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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mesmerism</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mesmerism"/>
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	<updated>2026-04-06T21:15:49Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Danger_room&amp;diff=313977</id>
		<title>v0.34 Talk:Danger room</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.34_Talk:Danger_room&amp;diff=313977"/>
		<updated>2026-01-12T14:27:47Z</updated>

		<summary type="html">&lt;p&gt;Mesmerism: /* Coinstar room tests */ new section&lt;/p&gt;
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&lt;div&gt;I heard that danger rooms were nerfed in the current version.&lt;br /&gt;
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Please confirm. --[[User:Introprospector|Introprospector]] 08:23, 25 February 2012 (UTC)&lt;br /&gt;
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I recall reading in a thread that wooden spears now have a higher chance of dealing serious damage. Can't recall source though.&lt;br /&gt;
--[[Special:Contributions/71.171.79.43|71.171.79.43]] 01:01, 9 March 2012 (UTC)&lt;br /&gt;
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I just (34.05) danger roomed up 3 squads of dwarves from raw recruit to 5x legendary (dodge, armor, shield, weapon, fighter) in a 1x4 danger room, no major injuries to speak of other than the the baby who was born there.  most injuries I hear of people reporting end up being from accidentally adding a master-crafted training spear to the mix.  Those will get ya hurt bad.  [[User:Shadus|Shadus]] 04:28, 9 March 2012 (UTC)&lt;br /&gt;
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I remember a thread in the forum detailing in which order the dwarves parried, dodged and so on with a recommendation for an order of equipment assigning, but I can't find it anymore. From memory, the order of priority was &amp;quot;shield parry, weapon parry, armor deflection&amp;quot;... with dodge somewhere in there too? Can someone tell me the full order of defense priorities for proper danger-rooming the dwarves in all defense skills please?&lt;br /&gt;
--[[User:Syndic|Syndic]] 12:21, 30 March 2012 (UTC)&lt;br /&gt;
:they have not been nerfed--[[User:5asdffdsa5|5asdffdsa5]] 00:44, 9 April 2012 (UTC)&lt;br /&gt;
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==[[puppy killing]]==&lt;br /&gt;
this article mentions to build a corrider of tight doors to prevent this.&lt;br /&gt;
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what does that refer to? article please. [[Special:Contributions/184.145.18.50|184.145.18.50]] 07:54, 25 February 2016 (UTC)&lt;br /&gt;
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== Coinstar room tests ==&lt;br /&gt;
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Just make a coinstar room with tons of useless seeds. Note they do their thing when the bridge &amp;quot;extends&amp;quot;, not &amp;quot;retracts&amp;quot;. Interesting enough the seeds acquire a wear tag, and they eventually break. The seeds did no damage at all to my dwarf's armor, even though the armor was mainly (exceptional/masterwork) bone and leather. However his ear was eventually hit which exploded in gore. This didnt trigger a hospital visit, and having terrible disease and healing, it eventually killed him. Also one granite boulder was dumped into the zone, but fortunately it never seemed to move, so perhaps there some kind of weight/momentum check. Will need to try again with a hood to see if that protects the ears. He was wearing a face veil (artifact) but this was never hit.&lt;/div&gt;</summary>
		<author><name>Mesmerism</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Mass_pitting&amp;diff=211884</id>
		<title>DF2014 Talk:Mass pitting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Mass_pitting&amp;diff=211884"/>
		<updated>2014-10-28T04:39:48Z</updated>

		<summary type="html">&lt;p&gt;Mesmerism: &lt;/p&gt;
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&lt;div&gt;&amp;lt;!-- Page created automatically - requested by 208.59.151.98 --&amp;gt;&lt;br /&gt;
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Re: 40.x&lt;br /&gt;
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Hey guys I did some experimentation and it appears that normal enemies (non-flying non-thief) can be prevented from escaping mass pits by having forbidden hatches over the top of the pits. Not sure of the behavior with thieves/flyers as I've yet to catch one.&lt;br /&gt;
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~ Lasserith&lt;br /&gt;
: Hatches must be forbidden before pitting, else they can get a finger in and slip out (even though they are below the hatch)[[User:Mesmerism|Mesmerism]] ([[User talk:Mesmerism|talk]]) 04:39, 28 October 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Mesmerism</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Hatch_cover&amp;diff=211883</id>
		<title>DF2014 Talk:Hatch cover</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Hatch_cover&amp;diff=211883"/>
		<updated>2014-10-28T04:19:57Z</updated>

		<summary type="html">&lt;p&gt;Mesmerism: /* Burst through from below? */&lt;/p&gt;
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&lt;div&gt;&amp;lt;!-- DELETE THIS LINE --&amp;gt;{{newpage|type=cp|75.118.215.101}}&lt;br /&gt;
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== Burst through from below? ==&lt;br /&gt;
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I pitted an undead human maceman corpse down 1 z level into an archery target practice cell (flat 1x1 square, no ramp). Ive been unable to keep him in place as he just opens the (locked and forbidden!) gabbro floor hatch and jumps right out. The hatch is still forbidden but now reads Passable (but not captured!?). Then he easily hops over several 1 square wide trenches (again no ramps). Ive noticed a Necromancer able to hop over 1z high walls, so maybe this climbing/jumping ability is something new. Will try the pit again at 2 z deep (still 1x1 shaft) to see if that can hold him.[[User:Mesmerism|Mesmerism]] ([[User talk:Mesmerism|talk]]) 02:50, 28 October 2014 (UTC)&lt;br /&gt;
: Update: At 2z deep, the corpse was able to climb up 1 z, but not out of the hatch, so he was floating in the shaft. I was able to get the 1z deep cell to work by locking the hatch before pitting, instead of immediately after (maybe the corpses were able to get a finger in, and pry it open).[[User:Mesmerism|Mesmerism]] ([[User talk:Mesmerism|talk]]) 04:19, 28 October 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Mesmerism</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Hatch_cover&amp;diff=211882</id>
		<title>DF2014 Talk:Hatch cover</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Hatch_cover&amp;diff=211882"/>
		<updated>2014-10-28T02:50:10Z</updated>

		<summary type="html">&lt;p&gt;Mesmerism: /* Burst through from below? */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- DELETE THIS LINE --&amp;gt;{{newpage|type=cp|75.118.215.101}}&lt;br /&gt;
&lt;br /&gt;
== Burst through from below? ==&lt;br /&gt;
&lt;br /&gt;
I pitted an undead human maceman corpse down 1 z level into an archery target practice cell (flat 1x1 square, no ramp). Ive been unable to keep him in place as he just opens the (locked and forbidden!) gabbro floor hatch and jumps right out. The hatch is still forbidden but now reads Passable (but not captured!?). Then he easily hops over several 1 square wide trenches (again no ramps). Ive noticed a Necromancer able to hop over 1z high walls, so maybe this climbing/jumping ability is something new. Will try the pit again at 2 z deep (still 1x1 shaft) to see if that can hold him.[[User:Mesmerism|Mesmerism]] ([[User talk:Mesmerism|talk]]) 02:50, 28 October 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Mesmerism</name></author>
	</entry>
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