v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing Wound

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 100: Line 100:
  
 
===Function loss: legs===
 
===Function loss: legs===
Dwarves who have lost the use of one leg cannot walk (or kick enemies in battle, but that's a minor problem). If the dwarf in question has had a foot or leg amputated, or has nerve damage to the leg, they can be issued a [[crutch]] by doctors in your hospital. Thereafter, they will gain crutch-walking skill whenever they move with the crutch in their inventories. Eventually, their speed with the crutch can become faster than it was before, due to the [[Agility]] gained each step and reduction of the movement penalty to 0. A dwarf using a crutch can go back to military duty without any loss of effectiveness; in fact, it is quite possible for a one-armed dwarf to hold a shield, crossbow, and crutch (and occasionally bash their enemies with it - it is recommended to make metal crutches to issue to military dwarves).
+
Dwarves who have lost the use of one leg cannot walk (or kick enemies in battle, but that's a minor problem). If the dwarf in question has had a foot or leg amputated, or has nerve damage to the leg, they can be issued a [[crutch]] by doctors in your hospital. Thereafter, they will gain crutch-walking skill whenever they move with the crutch in their inventories. Eventually,their speed with the crutch can become faster than it was before, due to the [[Agility]] gained each step and reduction of the movement penalty to 0. A dwarf using a crutch can go back to military duty without any loss of effectiveness; in fact, it is quite possible for a one-armed dwarf to hold a shield, crossbow, and crutch (and occasionally bash their enemies with it - it is recommended to make metal crutches to issue to military dwarves).
  
 
===Lower body paralysis===
 
===Lower body paralysis===
A dwarf who has nerve damage to their lower spine, or both of their legs, is unable to use them and cannot benefit from using a crutch. After their recovery (you may need to deconstruct their hospital bed to get them out of it), they can move—but only very slowly. Dwarves like this are obviously unfit for military duty (other than as a marksdwarf who sticks to fortifications)—they can still swing a battle axe, but they won't make it to the battle before the rest of the squad have finished their jobs and have moved on to claiming the enemies' socks. The best jobs for these dwarves are ones that don't require them to move around much-for best results, create a [[burrow]] containing the dwarf's workshop, stockpiles for food and booze, and bedroom. Turn off all labors but the one you want the dwarf to do; most importantly, turn off hauling. A paralyzed dwarf can also be kept idle in your lever room, where they will still move five steps more quickly than another dwarf can move fifty; or they can be appointed as the [[broker]] and burrowed in your depot. You could also make such a dwarf a [[hammerer]], with exemplary results.
+
A dwarf who has nerve damage to their lower spine, or to both of their legs, is unable to use them and cannot benefit from using a crutch. After their recovery (you may need to deconstruct their hospital bed to get them out of it), they can move—but only very slowly. Dwarves like this are obviously unfit for military duty (other than as a marksdwarf who sticks to fortifications)—they can still swing a battle axe, but they won't make it to the battle before the rest of the squad have finished their jobs and have moved on to claiming the enemies' socks. The best jobs for these dwarves are ones that don't require them to move around much-for best results, create a [[burrow]] containing the dwarf's workshop, stockpiles for food and booze, and bedroom. Turn off all labors but the one you want the dwarf to do; most importantly, turn off hauling. A paralyzed dwarf can also be kept idle in your lever room, where they will still move five steps more quickly than another dwarf can move fifty; or they can be appointed as the [[broker]] and burrowed in your depot. You could also make such a dwarf a [[hammerer]], with exemplary results.
  
 
No one has yet done Science on the possibility of using [[minecart]]s to transport paralyzed dwarves. Will your fort be the first?
 
No one has yet done Science on the possibility of using [[minecart]]s to transport paralyzed dwarves. Will your fort be the first?

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)

Templates used on this page:

This page is a member of 1 hidden category: