Mechanic

Travel

Travel is a skill tag for abilities that move the character a substantial distance without requiring an enemy target. The tag controls Travel-specific interactions, including shared cooldowns and support eligibility, but each skill still defines its own movement, damage, targeting, and defensive behavior.
0.5.4d
Current data

Catalog version 0.5.4d

No direct 0.5 patch change is linked to this page. The displayed values are current for catalog version 0.5.4d.

What Travel does

Current rules

If you equip several Travel Skills that have cooldowns, using one starts the shared Travel cooldown for the others. A Travel Skill without a cooldown is not made unusable by that rule. Do not assume every Travel Skill is a teleport or a Dodge Roll: some leap, dash, charge, channel, replace the Dodge Roll, or attack while moving. Read the individual skill for collision, avoidance, weapon, speed, and terrain rules.

Travel is a skill tag
The Travel tag identifies skills that cover a substantial distance and do not need an enemy target to perform their movement. It lets other rules refer to the whole group without making every Travel Skill behave identically.
Do Travel Skills share cooldowns?
When a character has multiple Travel Skills with cooldowns, using one starts the shared cooldown on the others. Equipping a second cooldown-based Travel Skill therefore does not provide a separate alternating escape cooldown.
Cooldownless Travel Skills remain usable
The shared rule applies to Travel Skills with cooldowns. Shield Charge currently has no cooldown, so its use is governed by its channel, attack time, movement, collision, and resource cost rather than the shared Travel cooldown.
Travel does not mean teleport
Blink teleports, but leaps, dashes, and charges move through their own animations and paths. Momentum explicitly says teleportation does not count toward its distance travelled requirement, so Blink does not satisfy that part merely because it changes position.
Travel does not grant universal avoidance
The tag alone does not make a character untargetable, invulnerable, or able to pass every obstacle. Disengage explicitly makes Strikes and Projectiles miss while the character is jumping. Shield Charge explicitly raises the Shield and Blocks Blockable Hits while charging. Other Travel Skills do not inherit either protection.
The movement speed stat is skill-specific
Shield Charge, Stampede, and Rampage explicitly use Movement Speed modifiers for their running movement instead of Attack Speed. Leap Slam and Molten Crash instead add Total Attack Time based partly on distance. The Travel tag itself does not choose the speed stat.
Other tags and requirements still apply
A Travel Skill can also be an Attack, Spell, Slam, Channelling, Persistent, Shapeshift, Detonator, or another skill type. Weapon requirements, Spirit reservation, costs, support restrictions, and all other tags remain in force.
Travel-specific supports read the tag
Stomping Ground supports Travel Skills and produces footsteps that emit shockwaves. Opening Move supports Travel Skills that Hit and Dazes full-life enemies. A skill must meet the support's complete wording, not merely move the character.
Using Travel can reset another effect
Stoicism I and Stoicism II build a damage bonus on their supported Attack, but using a Travel Skill or Dodge Roll resets that bonus. The Travel Skill does not need to be the skill supported by Stoicism for this reset wording to matter.

Current Travel Skill types and interactions

8 cases
02
Charges and moving channels

Shield Charge, Stampede, Rampage, and Gathering Storm move while attacking or channelling. Collision, release timing, distance-based damage, Rage, Jagged Ground, and Perfect Timing belong to the individual skill.

Related: Shield Charge, Stampede, Rampage, Gathering Storm
03
Escape and Dodge Roll replacements

Disengage jumps backward and has an explicit miss window against Strikes and Projectiles. Blink and Black Powder Blitz replace the Dodge Roll while active, but each replacement uses its own cooldown and effects.

Related: Disengage, Blink, Black Powder Blitz
04
Shield throw follow-up

Soaring Midnight throws a returning Shield and temporarily becomes Embrace the Fall. Catching the returning Shield, or destroying an Ice Crystal with the follow-up, skips the skill's cooldown according to its own wording.

Related: Soaring Midnight
05
Distance-sensitive support

Momentum supports a damaging skill used by the character and grants more damage after sufficient movement during that use. Teleportation does not count, so it is not automatically a Travel-only support and does not treat every Travel Skill alike.

Related: Momentum
06
Travel-only supports

Stomping Ground requires the Travel tag. Opening Move additionally requires a Travel Skill that Hits. Their triggered damage and Daze behavior follow the support's own stats and compatibility rules.

Related: Stomping Ground, Opening Move
07
Travel as a reset condition

Stoicism I and Stoicism II are not Travel supports. They use any Travel Skill as a condition that resets the damage bonus accumulated by their supported Attack.

Related: Stoicism I, Stoicism II
08
Removed tag example

Rake lost the Travel tag in 0.3.0 because its released behavior did not travel far enough without a target. Moving toward or through an enemy is not by itself enough to qualify a skill as Travel.

Related: Rake

Limits and exceptions

7 rules
  • A movement skill is not automatically a Travel Skill. The current gem tag is authoritative.
  • Travel does not mean teleport, Dodge Roll, invulnerability, phasing, or immunity to collision.
  • Shared Travel cooldowns apply only to Travel Skills that have cooldowns.
  • Travel does not override a weapon requirement, Talisman form, Shield requirement, Spirit reservation, or skill cost.
  • Movement Speed scales only the Travel Skills whose own stats say it does.
  • Momentum counts movement during the skill use and explicitly excludes teleportation.
  • A support that names Travel Skills can still impose additional requirements such as causing a Hit.