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When exploring the world of Haze, you are bound at some point to encounter obstacles that will require feats of athleticism to cross, whether it be climbing, jumping, balancing, swimming or crawling. Succeeding these checks is largely dependent on your characters abilities, but even moreso on dilligent preparation.
Movement skills in summary:
- Some areas are barred, requiring athletic checks to progress.
- Success is dependent on abilities, and equipment.
- Preparations can be made, to increase the chance of success, allowing all types of characters to progress.

To use a movement skill:
- Interact with the node. You are given an assessment of the checks difficulty, and the risks involved.
- Choose whether to proceed. Interacting with the node again within a short time will start the attempt.
¶ Difficulty and Risks
When attempting an athletic check, the success rate depends on the adjusted difficulty of the action. Each climb has a base difficulty level, which can be adjusted by factors such as distance and environmental conditions.
- Adjusted Difficulty: Calculated by subtracting your character's climb modifiers from the base difficulty.
- Success Chance: Determined by the adjusted difficulty.
- Injury Risk: Failing a climb can result in injury, with severity based on the adjusted difficulty.
The below table lists the Adjusted Difficulty levels, and the success chances associated with them. With each tier of difficulty, is also an associated risk level. The risk level will determine the damage caused to your character in the event of a failure.
Adjusted Difficulty |
Success Chance |
Number of Rounds |
Injury Risk & Damage |
≤ 0 |
100% |
1 |
No Risk (Safe) |
1 – 2 |
100% |
2 |
No Risk (Safe) |
3 – 4 |
50% |
2 |
Light (1d6) |
5 – 7 |
30% |
2 |
Moderate (2d6) |
8 – 9 |
10% |
2 |
High (Dangerous) (4d6) |
≥ 10 |
5% |
2 |
Lethal (6d6) |
Depending on how much weight your character is carrying, the adjusted difficulty will be affected,
Encumbrance Status |
Modifier |
Light Load (half carry capacity or less) |
+1 |
Medium Load (under carry capacity) |
0 |
Heavy Load |
-2 |
Very Heavy Load |
-4 |
Maximum Load |
-100 |
Climbing is perhaps the most involved of the different types of movement skills, and features many different modifiers and mechanics that will affect the ease of your climb.
Attribute scores play one of many parts when it comes to succeeding climbs.
- Strength: Strength is the largest deciding factor among ability scores. A strong character will succeed in climbing much more often than a weak one.
≤ 7 |
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
≥ 16 |
-2 |
-1 |
0 |
+1 |
+2 |
- (-1) Dexterity: If you have a negative DEX score, and the climb is missing a rope / spikes.
- (-1) Constitution: If you have a negative CON score and the climb is classified as long.
There are many different types of equipment, feats and spells that can help you in succeeding a climb:
- (+2) Rope: Provides a significant advantage when climbing. It must be secured from the higher end of the climb.
- Grappling Hook: Allows you to secure a rope from the lower end of the climb.
- (+2) Climbing spikes: Spikes can be secured into climbable surfaces, aiding both you and others.
- (+1) Climbing Hooks: One climbing hook can be equipped to each hand, allowing for a total bonus of (+2).
- (+1) Climbing Gloves
- (+1) Climbing Boots
Usage Tips:
- Once a rope or climbing spikes are fastened, all players benefit from its bonuses. They last for a full day, until server reset.
- Some climbs may require a rope, or spikes, to be made possible. Climbs that require either of these, but lack them, are impossible.
- You can cut a rope off a climb at the top by using a harvesting knife.
- (+2) Athletic: If you have the Athletic feat, you will receive a bonus to climb checks.
- (+2) Monkey Tail: Rangers can cast Monkey Tail to receive a bonus to climbing.
- (+10) Spider Climb: Druids, sorcerers and wizard can use Spider Climb, which in most cases will allow you to auto-succeed.
- Knockdown: On failure, you may be knocked down for a certain number of rounds.
- Location Change: If climbing down and you fail, you still reach the bottom but may take damage.
- Balancing success is based on your DEX score.
- Armor Check penalty applies to these checks
- For every 5 points in Acrobatics, you gain a +2 modifier to your checks.
- Jumping success is based on your STR score.
- For every 5 points in Acrobatics, you gain a +2 modifier to your checks.
- For every 10% extra movement speed, you gain a +1 modifier to your checks.
- Swimming success is based on your STR score.
- For every 5 lbs of weight you are carrying, you take -1 to your checks.
This skill lets your character navigate through narrow passages or crawlspaces that are otherwise inaccessible.
- Your character's size is the primary factor for these checks
- There are spells to reduce your size
- There is also gear/kits that you can use to have you count as one size smaller for squeeze checks