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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Hammerer&amp;diff=39909</id>
		<title>40d Talk:Hammerer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Hammerer&amp;diff=39909"/>
		<updated>2009-08-29T21:24:02Z</updated>

		<summary type="html">&lt;p&gt;Mythsage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I saw it mentioned somewhere - on either the bay12 forums or elsewhere on this wiki - that if you strip a Hammerer of his hammer (mark it for dumping), he'll not pick up another one, and will 'hammer' people unarmed instead. Certainly this seems to be working for me so far; out of two prescribed 'hammerings' I've had one Carpenter come out with a bruised lower spine, and a Swordsdwarf come out unscathed (likely thanks to his chainmail). Not yet any skill in wrestling for the Hammerer either (not even dabbling). -- [[User:Raumkraut|Raumkraut]] 13:56, 7 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:Nice find, why not add that to the article?--[[User:Richards|Richards]] 03:00, 21 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:: You can prevent hammerer-related deaths entirely by trapping the hammerer in a cage trap. You will need to arrange some way, such as sleep or giant cave spider, for the hammerer to become unconscious and fall down on a cage trap tile. -- [[User:Rkyeun|Rkyeun]] 17:18, 23 October 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:I also remember seeing horror stories from the 2D version where, if the Hammerer lost both his arms, he would BITE people as punishment.  And tear their heads off with his jaws, walking around with dwarf chunks in his mouth.  A hammerer with no arms is way more dangerous than you might think; if he loses his arms, make sure he loses his head too! --[[User:Sowelu|Sowelu]] 02:19, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::It seems unlikely.  A hammerer who lost both his arms would also be losing consciousness constantly.--[[User:Maximus|Maximus]] 03:46, 27 November 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:::is this still true? i have the hammerer's hammer designated as A) forbidden, and B) for melting (even though it's a work of art). it's been almost a year, and he's still not dropped it, and it's the only thing available for melting, but an alert pops up saying &amp;quot;smelter cancels melt a metal object: needs melt-designated item&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
::::Dwarves won't melt something that somebody is carrying, and they won't do squat with something that's forbidden.  They will, however, ''dump'' an object that's being carried/worn.  So try unforbidding the hammer and marking it for dumping.  When it gets dumped, go to the dump zone, reclaim it, and mark it for melting. --[[User:LegacyCWAL|LegacyCWAL]] 12:01, 6 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:::::yep, done that. taken it off both 'melt' and 'forbid', set it to be 'dumped', and he's still carrying it around. looks like it's not possible anymore :/   thank goodness i built that prison block! xD&lt;br /&gt;
&lt;br /&gt;
::::::Have you remembered to set a garbage dump zone? I'm on 40d and had no problem dumping my hammerer's hammer. It might just take a while for someone to come and take it off him. --[[User:Paradigmlost|Paradigmlost]] 13:45, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
:::::::yeah, that must have been it. i assumed he'd just drop it, if not dump it himself. he didnt have it equiped when i locked him in his room, so it must have been dumped at some point x]  bit too late, but.. better late than never :]  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
:::::::i found the reason it wasnt dumped (or, may have a possible reason). i think i designated it from the 'stocks' menu, and on the [[Stone management]] wiki, it stated that it requires 'some bookkeeper labour' to designate stones for dumping from the stocks menu. since i was moving my bookkeeper to a more appropriate housing block with the other nobles, he didnt have a desk to work off. hence, it was never confirmed, and didnt happen.  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
==Arrives with Baron==&lt;br /&gt;
Can anyone verify this?--[[User:Richards|Richards]] 03:00, 21 April 2008 (EDT)&lt;br /&gt;
:I've had this happen recently; that is, the hammerer and baron arriving together.  I've only had a baron arrive once, however, so this is hardly conclusive.  Also this baron promptly ruined the fort with his 'economy' and 'coin' and other seditious ideas, but that's beside the point.--[[User:Dadamh|Dadamh]] 14:59, 30 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
This isn't true. I've just received the hammerer along with the count and the tax collector. No baron ! --[[User:Rep|Rep]] 22:04, 13 April 2009 (UCT)&lt;br /&gt;
&lt;br /&gt;
: ''The Baron may be promoted (or displaced by order of noble rank) into/by the Count'' (From the [[baron]] article) (And don't forget to sign your message :P) --[[User:Karl|Karl]] 22:28, 13 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Finished off a goblin invader ==&lt;br /&gt;
&lt;br /&gt;
Just fended off my second invasion of goblins first with trolls.(I love cage traps)&lt;br /&gt;
He killed off a goblin with heavy injuries from the stone traps bare-handed as I dumped his hammer. I'd like to give him a hammer (a weak one) for effort :) My point is that he'll help fighting.--[[User:Seaneat|Seaneat]] 18:18, 2 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
==Avoiding a Hammering==&lt;br /&gt;
This page would seem like a good place to put advice on how to avoid getting your dwarves hammered (and not in the good way.) Does putting the full amount of guards and cages prevent dwarves violating work orders being sentenced to hammerings?--[[User:Pyrite|Pyrite]] 07:45, 18 December 2008 (EST)&lt;br /&gt;
:Mostly. The default sentence for any offense is jail time. To be able to sentence your dwarf to jail time, you need to have a free guard to escort the offender to jail and you need a chain or cage to put them in. It's only if they try to put your dwarf into jail and fail that they get hammered. It's still possible to get more people arrested than you have restraints, unless you have a restraint for every dwarf. There was a case in one of my forts where my Mayor decided ''post facto'' that crowns could not be exported... right after I'd just put out a big shipment of them. I had 34 dwarves sentenced and only 15 (the recommended amount) restraints. The hammerer had a very bloody time of it... Kind of a shame that the mayor wasn't one of the offending haulers.&lt;br /&gt;
:Also, as I think is noted somewhere above, if you have no guards and no restraints designated as a jail, the noble gets an unhappy thought for not being able to punish anyone (on top of unhappines over not having the mandate filled if that's the offense) but there's no jail time and no hammering because there was no failure to get the offender to jail. One side effect of this is that tantruming dwarves are not stopped as effectively. -[[User:Fuzzy|Fuzzy]] 09:04, 18 December 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Trap/kill the Hammerer==&lt;br /&gt;
is it possible? both to trap him, and/or kill him? and if you do either, is he replaced?&amp;lt;br&amp;gt;he's already killed one of my champion wrestlers for failing a mandate (no idea why it was him; i assume it's linked to his former job, although i'm really not sure), and now he's whacked (literally) a peasant, with no skills (he was just hauling wood!) - instantly killing him. i want him dead! :|  --[[User:DJ Devil|DJ Devil]] 13:17, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:The &amp;quot;standard&amp;quot; method for dealing with misbehaving nobles is to turn their room into a drowning chamber, or to throw them into a 20z pit.  If you're in a hurry, you can always just lock him in his room until he dies of starvation or thirst. There's plenty of other, more imaginative ways though.  --[[User:LegacyCWAL|LegacyCWAL]] 15:29, 7 March 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
::will he be replaced, though? i dont want another one showing up with the next wave x]  nor do i want my mayor to take up the position :/  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
:::I think he will.  Of course, you don't have to let ''him'' live either.  And your mayor won't do any noble's job except his own. --[[User:LegacyCWAL|LegacyCWAL]] 12:13, 8 March 2009 (EDT)&lt;br /&gt;
&lt;br /&gt;
::::he's been safely disposed of, and his weapon is being used by one of the n00bs sparring in the barracks :]  he's not been replaced so far, but if one comes during the next wave of immigrants, he'll get the same treatment. let's hope he brings with him another steel axe; it's in short supply on my map :x  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
&lt;br /&gt;
:::::One thing you could try to stop a replacement coming is locking him in his rooms (and building a wall over the door just to make sure) and channelling a hole above. Make it a dumping zone and throw some food and drink in every now and again - make sure there's a food stockpile in there so it won't rot, and remember to unforbid it all after it's been dumped. You could even carve the room and put plenty of furniture in there and you could very well end up with an ecstatic hammerer, living out his days walled into his rooms, never to be heard from again. [[User:FangXianfu|FangXianfu]] 02:35, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::::::Just so you know, [[Unfortunate accident|there's a page on noble disposal.]]  No need to thank me.  --[[User:Smartmo|Smartmo]] 03:42, 13 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== mandates ==&lt;br /&gt;
Will she ever make mandates? Might be added --[[User:Confused|Confused]] 19:57, 13 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Alcoholic Hammerers ==&lt;br /&gt;
I've stumbled across a rather bizarre bit of trivia. I've recently modded the game so that dwarves no longer need booze to get through the working day. (My justification for this heinous act is that this is a &amp;quot;transdwarven&amp;quot; fortress, meaning that they've been modified somehow to be no longer true dwarves, but dwarven cyborgs. Please don't judge me.) So, no booze in the fortress, and the whole place is running like a well-oiled machine. Except for the Hammerer. The Hammerer still needs alcohol, and is starting to work more slowly. Apparently, there's something special about the Hammerer that makes them consistently want to drink booze? Or do I just have a defective hammerer (she's apparently &amp;quot;slow to anger&amp;quot; and &amp;quot;sincere&amp;quot; and &amp;quot;often nervous,&amp;quot; and doesn't delight in slaughter. Now tell me that that's not non-hammerly)?  [[User:Mythsage|Mythsage]]&lt;br /&gt;
:A non-hammerly dwarf to go with your ABOMINATION of a fortress. Teetotaler dwarves?!?!?! Seriously though, I don't judge; mod the game any way you like, that's part of its beauty. ;)  [[User:JubalHarshaw|JubalHarshaw]] 04:12, 27 August 2009 (UTC)&lt;br /&gt;
::Heheh. Yeah, actually, &amp;quot;abomination&amp;quot; is a good way to describe it. But in a good way. Shiny, happy, experimental, vomit-covered abominations. Actually, it's not just restricted to hammerers. Any dwarf who &amp;quot;doesn't care about anything anymore&amp;quot; will need booze to get by. Of course, that usually means that by that time the dwarves have spent so much time in the military that it doesn't matter. But seriously. It's like dwarven depression or something. Truly, Toady One and ThreeToe are always like fifty steps ahead when it comes to modding.  [[User:Mythsage|Mythsage]] 9:23, 29 August 2009 (UTC).&lt;/div&gt;</summary>
		<author><name>Mythsage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap_design&amp;diff=49490</id>
		<title>40d Talk:Trap design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap_design&amp;diff=49490"/>
		<updated>2009-08-25T22:39:15Z</updated>

		<summary type="html">&lt;p&gt;Mythsage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:'''Editors &amp;amp; Contributors''' - Please include diagrams or ''clear'' and well-sized [[http://www.mediawiki.org/wiki/Help:Images images]] if appropriate.  For diagrams, use [[Character table|standard Dwarf Fortress symbols]] for your diagrams - an x is an up/down stairwell, a ╬ is a fortification, a ▲ is an up-ramp/slope, etc. etc.   For screenshots, use the standard tileset, not a custom one that few may recognize.&lt;br /&gt;
&lt;br /&gt;
:Please do NOT add a &amp;quot;theoretical&amp;quot; trap design, that you have not actually tested, unless you are 100% sure it will work.&lt;br /&gt;
&lt;br /&gt;
:If your suggestion is lengthy and complex, consider placing it on your User: page with simpler explanation and a link here.&lt;br /&gt;
&lt;br /&gt;
:Lastly, if you can keep similar or alternate suggestions grouped within like subsections/topics/categories, that would be a good thing.  Future wiki users and DF players thank you.&lt;br /&gt;
&lt;br /&gt;
=New Pages, new organization=&lt;br /&gt;
There had been about 5-6 pages on &amp;quot;defense&amp;quot;, and articles and advice on various topics were scattered and repeated across all of them.  This is an effort to re-organize them into 4 tightly defined and user-friendly topics using current DF wiki naming conventions - a General guide and overview [[Defense guide]], and 3 articles on specific design - layout and architecture ([[Defense design]]), traps ([[Trap design]]), and specific advice on organizing your military ([[Military design]]).&lt;br /&gt;
&lt;br /&gt;
Discussion from any pages removed or renamed will be placed (or linked) under one of those four.--[[User:Albedo|Albedo]] 06:21, 4 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dragonfire Pillbox ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know if this will/not work? Do captured dragons flame at kobolds/orcs/siegers? Can this also be used w/ fire imps? (I think the answer to that last is &amp;quot;no&amp;quot; - iirc, imps need to have a path to their targets, which would require that a trap be much more complex - but still possible.)&lt;br /&gt;
:If there is no confirmation, we should probably delete the design, unfortunately.--[[User:Albedo|Albedo]] 12:52, 6 June 2009 (UTC)&lt;br /&gt;
::Don't be lame.  It would totally work.  Just nobody has done it yet.--[[User:Zchris13|Zchris13]] 22:20, 6 June 2009 (UTC)&lt;br /&gt;
:::The only thing &amp;quot;lame&amp;quot; would be including a design that is based on guesswork and doesn't actually work.  I've read forum articles about this same set-up w/ fire imps NOT working - because they need a [[path]] to their target.  And some creatures don't attack goblins unless they're [[Modding guide|modified]] to do so - very disappointing, but true. I just don't remember if the same is true with dragons or not - do you?--[[User:Albedo|Albedo]] 08:04, 7 June 2009 (UTC)&lt;br /&gt;
:It doesn't work. Dragons don't flame at goblins. Already tried with one. It flamed at my dwarves over the channel when I ordered a squad to execute it, though.&lt;br /&gt;
::Was he tied to a chain?--[[User:CrazyMcfobo|CrazyMcfobo]] 18:17, 3 August 2009 (UTC)&lt;br /&gt;
::Alternatively, was he tamed? You'd need a Dungeon Master for that, but that way at least they wouldn't kill your dwarves. (Actually, screw it. It doesn't work, even if it is tame. Nearly lost my dragon that way. Maybe some modding would be necessary. So help me, I WILL build this) [[User:Mythsage|Mythsage]]&lt;br /&gt;
&lt;br /&gt;
== Weapon trap 'Spike strips'==&lt;br /&gt;
Despite the image, no, its not for wagons, but rather its an idea I have for killing animals like maybe unicorns. I'm in an area with plenty of unicorns (didn't bring along hunters and its still my first year of the fortress), and stuff made from unicorn parts are generally valuable, right? Also, knowing from the entry saying that they are rather dangerous, I have an idea of a way to get materials from them with minimal risk to the dwarves. My idea is to have an area of weapon traps, most likely single weapon traps to minimize corpse mangling, and maybe have them in rows or a grid in an area so that the animals will cross and die. This could also apply to huntable creatures that are able to move fast like gazelles. I haven't actually done this and so I don't know how effective it would really be. Of course though, there is no real substitue for a good hunter as far as bringing back an intact corpse 100% of the time.....as long as the corpse isn't the hunters....--[[User:Smjjames|Smjjames]] 18:37, 6 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bridge Land Mines ==&lt;br /&gt;
&lt;br /&gt;
Pretty sure this is another Guessworked idea, as you can't build anything directly on a bridge.&amp;lt;br&amp;gt;&lt;br /&gt;
Nominate for removal unless someone's got proof otherwise. -[[User:N9103|Edward]] 00:42, 14 June 2009 (UTC)&lt;br /&gt;
:One of the masses of text I copied/pasted when re-formating the previous jumble.  I'm going to ''guess''(?) that the OP meant a constructed span, and not a retractable/drawbridge, since he mentions a length of &amp;quot;at least 20 tiles&amp;quot; and that would be the max for ''two'' retractable bridges ''if'' they met in the middle.  That would allow you to build the pp's on the span, but it would also mean that the collapse would take down the span, right? Dunno, never gone there myself.  If you're sure it's faulty, scratch it.  Or, better, rewrite it so it would work - on solid ground, for instance, with channels on either side.  The &amp;quot;knock your enemy out&amp;quot; ploy should be represented in some form.--[[User:Albedo|Albedo]] 01:45, 14 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Hmm, I guess that could've been faulty wording on their part. I wouldn't really know anything about developing/deploying traps that aren't simple and straightforward, as my fortress design sticks to the KISS principals. -[[User:N9103|Edward]] 01:39, 16 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Mythsage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap_design&amp;diff=49489</id>
		<title>40d Talk:Trap design</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Trap_design&amp;diff=49489"/>
		<updated>2009-08-25T03:26:20Z</updated>

		<summary type="html">&lt;p&gt;Mythsage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:'''Editors &amp;amp; Contributors''' - Please include diagrams or ''clear'' and well-sized [[http://www.mediawiki.org/wiki/Help:Images images]] if appropriate.  For diagrams, use [[Character table|standard Dwarf Fortress symbols]] for your diagrams - an x is an up/down stairwell, a ╬ is a fortification, a ▲ is an up-ramp/slope, etc. etc.   For screenshots, use the standard tileset, not a custom one that few may recognize.&lt;br /&gt;
&lt;br /&gt;
:Please do NOT add a &amp;quot;theoretical&amp;quot; trap design, that you have not actually tested, unless you are 100% sure it will work.&lt;br /&gt;
&lt;br /&gt;
:If your suggestion is lengthy and complex, consider placing it on your User: page with simpler explanation and a link here.&lt;br /&gt;
&lt;br /&gt;
:Lastly, if you can keep similar or alternate suggestions grouped within like subsections/topics/categories, that would be a good thing.  Future wiki users and DF players thank you.&lt;br /&gt;
&lt;br /&gt;
=New Pages, new organization=&lt;br /&gt;
There had been about 5-6 pages on &amp;quot;defense&amp;quot;, and articles and advice on various topics were scattered and repeated across all of them.  This is an effort to re-organize them into 4 tightly defined and user-friendly topics using current DF wiki naming conventions - a General guide and overview [[Defense guide]], and 3 articles on specific design - layout and architecture ([[Defense design]]), traps ([[Trap design]]), and specific advice on organizing your military ([[Military design]]).&lt;br /&gt;
&lt;br /&gt;
Discussion from any pages removed or renamed will be placed (or linked) under one of those four.--[[User:Albedo|Albedo]] 06:21, 4 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Dragonfire Pillbox ==&lt;br /&gt;
&lt;br /&gt;
Does anyone know if this will/not work? Do captured dragons flame at kobolds/orcs/siegers? Can this also be used w/ fire imps? (I think the answer to that last is &amp;quot;no&amp;quot; - iirc, imps need to have a path to their targets, which would require that a trap be much more complex - but still possible.)&lt;br /&gt;
:If there is no confirmation, we should probably delete the design, unfortunately.--[[User:Albedo|Albedo]] 12:52, 6 June 2009 (UTC)&lt;br /&gt;
::Don't be lame.  It would totally work.  Just nobody has done it yet.--[[User:Zchris13|Zchris13]] 22:20, 6 June 2009 (UTC)&lt;br /&gt;
:::The only thing &amp;quot;lame&amp;quot; would be including a design that is based on guesswork and doesn't actually work.  I've read forum articles about this same set-up w/ fire imps NOT working - because they need a [[path]] to their target.  And some creatures don't attack goblins unless they're [[Modding guide|modified]] to do so - very disappointing, but true. I just don't remember if the same is true with dragons or not - do you?--[[User:Albedo|Albedo]] 08:04, 7 June 2009 (UTC)&lt;br /&gt;
:It doesn't work. Dragons don't flame at goblins. Already tried with one. It flamed at my dwarves over the channel when I ordered a squad to execute it, though.&lt;br /&gt;
::Was he tied to a chain?--[[User:CrazyMcfobo|CrazyMcfobo]] 18:17, 3 August 2009 (UTC)&lt;br /&gt;
::Alternatively, was he tamed? You'd need a Dungeon Master for that, but that way at least they wouldn't kill your dwarves. [[User:Mythsage|Mythsage]]&lt;br /&gt;
&lt;br /&gt;
== Weapon trap 'Spike strips'==&lt;br /&gt;
Despite the image, no, its not for wagons, but rather its an idea I have for killing animals like maybe unicorns. I'm in an area with plenty of unicorns (didn't bring along hunters and its still my first year of the fortress), and stuff made from unicorn parts are generally valuable, right? Also, knowing from the entry saying that they are rather dangerous, I have an idea of a way to get materials from them with minimal risk to the dwarves. My idea is to have an area of weapon traps, most likely single weapon traps to minimize corpse mangling, and maybe have them in rows or a grid in an area so that the animals will cross and die. This could also apply to huntable creatures that are able to move fast like gazelles. I haven't actually done this and so I don't know how effective it would really be. Of course though, there is no real substitue for a good hunter as far as bringing back an intact corpse 100% of the time.....as long as the corpse isn't the hunters....--[[User:Smjjames|Smjjames]] 18:37, 6 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Bridge Land Mines ==&lt;br /&gt;
&lt;br /&gt;
Pretty sure this is another Guessworked idea, as you can't build anything directly on a bridge.&amp;lt;br&amp;gt;&lt;br /&gt;
Nominate for removal unless someone's got proof otherwise. -[[User:N9103|Edward]] 00:42, 14 June 2009 (UTC)&lt;br /&gt;
:One of the masses of text I copied/pasted when re-formating the previous jumble.  I'm going to ''guess''(?) that the OP meant a constructed span, and not a retractable/drawbridge, since he mentions a length of &amp;quot;at least 20 tiles&amp;quot; and that would be the max for ''two'' retractable bridges ''if'' they met in the middle.  That would allow you to build the pp's on the span, but it would also mean that the collapse would take down the span, right? Dunno, never gone there myself.  If you're sure it's faulty, scratch it.  Or, better, rewrite it so it would work - on solid ground, for instance, with channels on either side.  The &amp;quot;knock your enemy out&amp;quot; ploy should be represented in some form.--[[User:Albedo|Albedo]] 01:45, 14 June 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Hmm, I guess that could've been faulty wording on their part. I wouldn't really know anything about developing/deploying traps that aren't simple and straightforward, as my fortress design sticks to the KISS principals. -[[User:N9103|Edward]] 01:39, 16 June 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Mythsage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege_engine&amp;diff=27373</id>
		<title>40d Talk:Siege engine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Siege_engine&amp;diff=27373"/>
		<updated>2009-08-22T19:09:34Z</updated>

		<summary type="html">&lt;p&gt;Mythsage: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The fact that siege engines only hit things in their same z-level is probably going to change in a new version (or it may have already, I haven't checked the newest version that came out the 16th). Someone may want to make a note of it.&lt;br /&gt;
&lt;br /&gt;
== catapults don't always destroy ammo when shooting (0.27.169.33b) ==&lt;br /&gt;
&lt;br /&gt;
I have a couple of catapults to train my siege operators. After a while I noticed dwarves going far away from fortress to pick up stone. It turned out that the stones after being fired from catapult just fall on the ground. The ground is mostly sand - may be this is the reason.--[[User:BlackboX|BlackboX]] 22:56, 24 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I've investigated this a bit further in my newest fortress, and apparently any shot that hits the edge of the map, from a ballista or catapult, falls to the ground undamaged and can be recovered. While this is particularly useful for ballistae as it means the three metal bars going into each arrowhead aren't consumed when the bolt is fired, it also means haulers will run out of the fortress all the way to the map edge to recover the used ammo. Catapult shots that hit a wall destroy their ammo as before, I am about to test wether the same is true for ballistae. --[[User:TangoThree|TangoThree]] 13:15, 28 November 2007 (EST)&lt;br /&gt;
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: Just tested it, ballista arrows impacting a wall are destroyed like catapult shot. Also, ballista arrows stay within the Z-level on which they were fired as far as I can tell, but catapult shot will drop as it reaches the end of its arc and I have seen it hit targets on lower z-levels. I am not sure if these shots were aimed at the slugmen who got splattered because I was simply firing stone out of my fortress to train siege operators, but they were a couple of z-levels down by the map edge the catapults were firing towards. --[[User:TangoThree|TangoThree]] 13:21, 28 November 2007 (EST)&lt;br /&gt;
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: I've seen catapult shots disappear at the edge of the map. I'm not sure what the maximum range is on a catapult. --[[User:Strangething|Strangething]] 18:22, 10 June 2008 (EDT)&lt;br /&gt;
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== Minimum Shooting Range ==&lt;br /&gt;
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I had several shots (&amp;gt; 30) fired upon a group of goblins by a legendary siege operator, but all stones flew over them&lt;br /&gt;
and hit an area behind them. The distance was 30 tiles (+- 4).&lt;br /&gt;
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I am on 27.176.38b [[User:Drahflow|Drahflow]] 09:33, 2 March 2008 (EST)&lt;br /&gt;
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:Quality of parts that the catapult was made of? If it wasn't exceptional or masterful, it should have been expected. --[[User:Tomato|Tomato]] 13:29, 15 March 2008 (EDT)&lt;br /&gt;
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== Fear Threshold ==&lt;br /&gt;
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Does anyone know the distance needed to keep civilian dwarves from running away? It would make building fortifications much easier. --[[User:Strangething|Strangething]] 18:22, 10 June 2008 (EDT)&lt;br /&gt;
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:I've been experimenting a bit with different distances. According to the wiki the distance should be more than '''5''' spaces, and in some cases even '''10''' (for trolls). To begin with I dug a '''7''' spaces wide channel between the operators and the enemy, it was a failure. The operators ran away. I then proceeded to widen the channel to '''13''' spaces, which brought up the distance to '''15''' when you include the front of the ballista and the fortification. It also seemed to be slightly too close, they got off one shot but then ran away. While the enemy was at the minimum range on this distance the operators would at least come back to attempt a reload, but then promptly run again.&lt;br /&gt;
:I think a distance of about '''20''' should be good, will continue my experiments and report the results! --[[User:Liqum|Liqum]] 09:03, 26 January 2009 (EST)&lt;br /&gt;
:: I'm trying something similar, a ballista and fortification peering into an underground 1-tile-wide U-bend entry tunnel. The 9 squares between the fortification and the nearest staircase are channeled out; the staircase leads to the surface (ie greater minimum distance from ballista operator). I can verify a few lousy ballista shots can be recovered because they fell undamaged into the channel (glancing blow to side wall?). Also reduced the &amp;quot;cancelled due to goblin&amp;quot; messages. But I got at least one &amp;quot;cancelled&amp;quot; message from the ballista operator feeling too close to goblins, so not perfect yet (and no ballista kills - cheap ballista parts!) --[[User:Jellyfishgreen|Jellyfishgreen]] 10:27, 4 June 2009 (UTC)&lt;br /&gt;
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== ballista's not so deadly. ==&lt;br /&gt;
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it seems that ballesta's arent an instant kill anymore. they do however stil blow away most of their targets body...&lt;br /&gt;
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:I can confirm this. I blew off a couple of wooden ballista arrows (no metal tip) into a horde of goblins. Each arrow may have pierced about 2-4 goblins each and then vanished. The goblins died almost instantly however. --[[User:Liqum|Liqum]] 09:06, 26 January 2009 (EST)&lt;br /&gt;
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:: Agreed. I fired a ballista at one of my nobles, and got what could be called a &amp;quot;glancing blow&amp;quot;. All that he received was a moderately injured right hand. Either that or he's got some sort of magic shield, which I'd rather not consider. [[User:Mythsage|Mythsage]]&lt;br /&gt;
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== &amp;quot;Omo Elanaidala, Engineer cancels Construct Adamantine Ballista Parts: Needs metal logs.&amp;quot; ==&lt;br /&gt;
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Whaaat.&lt;br /&gt;
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Okay, presumably I've broken something with my irresponsible modifications and I shouldn't be able to queue jobs making ballista parts out of adamantine from the job manager, particularly since the only options are wood and adamantine as opposed to, say, steel. Just to check, though, has anyone else managed to make siege engine components out of non-wooden materials? &amp;lt;sub&amp;gt;Should probably post things like this on the forum, come to think about it...&amp;lt;/sub&amp;gt;--[[User:Quil|Quil]] 13:48, 17 December 2008 (EST)&lt;br /&gt;
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:Already mentioned, in fact. By yours truly, or rather I took a screenshot of the phenomenon. It seems you can make adamantine '''siege engine''' parts only if you have adamantine logs. This is a bug in the siege engine making system, &amp;lt;s&amp;gt;and may already be in the buglist. Someone should check.&amp;lt;/s&amp;gt; Not there. --[[User:GreyMario|GreyMaria]] 13:54, 17 December 2008 (EST)&lt;br /&gt;
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::Presumably this is something to do with the fact that in the matgloss_metal file adamantine appears to have tags that make it a valid material for producing almost anything and everything; the job manager thinks it's a valid option and doesn't check if it's physically possible to have logs made of adamantine (which is probably possible with a bit of smelter-haxxing). Adamantine trees, anyone?--[[User:Quil|Quil]] 16:00, 17 December 2008 (EST)&lt;br /&gt;
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== Can catapults be used effectively from a tower? ==&lt;br /&gt;
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I haven't had a chance to test this yet, but, could I build a tower safely overlooking my fotress entrance and then effectively hit invaders on a lower Z-level when they approach the entrance?  If so, this seems a like a good way to resolve the problem of civilian siege operators fleeing from enemy soldiers...&lt;br /&gt;
--[[User:Jpwrunyan|Jpwrunyan]] 18:39, 27 January 2009 (EST)&lt;br /&gt;
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:No.  Siege weapons fire in a straight horizontal line to the end of their range, and then fall to the ground (unless interrupted by a solid object).  Thus raising their elevation means they'll fire over the enemy unless you happen to get really lucky and drop a stone on them at the end of the range, ie, not likely, and certainly not for sustained fire. --[[User:Squirrelloid|Squirrelloid]] 20:32, 27 January 2009 (EST)&lt;br /&gt;
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::Ok, thanks for clarifying that.  The docuentation here indicates strongly what you said it but it's a bit counter-intuitive (especially since there is a *sort* of falling mechanic).  I may go ahead and put them on towers anyway though just for practice and stone disposal. :-)--[[User:Jpwrunyan|Jpwrunyan]] 18:23, 28 January 2009 (EST)&lt;br /&gt;
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:::Actually I did that. I put them on towers.. recently during a siege they didn't do anything at all. The siege operators were just picking their noses.&amp;lt;br /&amp;gt;&lt;br /&gt;
:::It is a great way to train them though and hauling back the rocks from across the map keeps the peasants busy. Just that I noticed one of my catapults, for some strange reason (built on a 3x3 tile platform) has a very short range when shooting over the staircase leading up to it. I can't imagine why this is, just that catapults MAY malfunction and any dwarves below the practice towers might get it. It's not a huge risk but it's worth considering. --[[User:Aspgren|Aspgren]] 06:07, 7 Feb 2009 (CET)&lt;br /&gt;
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== Consolidation/Duplication - Siege Engine &amp;amp; Fortress Defense page ==&lt;br /&gt;
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Much of the same info is on both pages, this one and [[Fortress defense]].  The FD page had ~much~ better graphics, so I copied that under &amp;quot;siege battery&amp;quot; sub-section on this page.  What is policy re what goes where? Does &amp;quot;strategy &amp;amp; tactics&amp;quot; belong here, or there?&lt;br /&gt;
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&amp;lt;br /&amp;gt;Does anyone know the max and effective ranges for ballistae and catapults? Anyone know ~exactly~ what the &amp;quot;frightened&amp;quot; range is for civilians?  Numbers like that should be included, but they seem to be in some debate, and possibly have changed over versions (or with diff enemies, trolls vs wamblers, etc?)--[[User:Albedo|Albedo]] 22:19, 25 April 2009 (UTC)&lt;br /&gt;
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== Stone collection and z-levels ==&lt;br /&gt;
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I'm using a catapult to destroy excess stone, for the sake of tidier floors. I have one set on repeat in my queen's bedroom. (&amp;quot;She slept uneasily due to noise recently.&amp;quot;) But here's the interesting bit: the nearby stone is gathered and fired, as you would expect, but also the stone on nearby z-levels is considered nearby. For instance, stones 2 z-levels up are considered closer, and fired first, than stones lying 4 tiles away, even when it's a long walk out to the staircase and up to that z-level. And no, stone wasn't restricted or forbidden. --[[User:Jellyfishgreen|Jellyfishgreen]] 10:37, 4 June 2009 (UTC)&lt;br /&gt;
:Hmm, thats an interesting concept.  Perhaps thats why my operators go to such lengths?--[[User:CrazyMcfobo|CrazyMcfobo]] 18:26, 21 July 2009 (UTC)&lt;br /&gt;
::It's known that determining the &amp;quot;nearest object&amp;quot; doesn't use pathing logic, but a direct, 3-D cube.  So if two adjacent z-levels have no easy access between them, a crafts-dwarf might travel the long way around to get the material immediately above/below their workshop - or, here, for the &amp;quot;nearest stone&amp;quot; for their catapult.  Stupid and dwarfy.--[[User:Albedo|Albedo]] 20:03, 21 July 2009 (UTC)&lt;br /&gt;
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== Stone types preferred by catapults ==&lt;br /&gt;
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Is there any info on which stone types ar eused by catapults? If I make a stone forbidden (red) from the stones menu, will it be ignored by catapult operators? Should I be worried when placing catapults near ore/important stone piles?--[[User:Ar-Pharazon|Ar-Pharazon]] 14:42, 8 August 2009 (UTC)&lt;br /&gt;
:I believe they use whatever is nearest - and that's in 3 dimensions, and as the crow flies (rather than actual [[path]] that the dwarf has to follow).  3-D grows as a cube, so often you'll find some far-away stones being dragged over.  Best to create a [[dump]] and feed useless stone to your Siege Operator trainees.--[[User:Albedo|Albedo]] 17:50, 9 August 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Mythsage</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Hammerer&amp;diff=39907</id>
		<title>40d Talk:Hammerer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Hammerer&amp;diff=39907"/>
		<updated>2009-08-22T15:05:50Z</updated>

		<summary type="html">&lt;p&gt;Mythsage: &lt;/p&gt;
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&lt;div&gt;I saw it mentioned somewhere - on either the bay12 forums or elsewhere on this wiki - that if you strip a Hammerer of his hammer (mark it for dumping), he'll not pick up another one, and will 'hammer' people unarmed instead. Certainly this seems to be working for me so far; out of two prescribed 'hammerings' I've had one Carpenter come out with a bruised lower spine, and a Swordsdwarf come out unscathed (likely thanks to his chainmail). Not yet any skill in wrestling for the Hammerer either (not even dabbling). -- [[User:Raumkraut|Raumkraut]] 13:56, 7 April 2008 (EDT)&lt;br /&gt;
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:Nice find, why not add that to the article?--[[User:Richards|Richards]] 03:00, 21 April 2008 (EDT)&lt;br /&gt;
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:: You can prevent hammerer-related deaths entirely by trapping the hammerer in a cage trap. You will need to arrange some way, such as sleep or giant cave spider, for the hammerer to become unconscious and fall down on a cage trap tile. -- [[User:Rkyeun|Rkyeun]] 17:18, 23 October 2008 (EDT)&lt;br /&gt;
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:I also remember seeing horror stories from the 2D version where, if the Hammerer lost both his arms, he would BITE people as punishment.  And tear their heads off with his jaws, walking around with dwarf chunks in his mouth.  A hammerer with no arms is way more dangerous than you might think; if he loses his arms, make sure he loses his head too! --[[User:Sowelu|Sowelu]] 02:19, 27 November 2008 (EST)&lt;br /&gt;
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::It seems unlikely.  A hammerer who lost both his arms would also be losing consciousness constantly.--[[User:Maximus|Maximus]] 03:46, 27 November 2008 (EST)&lt;br /&gt;
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:::is this still true? i have the hammerer's hammer designated as A) forbidden, and B) for melting (even though it's a work of art). it's been almost a year, and he's still not dropped it, and it's the only thing available for melting, but an alert pops up saying &amp;quot;smelter cancels melt a metal object: needs melt-designated item&amp;quot;.&lt;br /&gt;
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::::Dwarves won't melt something that somebody is carrying, and they won't do squat with something that's forbidden.  They will, however, ''dump'' an object that's being carried/worn.  So try unforbidding the hammer and marking it for dumping.  When it gets dumped, go to the dump zone, reclaim it, and mark it for melting. --[[User:LegacyCWAL|LegacyCWAL]] 12:01, 6 March 2009 (EST)&lt;br /&gt;
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:::::yep, done that. taken it off both 'melt' and 'forbid', set it to be 'dumped', and he's still carrying it around. looks like it's not possible anymore :/   thank goodness i built that prison block! xD&lt;br /&gt;
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::::::Have you remembered to set a garbage dump zone? I'm on 40d and had no problem dumping my hammerer's hammer. It might just take a while for someone to come and take it off him. --[[User:Paradigmlost|Paradigmlost]] 13:45, 8 March 2009 (EDT)&lt;br /&gt;
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:::::::yeah, that must have been it. i assumed he'd just drop it, if not dump it himself. he didnt have it equiped when i locked him in his room, so it must have been dumped at some point x]  bit too late, but.. better late than never :]  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
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:::::::i found the reason it wasnt dumped (or, may have a possible reason). i think i designated it from the 'stocks' menu, and on the [[Stone management]] wiki, it stated that it requires 'some bookkeeper labour' to designate stones for dumping from the stocks menu. since i was moving my bookkeeper to a more appropriate housing block with the other nobles, he didnt have a desk to work off. hence, it was never confirmed, and didnt happen.  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
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==Arrives with Baron==&lt;br /&gt;
Can anyone verify this?--[[User:Richards|Richards]] 03:00, 21 April 2008 (EDT)&lt;br /&gt;
:I've had this happen recently; that is, the hammerer and baron arriving together.  I've only had a baron arrive once, however, so this is hardly conclusive.  Also this baron promptly ruined the fort with his 'economy' and 'coin' and other seditious ideas, but that's beside the point.--[[User:Dadamh|Dadamh]] 14:59, 30 May 2008 (EDT)&lt;br /&gt;
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This isn't true. I've just received the hammerer along with the count and the tax collector. No baron ! --[[User:Rep|Rep]] 22:04, 13 April 2009 (UCT)&lt;br /&gt;
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: ''The Baron may be promoted (or displaced by order of noble rank) into/by the Count'' (From the [[baron]] article) (And don't forget to sign your message :P) --[[User:Karl|Karl]] 22:28, 13 April 2009 (UTC)&lt;br /&gt;
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== Finished off a goblin invader ==&lt;br /&gt;
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Just fended off my second invasion of goblins first with trolls.(I love cage traps)&lt;br /&gt;
He killed off a goblin with heavy injuries from the stone traps bare-handed as I dumped his hammer. I'd like to give him a hammer (a weak one) for effort :) My point is that he'll help fighting.--[[User:Seaneat|Seaneat]] 18:18, 2 July 2008 (EDT)&lt;br /&gt;
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==Avoiding a Hammering==&lt;br /&gt;
This page would seem like a good place to put advice on how to avoid getting your dwarves hammered (and not in the good way.) Does putting the full amount of guards and cages prevent dwarves violating work orders being sentenced to hammerings?--[[User:Pyrite|Pyrite]] 07:45, 18 December 2008 (EST)&lt;br /&gt;
:Mostly. The default sentence for any offense is jail time. To be able to sentence your dwarf to jail time, you need to have a free guard to escort the offender to jail and you need a chain or cage to put them in. It's only if they try to put your dwarf into jail and fail that they get hammered. It's still possible to get more people arrested than you have restraints, unless you have a restraint for every dwarf. There was a case in one of my forts where my Mayor decided ''post facto'' that crowns could not be exported... right after I'd just put out a big shipment of them. I had 34 dwarves sentenced and only 15 (the recommended amount) restraints. The hammerer had a very bloody time of it... Kind of a shame that the mayor wasn't one of the offending haulers.&lt;br /&gt;
:Also, as I think is noted somewhere above, if you have no guards and no restraints designated as a jail, the noble gets an unhappy thought for not being able to punish anyone (on top of unhappines over not having the mandate filled if that's the offense) but there's no jail time and no hammering because there was no failure to get the offender to jail. One side effect of this is that tantruming dwarves are not stopped as effectively. -[[User:Fuzzy|Fuzzy]] 09:04, 18 December 2008 (EST)&lt;br /&gt;
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==Trap/kill the Hammerer==&lt;br /&gt;
is it possible? both to trap him, and/or kill him? and if you do either, is he replaced?&amp;lt;br&amp;gt;he's already killed one of my champion wrestlers for failing a mandate (no idea why it was him; i assume it's linked to his former job, although i'm really not sure), and now he's whacked (literally) a peasant, with no skills (he was just hauling wood!) - instantly killing him. i want him dead! :|  --[[User:DJ Devil|DJ Devil]] 13:17, 7 March 2009 (EST)&lt;br /&gt;
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:The &amp;quot;standard&amp;quot; method for dealing with misbehaving nobles is to turn their room into a drowning chamber, or to throw them into a 20z pit.  If you're in a hurry, you can always just lock him in his room until he dies of starvation or thirst. There's plenty of other, more imaginative ways though.  --[[User:LegacyCWAL|LegacyCWAL]] 15:29, 7 March 2009 (EST)&lt;br /&gt;
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::will he be replaced, though? i dont want another one showing up with the next wave x]  nor do i want my mayor to take up the position :/  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
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:::I think he will.  Of course, you don't have to let ''him'' live either.  And your mayor won't do any noble's job except his own. --[[User:LegacyCWAL|LegacyCWAL]] 12:13, 8 March 2009 (EDT)&lt;br /&gt;
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::::he's been safely disposed of, and his weapon is being used by one of the n00bs sparring in the barracks :]  he's not been replaced so far, but if one comes during the next wave of immigrants, he'll get the same treatment. let's hope he brings with him another steel axe; it's in short supply on my map :x  --[[User:DJ Devil|DJ Devil]]&lt;br /&gt;
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:::::One thing you could try to stop a replacement coming is locking him in his rooms (and building a wall over the door just to make sure) and channelling a hole above. Make it a dumping zone and throw some food and drink in every now and again - make sure there's a food stockpile in there so it won't rot, and remember to unforbid it all after it's been dumped. You could even carve the room and put plenty of furniture in there and you could very well end up with an ecstatic hammerer, living out his days walled into his rooms, never to be heard from again. [[User:FangXianfu|FangXianfu]] 02:35, 13 May 2009 (UTC)&lt;br /&gt;
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::::::Just so you know, [[Unfortunate accident|there's a page on noble disposal.]]  No need to thank me.  --[[User:Smartmo|Smartmo]] 03:42, 13 May 2009 (UTC)&lt;br /&gt;
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== mandates ==&lt;br /&gt;
Will she ever make mandates? Might be added --[[User:Confused|Confused]] 19:57, 13 July 2009 (UTC)&lt;br /&gt;
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== Alcoholic Hammerers ==&lt;br /&gt;
I've stumbled across a rather bizarre bit of trivia. I've recently modded the game so that dwarves no longer need booze to get through the working day. (My justification for this heinous act is that this is a &amp;quot;transdwarven&amp;quot; fortress, meaning that they've been modified somehow to be no longer true dwarves, but dwarven cyborgs. Please don't judge me.) So, no booze in the fortress, and the whole place is running like a well-oiled machine. Except for the Hammerer. The Hammerer still needs alcohol, and is starting to work more slowly. Apparently, there's something special about the Hammerer that makes them consistently want to drink booze? Or do I just have a defective hammerer (she's apparently &amp;quot;slow to anger&amp;quot; and &amp;quot;sincere&amp;quot; and &amp;quot;often nervous,&amp;quot; and doesn't delight in slaughter. Now tell me that that's not non-hammerly)?  [[User:Mythsage|Mythsage]]&lt;/div&gt;</summary>
		<author><name>Mythsage</name></author>
	</entry>
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