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Editing Guide to intelligent wilderness creatures in adventurer mode

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=== Arachnids ===
 
=== Arachnids ===
  
Arachnid men feel no pain, stunning, no fear, are immune to paralysis, have extravision (do not need eyes to see), do not need to sleep, and most of them have venom. They also have 6 arms (and 2 pincers for scorpions), allowing them to carry 6 (or 8) weapons or shields. Since using several weapons during the same turn make them less accurate, the most optimal way to play is to use 5 (or 7) shields and a weapon, to have 5 (or 7) chances to block attacks. But hey, using 7 weapons looks much cooler. However, they are unable to swim and can't consume vegetable based food. The best ones are:
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Arachnid men have legendary-level skill in [[climbing]], feel no pain, stunning, no fear, are immune to paralysis, have extravision (do not need eyes to see), do not need to sleep, and most of them have venom. They also have 6 arms (and 2 pincers for scorpions), allowing them to carry 6 (or 8) weapons or shields. Since using several weapons during the same turn make them less accurate, the most optimal way to play is to use 5 (or 7) shields and a weapon, to have 5 (or 7) chances to block attacks. But hey, using 7 weapons looks much cooler. However, they are unable to swim and can't consume vegetable based food. The best ones are:
  
 
* [[Brown recluse spider man]], who are also immune to webs (overpowered in DF). Their venom can also cause severe localized necrosis
 
* [[Brown recluse spider man]], who are also immune to webs (overpowered in DF). Their venom can also cause severe localized necrosis
  
* [[Bark scorpion man]], who have two pincers on top of 6 arms, thus able to use 8 weapons or shields. Starts with Legendary skill in [[climbing]]
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* [[Bark scorpion man]], who have two pincers on top of 6 arms, thus able to use 8 weapons or shields
  
 
=== Shell ===
 
=== Shell ===

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