Game Time


World Time

The world of Spirit Land moves at higher speed compared to the real world: each real-time hour is a game-time day (it can be considered a game turn), which means the speed multiplier is x24.
Lots of actions are calculated each turn:

Time Units

Time Units (TU) represent action points that characters accumulate and spend while performing their daily tasks.
Each real-time hour each character receives 100 TU and they can accumulate up to 10000 TU, which means a player is not forced to play each day, since 100 real-time hours (more than 4 real-time days!) worth of TU can be stored with no penalty.
Different character actions have different TU expenses:

Action Points

Action Points (AP) allow characters to perform actions during adventures.
Each turn creatures receive 100 AP with no hard cap, which means that virtually an unlimited amount of AP can be accumulated, but the first action performed will cap AP back to 100 after action expense.
Moving on the adventure map consumes AP based on destination terrain type and creature base movement (usually derived from armor weight).
Using active skills (attacks included) will consume AP based on the skill itself or the weapon used.

World Map Movement Cost

Going deeper on world map movement cost we will list all possible biomes and their relevant TU cost when moving.
Each world map hexagon has a base move cost which is the sum of its terrains' base move costs, as shown in following table.
Biome Type TU Base Cost
Plain 10
Sea Coast 10
Lake Coast 10
River 20
Forest 20
Hill 20
Desert 20
Tundra 20
Mountain 30
Swamp 30
To determine the cost of moving from a hexagon to another you just need to average the two hexagon move costs.
Supposing a hexagon A with 4 plains, 3 hills, 2 forests and 1 river (total cost 40 + 60 + 40 + 20 = 160 TU) and a hexagon B with 2 plains, 4 hills, 3 forests and 1 mountain (total cost 20 + 80 + 60 + 30 = 190 TU) the cost of moving from A to B (or from B to A) is the average between 160 and 190: 175 TU.
Hexagon improvements such as roads, bridges and similar will reduce the base movement cost of specific biomes, thus reducing the overall cost of the whole hexagon and the movement cost to enter or leave it.
Moreover the base TU cost of a terrain also represents the cost in TU to start an adventure in that particular territory, so to start an adventure in a river territory the character will consume 20 TU.

Adventure Map Movement Cost

During an adventure creatures will move through the map, with each hex of a specific terrain type, which will bring a different cost multiplier to movement.
Base movement cost is dependant on creature type and equipment, with average creatures placed at 15 AP cost for hexagon (really fast creatures can go down to 10 and really slow ones up to 20).
The following table shows cost multipliers based on entered hexagon.
Terrain Type AP Cost Multiplier
Paved 1
Dirt 1.1
Grass 1.1
Sand 1.2
Rubble 1.3
Snow 1.3
Wet 1.4
Final move cost will be rounded upwards, so a base movement of 15 traversing grass would go be 15 * 1.1 = 16.5 rounded to 17.



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