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How mounts and sprinting work in Aniimo
The Aeroboard is your baseline speed. Everything faster or stranger than that comes out of your collection.

The short version
- The Aeroboard is a Pathfinder active skill, unlocked through the character talent tree, and it moves you faster than travelling on foot.
- It is the only traversal tool here that does not depend on your collection.
- Every Aniimo you catch can be Twined with to grant its own movement ability, such as sprinting, swimming or flight.
- Different creatures cover running, flying, sliding, swimming and burrowing, so your options widen as you catch more.
- Shelly's Q is a rolling dash that uproots obstacles, but that dash cannot cross water.
- Infusing a region's Branch with Lumin Amber upgrades its passive tree, improving stats, mobility and capture rates inside that region.
Movement in Aniimo has two halves. One is the Aeroboard, a hoverboard the Pathfinder carries as an active skill, which gets you around the world faster than walking. The other is the creatures.
Certain Aniimo have a dash or sprint ability. Others move in ways a board does not: flying, sliding, swimming, burrowing. Which of those you can call on depends entirely on what you have caught and what you have invested in.
So the board is the constant. Your roster is everything else.
Unlocking the Aeroboard
The Aeroboard is one of the Pathfinder's active skills. It is a hoverboard, and it does one job well: it carries you around the world faster than you travel on foot.
You unlock it through the character talent tree. That tree has its own guide on this site, so the detail lives there. What matters for movement is where the board comes from. No creature grants it. It is Pathfinder progression, which makes it the one traversal option you have regardless of what is in your collection, and the one you can rely on from the moment it is unlocked.
Sprinting comes from the Aniimo you catch
Every Aniimo you capture can be Twined with, and Twining grants that creature's own movement ability. Sprinting, swimming, flight: the ability follows the creature.
That is why your traversal gets better as your collection grows rather than as your character level does. Different Aniimo bring genuinely different methods of getting around, covering running, flying, sliding, swimming and burrowing, and each one makes open world travel more efficient in its own way. Some creatures carry a dash or sprint outright, which is the closest thing to a straight speed increase on foot.
The practical upshot is that catching things is not a side activity from movement. It is how movement improves.
Aeroboard
- A Pathfinder active skill.
- A hoverboard for travelling the world.
- Faster than going on foot.
- Unlocked through the character talent tree.
Twined Aniimo
- Each captured Aniimo can be Twined with for its own movement ability.
- Covers running, flying, sliding, swimming and burrowing.
- Improves open world traversal efficiency.
- Options expand as your collection grows.
Shelly's rolling dash, and where it stops
Shelly is the clearest example of a creature whose movement ability is also a tool. Her Q is a rolling dash, and it uproots obstacles as it goes. You get distance and you get things out of your way in the same button.
The catch is water. Shelly's dash cannot traverse it. She moves you quickly across ground and then stops at the shoreline, so if your route crosses water, that leg belongs to something else in your collection. This is the general shape of Aniimo traversal in one creature: fast, specific, and bounded by terrain.

Lumin Amber and a region's passive tree
Speed is also something you upgrade in place. Each region has a Branch, and infusing that Branch with Lumin Amber upgrades the region's passive tree, improving stats, mobility and capture rates within that region.
Two things follow from the wording. The gains are local, so investment tracks wherever you are actually playing rather than following you around the map. And because capture rates rise alongside mobility, the investment compounds into your traversal a second time: better capture rates mean more Aniimo caught, and every Aniimo caught is another movement ability you can Twine with.
Where to start
Unlock the Aeroboard from the Pathfinder talent tree and use it as your default travel speed. Treat everything else as situational: Twine with whatever creature suits the ground in front of you, remember that Shelly's roll stops at water, and put Lumin Amber into the Branch of whichever region you are actually spending time in.
Most of this page was re-checked against the released game on 18 September 2026. The rest has not been re-confirmed since release.