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	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Speed&amp;diff=174915</id>
		<title>v0.34:Speed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Speed&amp;diff=174915"/>
		<updated>2012-07-08T01:19:16Z</updated>

		<summary type="html">&lt;p&gt;Olivine: /* Adventurer Mode */ effect of strength on speed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|03:34, 18 April 2011 (UTC)}}{{av}}&lt;br /&gt;
Speed is a numerical indicator of how fast something moves with lower numbers being faster. This is the value used in the [[Creature_token#S|Creature token]] for SPEED, '''not''' the same value as that which appears on the screen as Speed in [[Adventure mode]]. (In the adventure mode speed stat, higher numbers are faster.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The way it works is that the game doesn't let most creatures act every single frame - an &amp;quot;average&amp;quot; creature acts only once every 10 frames.  In order to achieve this, there is a delay on every action that a creature takes.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Basically, the hundreds digit and higher represent whole turns that are skipped just filling up the waiting counter until it reaches the point of their &amp;quot;speed&amp;quot;.  &amp;quot;Speed&amp;quot; is a bit of a misnomer, actually, as it's really more &amp;quot;turn delay&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This is why most creatures have 900 speed - they are delayed 9 turns before they get their 1 turn of action, and have to wait for their delay counter to fill up before taking their next action.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A creature with 975 speed, meanwhile, (which is functionally where most dwarves fall, thanks to low agility) has to wait 9 turns, then rolls a random chance to see if it goes that turn or not - with a 75% chance of having to wait another turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Agility acts as a multiplier on speed - if someone had only 400 speed/delay to begin with, and another creature had 900 speed/delay, then regardless of whether it was low or high agility, as long as they had the same amount of agility (and equipment), the 400 speed/delay creature would act twice as fast.  A creature with 0 speed/delay has no benefit or penalty from agility at all. -- ''NW_Kohaku'' [http://www.bay12forums.com/smf/index.php?topic=81351.0]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventurer Mode ==&lt;br /&gt;
''(As mentioned above speed is used in a different way in Adventurer mode)''&lt;br /&gt;
&lt;br /&gt;
Your adventurer's speed is displayed at the bottom of the screen. Higher values mean that the adventurer moves, acts and attacks faster. Many non-combat actions are also affected by speed, including eating. It is usually in an Adventurer's interest to have as high a speed as possible as this allows for faster movement and more attacks relative to an enemy. An adventurer with low speed will notice both friendly and enemy units taking multiple turns for every turn they take. &lt;br /&gt;
&lt;br /&gt;
Many factors affect speed. A high agility [[attribute]] results in higher speed. Higher strength also increases speed, but because it also increases body mass (heavier adventurer = slower adventurer) the effect is not as pronounced as agility. Every item carried lowers speed relative to the item's [[weight]]. Lying down ({{k|s}}),falling down or being stunned approximately halves an adventurer's speed. Moderate levels of drowsiness, hunger or thirst decrease speed.&lt;br /&gt;
&lt;br /&gt;
Skills reduce the impact of some actions on speed.&amp;lt;br /&amp;gt; &lt;br /&gt;
*Training in [[Combat_skill|Armor User]] reduces the speed drain of wearing [[armor]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Training in [[Ambusher]] increases speed while {{k|S}}neaking. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Training [[Crutch-walker]] will increase speed while using a [[crutch]].&lt;br /&gt;
 &lt;br /&gt;
High speed may also be beneficial for those with lag issues - a higher speed means less AI turns being calculated between each player move, decreasing the delay between player actions.&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;/div&gt;</summary>
		<author><name>Olivine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Crutch&amp;diff=174808</id>
		<title>v0.34:Crutch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Crutch&amp;diff=174808"/>
		<updated>2012-07-05T06:17:32Z</updated>

		<summary type="html">&lt;p&gt;Olivine: /* Adventurer mode */ changed availability info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|03:06, 18 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Crutches are used by [[dwarf|dwarves]] to move around when injuries have limited their mobility. However, dwarves who have lost the use of their legs due to spinal nerve injuries will not acquire and use crutches; only broken/amputated legs/feet will trigger hospital staff to assign crutches as part of treatment.&lt;br /&gt;
&lt;br /&gt;
Crutches are made out of one [[wood]] log at the [[carpenter's workshop]] or one [[metal]] bar at a [[forge]]. Crutches are stored in a Finished Goods stockpile, and will be placed in bins when there is space available.&lt;br /&gt;
&lt;br /&gt;
Dwarves with crutches equipped will occasionally attack using them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
&lt;br /&gt;
In adventurer mode crutches can be used to walk when one or both legs are disabled. The associated skill is [[crutch-walker|crutch-walking]], and this can be trained to increase movement speed while using a crutch. It is possible to train crutch-walking without having an injury, however any adventurer carrying a crutch in their hand will have the movement penalty of using a crutch applied. It is possible to sneak while using a crutch. The crutch-walker status remains in effect while swimming. It is possible to aim attacks using crutches if you are holding one.&lt;br /&gt;
&lt;br /&gt;
Once a crutch has been equipped, it will continue to be used until it is dropped from one's hands - [[thrower|throwing]] the crutch will not properly clear the &amp;quot;[[crutch-walker|crutch-walking]]&amp;quot; status, nor will placing the crutch into a container (or subsequently dropping or throwing the crutch from said container); in order to stop crutch-walking, the crutch must be re-equipped and then dropped. It may then be picked up and stored in a backpack with no status applied.&lt;br /&gt;
&lt;br /&gt;
It is not currently possible to craft crutches in adventurer mode. Due to the current store-type imbalance in adventure mode they may be difficult to find for sale in shops. Crutches are most easily found during exploration of fortresses, camps or other places that have loot lying around.&lt;br /&gt;
&lt;br /&gt;
{{Category|Healthcare}}&lt;/div&gt;</summary>
		<author><name>Olivine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Burrow&amp;diff=174147</id>
		<title>v0.34:Burrow</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Burrow&amp;diff=174147"/>
		<updated>2012-07-01T08:17:51Z</updated>

		<summary type="html">&lt;p&gt;Olivine: /* Uses for Burrows */ removed obsolete information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|22:23, 10 November 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Burrows are part of the new organization of fortresses, user-defined areas in your fort where selected dwarves live and work. You can assign these areas like zones and assign one or more dwarves to them. You may assign the same dwarf to multiple burrows, if desired. Dwarves will only use workshops, dig walls, use rooms, etc. in burrows they are assigned to, though dwarves not assigned to any burrow will still use workshops etc. even if they are located in a burrow assigned to some other dwarves.&lt;br /&gt;
&lt;br /&gt;
Military dwarves that are on duty will ignore burrows.  Off duty military dwarves will respect their burrows in the same ways as civilian dwarves.  If a military dwarf's training area is outside of his burrow, that dwarf will not train when off duty.&lt;br /&gt;
&lt;br /&gt;
Burrows do not restrict a dwarf's movements; they only restrict the locations where dwarves may perform jobs, and acquire the materials for those jobs.  An idle dwarf can still go anywhere, regardless of burrows.&lt;br /&gt;
&lt;br /&gt;
== Defining a new burrow ==&lt;br /&gt;
&lt;br /&gt;
To enter the &amp;quot;define burrow&amp;quot; mode, press {{k|w}}.&lt;br /&gt;
&lt;br /&gt;
You'll be presented with a list of all of your existing burrows. Change which burrow is selected with your secondary selection keys.&lt;br /&gt;
&lt;br /&gt;
To add a new burrow to the list, press {{k|a}}. The new burrow created this way starts with no tiles and a default name.&lt;br /&gt;
&lt;br /&gt;
To configure a burrow, select it and press enter. This is where you'll be able to set the burrow's name, define what tiles it encompasses, and add or remove individual dwarves. Defining the burrow's tiles can be done using rectangles much like other mass-selection or mass-designation situations elsewhere in the game, or you can paint with the mouse. Unlike other zone selections (but like designations,) burrow selections can take place over multiple z-levels, meaning that you can select cubes, rather than rectangles; also like zone selections, they may overlap. '''Press {{k|r}} to set whether you're adding or subtracting tiles from the burrow.''' You can also set the colors and symbols used for different burrows to help tell them apart.  A burrow may span multiple Z levels, so long as a means of getting from one Z level to another is within the Burrow zone.&lt;br /&gt;
&lt;br /&gt;
Unlike [[activity zone]]s, burrows can also be extended through not-yet revealed tiles. You can only see the parts of the burrow that have been revealed, but the burrow actually extends exactly as far as you defined it.&lt;br /&gt;
&lt;br /&gt;
After defining the area of the burrow, you can add citizens, who will then attempt to move directly to the area and not leave it unless they are starving or dehydrated and there is no food and water in the burrow. Note, however, that citizens may walk from one point of the burrow to another point even if the path they walk on is not part of the burrow. If you define a burrow which is split into two areas, the citizens may walk between those two areas, outside of the burrow you defined.&lt;br /&gt;
&lt;br /&gt;
== Deleting Burrows ==&lt;br /&gt;
&lt;br /&gt;
Deleting a burrow is easy, just enter &amp;quot;define burrow&amp;quot; mode by pressing {{k|w}}, select the burrow to delete, then press {{k|d}}.  It's easy enough that many players have managed to do it by mistake, after setting up large and complicated systems.  If you find yourself deleting your burrows by mistake too often, you can edit /data/init/[[Key bindings|interface.txt]] and find where it says&lt;br /&gt;
&lt;br /&gt;
  [BIND:D_BURROWS_DELETE:REPEAT_NOT]&lt;br /&gt;
  [KEY:d]&lt;br /&gt;
&lt;br /&gt;
Then change that to something you won't hit by accident, such as alt+d, like this:&lt;br /&gt;
&lt;br /&gt;
  [BIND:D_BURROWS_DELETE:REPEAT_NOT]&lt;br /&gt;
  [SYM:4:d]&lt;br /&gt;
&lt;br /&gt;
== Uses for Burrows ==&lt;br /&gt;
=== Defending an Area ===&lt;br /&gt;
''Full article: [[Scheduling]]&lt;br /&gt;
&lt;br /&gt;
Burrows are one of the ways you can give passive orders to [[squads]] and civilians during [[Scheduling#Alert levels|alerts]]. Under the squad schedule menu (Press {{k|m}} {{k|s}}) you can add an order to any particular month for the chosen alert with {{k|o}} or edit their existing orders with {{k|e}}. On the Give Orders menu, use {{k|o}} to cycle through the orders given to squads. The order &amp;quot;Defend Burrows&amp;quot; '''cannot''' be given without first creating burrows to assign defenders to. Under a &amp;quot;Defend Burrows&amp;quot; order, dwarves in the squad are stationed in the specific area and will defend it proactively.&lt;br /&gt;
&lt;br /&gt;
=== Civilian Alerts ===&lt;br /&gt;
&lt;br /&gt;
Normally, you need to add citizens to a burrow manually when defining it to have them respect the boundaries. But there is another way. Burrows can be added to alerts in the military alerts screen. When you set the civilian alert level to an alert including a defined burrow, all non military dwarves will be restricted to that burrow for as long as the alert is in place.&lt;br /&gt;
&lt;br /&gt;
See [[User:Khearn/CivilianAlertBurrow|these beginner-friendly instructions]] on how to create and use a civilian alert burrow.&lt;br /&gt;
&lt;br /&gt;
=== Trader to the Depot, STAT ===&lt;br /&gt;
&lt;br /&gt;
You can define your trade depot as a burrow, then when the traders appear, add your broker to that burrow. He will stop what he is doing, go to the trade depot, and wait for the traders. If you include trade stockpiles in the burrow, he can even help move goods until they get there&lt;br /&gt;
&lt;br /&gt;
=== I'm sorry, the Mayor is busy ===&lt;br /&gt;
This is an easy fix for the current bug that prevents elevation of your nobles while traders are present on the map. Create a burrow around your leader's rooms. Stockpile some food and drink inside. When the liaison shows up, add the leader to the burrow and he will scurry off to his rooms. Lock the door. Wait until the merchants have left the map entirely. Unlock the door. If he is also the bookkeeper or manager, so much the better. Set accuracy to 'highest' or queue up a lot of tiny jobs, and the leader will have something to do while locked in his rooms.  &lt;br /&gt;
&lt;br /&gt;
===Help! Goblins are chasing me in circles!===&lt;br /&gt;
One problem with outdoor work is the lack of safe areas, the presence of ambushers, and civilian dwarfs who will, by default, run in the dumbest direction possible. You can create small bolt-holes in the wilderness outside your fort and give them a floor hatch as a door.. When ambushers appear, add your outdoor workers to the nearest bolt-hole burrow. After they run inside, lock the door. You don't even need to (and probably shouldn't) hook these bolt holes up to your main fort, they are for short term emergencies. But you could stock them with a little food and booze, just in case.&lt;br /&gt;
&lt;br /&gt;
===Alternate to Hot Keys===&lt;br /&gt;
You can define small burrows to areas you would like to zoom to.  Then by pressing &amp;quot;w&amp;quot;, select the burrow, &amp;quot;z&amp;quot; to 'center on burrow' your view will be moved to that spot like a hot key.  This is useful when you run out of hotkey slots.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
Currently there are several bugs in the burrow implementation, the most notable being the burrow alternative to the [[Main:Planepacked|Planepacked]] glitch: If you put a material-gathering moody dwarf into a burrow that does not contain the claimed workshop, the dwarf will &amp;quot;forget&amp;quot; that he already brought this type of item to his workshop and repeat this until there are no more items of this type in the burrow, or you let him out of the burrow. When the dwarf starts working on his artifact, he will use ''everything'' he brought to the burrow to make an artifact of arbitrarily high value.&amp;lt;br /&amp;gt;On the other hand, the most common bug is the &amp;quot;[[Dwarf cancels Store Item: Item inaccessible]]&amp;quot; message spam that results from idle dwarves being in a burrow that contains a stockpile but not the item the stockpile wants to have.&lt;/div&gt;</summary>
		<author><name>Olivine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Speed&amp;diff=174138</id>
		<title>v0.34:Speed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Speed&amp;diff=174138"/>
		<updated>2012-07-01T04:02:28Z</updated>

		<summary type="html">&lt;p&gt;Olivine: added additional speed modifiers (adv. mode)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|03:34, 18 April 2011 (UTC)}}{{av}}&lt;br /&gt;
Speed is a numerical indicator of how fast something moves with lower numbers being faster. This is the value used in the [[Creature_token#S|Creature token]] for SPEED, '''not''' the same value as that which appears on the screen as Speed in [[Adventure mode]]. (In the adventure mode speed stat, higher numbers are faster.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The way it works is that the game doesn't let most creatures act every single frame - an &amp;quot;average&amp;quot; creature acts only once every 10 frames.  In order to achieve this, there is a delay on every action that a creature takes.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Basically, the hundreds digit and higher represent whole turns that are skipped just filling up the waiting counter until it reaches the point of their &amp;quot;speed&amp;quot;.  &amp;quot;Speed&amp;quot; is a bit of a misnomer, actually, as it's really more &amp;quot;turn delay&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
This is why most creatures have 900 speed - they are delayed 9 turns before they get their 1 turn of action, and have to wait for their delay counter to fill up before taking their next action.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
A creature with 975 speed, meanwhile, (which is functionally where most dwarves fall, thanks to low agility) has to wait 9 turns, then rolls a random chance to see if it goes that turn or not - with a 75% chance of having to wait another turn.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Agility acts as a multiplier on speed - if someone had only 400 speed/delay to begin with, and another creature had 900 speed/delay, then regardless of whether it was low or high agility, as long as they had the same amount of agility (and equipment), the 400 speed/delay creature would act twice as fast.  A creature with 0 speed/delay has no benefit or penalty from agility at all. -- ''NW_Kohaku'' [http://www.bay12forums.com/smf/index.php?topic=81351.0]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventurer Mode ==&lt;br /&gt;
''(As mentioned above speed is used in a different way in Adventurer mode)''&lt;br /&gt;
&lt;br /&gt;
Your adventurer's speed is displayed at the bottom of the screen. Higher values mean that the adventurer moves, acts and attacks faster. Many non-combat actions are also affected by speed, including eating. It is usually in an Adventurer's interest to have as high a speed as possible as this allows for faster movement and more attacks relative to an enemy. An adventurer with low speed will notice both friendly and enemy units taking multiple turns for every turn they take. &lt;br /&gt;
&lt;br /&gt;
Many factors affect speed. A high agility [[attribute]] results in higher speed. Every item carried lowers speed relative to the item's [[weight]], which can be offset by the strength attribute.{{Verify}} Lying down ({{k|s}}),falling down or being stunned approximately halves an adventurer's speed. Moderate levels of drowsiness, hunger or thirst decrease speed.&lt;br /&gt;
&lt;br /&gt;
Skills reduce the impact of some actions on speed.&amp;lt;br /&amp;gt; &lt;br /&gt;
*Training in [[Combat_skill|Armor User]] reduces the speed drain of wearing [[armor]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Training in [[Ambusher]] increases speed while {{k|S}}neaking. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Training [[Crutch-walker]] will increase speed while using a [[crutch]].&lt;br /&gt;
 &lt;br /&gt;
High speed may also be beneficial for those with lag issues - a higher speed means less AI turns being calculated between each player move, decreasing the delay between player actions.&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;/div&gt;</summary>
		<author><name>Olivine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Speed&amp;diff=174130</id>
		<title>v0.34:Speed</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Speed&amp;diff=174130"/>
		<updated>2012-07-01T02:18:53Z</updated>

		<summary type="html">&lt;p&gt;Olivine: added adventurer mode section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Exceptional|03:34, 18 April 2011 (UTC)}}{{av}}&lt;br /&gt;
Speed is a numerical indicator of how fast something moves with lower numbers being faster. This is the value used in the [[Creature_token#S|Creature token]] for SPEED, '''not''' the same value as that which appears on the screen as Speed in [[Adventure mode]]. (In the adventure mode speed stat, higher numbers are faster.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
The way it works is that the game doesn't let most creatures act every single frame - an &amp;quot;average&amp;quot; creature acts only once every 10 frames.  In order to achieve this, there is a delay on every action that a creature takes. &lt;br /&gt;
&lt;br /&gt;
Basically, the hundreds digit and higher represent whole turns that are skipped just filling up the waiting counter until it reaches the point of their &amp;quot;speed&amp;quot;.  &amp;quot;Speed&amp;quot; is a bit of a misnomer, actually, as it's really more &amp;quot;turn delay&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
This is why most creatures have 900 speed - they are delayed 9 turns before they get their 1 turn of action, and have to wait for their delay counter to fill up before taking their next action.&lt;br /&gt;
&lt;br /&gt;
A creature with 975 speed, meanwhile, (which is functionally where most dwarves fall, thanks to low agility) has to wait 9 turns, then rolls a random chance to see if it goes that turn or not - with a 75% chance of having to wait another turn. &lt;br /&gt;
&lt;br /&gt;
Agility acts as a multiplier on speed - if someone had only 400 speed/delay to begin with, and another creature had 900 speed/delay, then regardless of whether it was low or high agility, as long as they had the same amount of agility (and equipment), the 400 speed/delay creature would act twice as fast.  A creature with 0 speed/delay has no benefit or penalty from agility at all. [http://www.bay12forums.com/smf/index.php?topic=81351.0]&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventurer Mode ==&lt;br /&gt;
''(As mentioned above speed is used in a different way in Adventurer mode)''&lt;br /&gt;
&lt;br /&gt;
Your adventurer's speed is displayed at the bottom of the screen. Higher values mean that the adventurer moves, acts and attacks faster. Many non-combat actions are also affected by speed, including eating. It is usually in an Adventurer's interest to have as high a speed as possible as this allows for faster movement and more attacks relative to an enemy. An adventurer with low speed will notice both friendly and enemy units taking multiple turns for every turn they take. &lt;br /&gt;
&lt;br /&gt;
Many factors affect speed. A high agility [[attribute]] results in higher speed. Every item carried lowers speed relative to the item's [[weight]], which can be offset by the strength attribute&amp;lt;sup&amp;gt;confirmation needed&amp;lt;/sup&amp;gt;. Lying ({{k|s}}) or falling down  approximately halves an adventurer's speed.&lt;br /&gt;
&lt;br /&gt;
Skills reduce the impact of some actions on speed.&amp;lt;br /&amp;gt; &lt;br /&gt;
*Training in [[Combat_skill|Armor User]] reduces the speed drain of wearing [[armor]]. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Training in [[Ambusher]] increases speed while {{k|S}}neaking. &amp;lt;br /&amp;gt;&lt;br /&gt;
*Training [[Crutch-walker]] will increase speed while using a [[crutch]].&lt;br /&gt;
 &lt;br /&gt;
High speed may also be beneficial for those with lag issues - a higher speed means less AI turns being calculated between each player move, decreasing the delay between player actions.&lt;br /&gt;
{{Category|Modding}}&lt;/div&gt;</summary>
		<author><name>Olivine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Crutch&amp;diff=174116</id>
		<title>v0.34:Crutch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Crutch&amp;diff=174116"/>
		<updated>2012-07-01T01:12:53Z</updated>

		<summary type="html">&lt;p&gt;Olivine: added adventurer mode info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|03:06, 18 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Crutches are used by [[dwarf|dwarves]] to move around when injuries have limited their mobility. However, dwarves who have lost the use of their legs due to spinal nerve injuries will not acquire and use crutches; only broken/amputated legs/feet will trigger hospital staff to assign crutches as part of treatment.&lt;br /&gt;
&lt;br /&gt;
Crutches are made out of one [[wood]] log at the [[carpenter's workshop]] or one [[metal]] bar at a [[forge]]. Crutches are stored in a Finished Goods stockpile, and will be placed in bins when there is space available.&lt;br /&gt;
&lt;br /&gt;
Dwarves with crutches equipped will occasionally attack using them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
&lt;br /&gt;
In adventurer mode crutches can be used to walk when one or both legs are disabled. The associated skill is [[crutch-walker|crutch-walking]], and this can be trained to increase movement speed while using a crutch. It is possible to train crutch-walking without having an injury, however any adventurer carrying a crutch in their hand will have the movement penalty of using a crutch applied. It is possible to sneak while using a crutch. The crutch-walker status remains in effect while swimming. It is possible to aim attacks using crutches if you are holding one.&lt;br /&gt;
&lt;br /&gt;
Once a crutch has been equipped, it will continue to be used until it is dropped from one's hands - [[thrower|throwing]] the crutch will not properly clear the &amp;quot;[[crutch-walker|crutch-walking]]&amp;quot; status, nor will placing the crutch into a container (or subsequently dropping or throwing the crutch from said container); in order to stop crutch-walking, the crutch must be re-equipped and then dropped. It may then be picked up and stored in a backpack with no status applied.&lt;br /&gt;
&lt;br /&gt;
It is not currently possible to craft or buy crutches in adventurer mode; crutches must be found during exploration.&lt;br /&gt;
&lt;br /&gt;
{{Category|Healthcare}}&lt;/div&gt;</summary>
		<author><name>Olivine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Crutch&amp;diff=174112</id>
		<title>v0.34:Crutch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Crutch&amp;diff=174112"/>
		<updated>2012-07-01T00:11:26Z</updated>

		<summary type="html">&lt;p&gt;Olivine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|03:06, 18 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Crutches are used by [[dwarf|dwarves]] to move around when injuries have limited their mobility. However, dwarves who have lost the use of their legs due to spinal nerve injuries will not acquire and use crutches; only broken/amputated legs/feet will trigger hospital staff to assign crutches as part of treatment.&lt;br /&gt;
&lt;br /&gt;
Crutches are made out of one [[wood]] log at the [[carpenter's workshop]] or one [[metal]] bar at a [[forge]]. Crutches are stored in a Finished Goods stockpile, and will be placed in bins when there is space available.&lt;br /&gt;
&lt;br /&gt;
Dwarves with crutches equipped will occasionally attack using them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
&lt;br /&gt;
In adventurer mode crutches can be used to walk when one or both legs are disabled. The associated skill is [[crutch-walker|crutch-walking]], and this can be trained to increase movement speed while using a crutch. It is possible to train crutch-walking without having an injury, however any adventurer carrying a crutch in their hand will have the movement penalty of using a crutch applied. It is possible to sneak while using a crutch. It is possible to aim attacks using crutches if you are holding one.&lt;br /&gt;
&lt;br /&gt;
Once a crutch has been equipped, it will continue to be used until it is dropped from one's hands - [[thrower|throwing]] the crutch will not properly clear the &amp;quot;[[crutch-walker|crutch-walking]]&amp;quot; status, nor will placing the crutch into a container (or subsequently dropping or throwing the crutch from said container); in order to stop crutch-walking, the crutch must be re-equipped and then dropped. It may then be picked up and stored in a backpack with no status applied.&lt;br /&gt;
&lt;br /&gt;
It is not currently possible to craft or buy crutches in adventurer mode; crutches must be found during exploration.&lt;br /&gt;
&lt;br /&gt;
{{Category|Healthcare}}&lt;/div&gt;</summary>
		<author><name>Olivine</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34:Crutch&amp;diff=174111</id>
		<title>v0.34:Crutch</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34:Crutch&amp;diff=174111"/>
		<updated>2012-07-01T00:10:58Z</updated>

		<summary type="html">&lt;p&gt;Olivine: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Fine|03:06, 18 April 2011 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Crutches are used by [[dwarf|dwarves]] to move around when injuries have limited their mobility. However, dwarves who have lost the use of their legs due to spinal nerve injuries will not acquire and use crutches; only broken/amputated legs/feet will trigger hospital staff to assign crutches as part of treatment.&lt;br /&gt;
&lt;br /&gt;
Crutches are made out of one [[wood]] log at the [[carpenter's workshop]] or one [[metal]] bar at a [[forge]]. Crutches are stored in a Finished Goods stockpile, and will be placed in bins when there is space available.&lt;br /&gt;
&lt;br /&gt;
Dwarves with crutches equipped will occasionally attack using them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
&lt;br /&gt;
In adventure mode crutches can be used to walk when one or both legs are disabled. The associated skill is [[crutch-walker|crutch-walking]], and this can be trained to increase movement speed while using a crutch. It is possible to train crutch-walking without having an injury, however any adventurer carrying a crutch in their hand will have the movement penalty of using a crutch applied. It is possible to sneak while using a crutch. It is possible to aim attacks using crutches if you are holding one.&lt;br /&gt;
&lt;br /&gt;
Once a crutch has been equipped, it will continue to be used until it is dropped from one's hands - [[thrower|throwing]] the crutch will not properly clear the &amp;quot;[[crutch-walker|crutch-walking]]&amp;quot; status, nor will placing the crutch into a container (or subsequently dropping or throwing the crutch from said container); in order to stop crutch-walking, the crutch must be re-equipped and then dropped. It may then be picked up and stored in a backpack with no status applied.&lt;br /&gt;
&lt;br /&gt;
It is not currently possible to craft or buy crutches in adventurer mode; crutches must be found during exploration.&lt;br /&gt;
&lt;br /&gt;
{{Category|Healthcare}}&lt;/div&gt;</summary>
		<author><name>Olivine</name></author>
	</entry>
</feed>