Research:Movement

Actor target speeds
Passed to the animation system, as well as used for AI target leading.

Animation system
Determines movement of the model root bone which feeds back to the physics system.

Physics movement
Provides three-dimensional movement like jumps, falls, navigating stairs, levitation.

Comments
Creatures have generalized combat, magic and stealth stats which substitute for the specific skills (in the same way as specializations). Creatures do not suffer slow down from encumbrance (fEncumberedMoveEffect). They will only completely stop dead, once they exceed their encumbrance limit.

Note the 10x cap on the animation scaling. This causes an upper limit on the movement rate of actors, which will be at a speed attribute of approximately 1030.

Midair
Airborne velocity can be offset from the initial jump vector based on ground speed and Acrobatics skill.

Comments
Note that initial actor velocity is taken into account. Animation-driven kinematics mean the jump direction can be offset from the player facing if there is root bone movement. Agility does not appear to be involved in this calculation.