlocks Effect
Fleet Footed (rank 3) 400 Move faster while gliding.
Glide 350 Descend up to 50 % more slowly while gliding. Capped well below 1.0 so you can still land.
Solar Wings A worn, damaged elytra repairs 1 durability per 100 ticks in daylight, ×2 while grounded. Deliberately a trickle — make it generous and elytra durability stops being a resource.

Second Wind — the super ability

One ability, three bodies, dispatched on how you're moving. Trigger it by right-clicking while holding a feather (Skills.Agility.Second_Wind_Item, never consumed).

Rank Unlocks Movement state Effect
1 250 Sprinting Lunge — a forward dart, 6 blocks range, 6 damage, 1.5 knockback.
2 500 In water Surge — a water buff (amplifier 1).
3 750 Gliding Soar — a 1.2× speed burst.

Cooldown 240 s, shared across all three forms — it's one ability and one cooldown slot, which from the player's seat makes it simply "the Agility button".


Parkour's own sub-skill

Snow Walker — cross powder snow without sinking into it. Unlocks at Parkour 100 (RetroMode).

It's parented to Parkour rather than Agility on purpose: gating it on Parkour itself means you earn it by running and jumping, rather than by a swimmer and a flier dragging the three-skill average up.

Swimming and Flying

Neither has sub-skills of its own. They exist to feed Agility, and their Level_Cap and XP settings are the only things to tune.


Tuning

File Section
experience.yml Experience_Values.Agility.Movement — baseline, reference speeds, multipliers
experience.yml Experience_Values.Agility.{Dodge,Roll,Fall,FeatherFall_Multiplier}
advanced.yml Skills.Agility.* — every sub-skill's numbers
skillranks.yml Agility.* / Parkour.* — unlock levels
config.yml Skills.Agility — level cap, PVP/PVE gates, Second Wind item, XP_After_Teleport_Cooldown

Capping Skills.Agility.Level_Cap caps what the sub-skills can reach, since they gate on the derived level.

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