Movement speed

Creatures and players have a different movement speeds depending on whether they are walking, running, swimming, or flying.
Knockback causes rapid movement of 10 m/s, overwriting any existing movement on the knockback direction.
Frost Effect slows movement speed by up to 90%, which gradually wears off (on average 65% reduction).
== Players ==
 	Base speed 	Noise	Gear speed penalty	Stamina per second
Slow walking (C)	1.6 m/s 	15 	1x 	0
Walking 	4 m/s 	15 	1x 	0
Sneaking 	2 m/s 	0 	0x 	1.25 - 5 (sneak skill)
Encumbered 	2 m/s 	15 	0x 	5
Running 	7 m/s - 8.75 m/s (running skill)	30 	1.5x 	4 - 8 (running skill)
Swimming 	2 m/s 	15 	0x 	3 - 6 (swimming skill)
For example: 20% gear speed penalty would reduce walking speed to 3.2 m/s and running speed to 4.9 m/s. 
=== Running in water===
Running in shallow water (at least 0.4 meters depth) reduces movement speed with the following formula:
speed = walkSpeed + 0.33 \cdot (runSpeed - walkSpeed) 
In other terms, running speed is reduced by 67% towards walk speed, i.e. it's 5 m/s for 0 running skill level and no penalty from heavy armor.
===Turn speed===
Players turn towards the camera 300 degrees per second.
While swimming, the turn speed is reduced to 100 degrees per second.
===Acceleration===
Players accelerate 0.4 m/s every tick. With a tick speed of 0.02 seconds, the movement speed can be calculated with the following formula:
speed = maxSpeed \cdot 20 \cdot t 
For example: reaching maximum walking speed takes 0.2 seconds, and reaching maximum running speed takes about 0.4 seconds.
While swimming, players accelerate 5% of the missing speed every tick. The swimming speed can be calculated with following formula:
swimSpeed = maxSpeed * (1 - 0.95 ^{50 \cdot t}) 
For example: it would take 0.5 seconds to reach 72% swim speed, 1 second to reach 92% swim speed, and 2 seconds to reach 99% swim speed.
==Creatures==
Creatures have different speeds for walking, running, swimming, and flying. Creatures run and fly fast when alerted. Creatures also create noise when moving (same values as with the player movement).
The default ordering of creatures is roughly in the intended biome progression and can be re-sorted back to this using the first column.
 	Creature 	Run 	Turn speed 	Walk 	Walk turn	Swim	Swim acc	Swim turn
1 	Neck 	5 	200 	1 	1x 	2 	5% 	2x
2 	Boar 	8 	200 	1.5 	0.5x 	2 	5% 	1x
3 	Deer 	7 	200 	1.5 	0.4x 	2 	5% 	1x
4 	Greyling 	4 	200 	2 	1x 	1.5 	5% 	1x
5 	Eikthyr 	8 	100 	2 	1x 	4 	5% 	0.5x
6 	Greydwarf 	6 	200 	4 	1x 	1.5 	5% 	1x
7 	Greydwarf brute 	5 	200 	2 	1x 	1 	5% 	1x
8 	Greydwarf shaman	4 	200 	2 	1x 	1.5 	5% 	1x
9 	Skeleton 	4 	300 	1 	1x 	1 	5% 	1x
10	Rancid remains 	4 	300 	1 	1x 	1 	5% 	1x
11	Ghost 	4 	300 	1 	1x 	1 	5% 	1x
12	Troll 	6 	250 	3 	0.4x 	1.5 	5% 	1x
13	The Elder 	6 	200 	3 	0.5x 	1.5 	5% 	1x
14	Root 	0 	200 	0 	1x 	0 	0% 	1x
15	Serpent 	4 	20 	4 	1x 	10 	20% 	1x
16	Blob 	2 	100 	1 	1x 	2 	5% 	1x
17	Oozer 	2 	100 	1 	1x 	2 	5% 	1x
18	Draugr 	5 	300 	1 	1x 	1 	5% 	1x
19	Draugr elite 	6 	300 	1 	1x 	1 	5% 	1x
20	Leech 	2 	50 	2 	1x 	3 	10% 	1.5x
21	Surtling 	6 	400 	2 	1x 	2 	5% 	1x
22	Wraith 	5 	200 	2.5 	1x 	1 	5% 	1x
23	Abomination 	5 	60 	2 	0.2x 	3 	5% 	0.45x
24	Bonemass 	4 	100 	2 	0.5x 	2 	5% 	1x
25	Wolf 	8 	200 	1.5 	0.5x 	2 	5% 	1x
26	Fenring 	7 	200 	1.5 	1x 	2 	5% 	1x
27	Drake 	12 	100 	4 	1x 	1 	5% 	1x
28	Stone Golem 	4 	150 	2 	0.67x 	1.5 	5% 	1x
29	Moder 	6, 20 flying	60, 80 flying	4, 10 flying	1x 	4 	5% 	0.6x
30	Deathsquito 	12 	500 	5 	1x 	1 	5% 	1x
31	Growth 	3 	100 	1 	1x 	4 	5% 	1x
32	Lox 	7 	100 	2 	0.7x 	3 	5% 	0.5x
33	Fuling 	6 	200 	2 	1x 	1.5 	5% 	1x
34	Fuling Berserker	5 	300 	2 	0.5x 	1.5 	5% 	1x
35	Fuling shaman 	2 	200 	1 	1x 	1.5 	5% 	1x
36	Yagluth 	4 	50 	2 	1x 	1.5 	5% 	1x
Category:Gameplay
Category:Mechanics