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Editing 40d:Insanity
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− | + | '''Insanity''' causes a dwarf to immediately stop what they were doing and go mad, rendering them useless as they refuse to follow orders or perform any job. They also stop [[Food|eating]], [[Alcohol|drinking]] and even [[sleep|sleeping]]. Insanity comes in three flavors: melancholy, stark raving mad and berserk. | |
− | '''Insanity''' causes a dwarf to immediately stop what they were doing and go mad, rendering them useless as they refuse to follow orders or perform any job. They also stop [[Food|eating]], [[Alcohol|drinking]] and even [[sleep]] | ||
− | The effect is permanent and there is no current way to cure them. Insanity always ends in the death of the afflicted dwarf, whether by suicide or homicide, which will upset their [[ | + | The effect is permanent and there is no current way to cure them. Insanity always ends in the death of the afflicted dwarf, whether by suicide or homicide, which will upset their [[friends]] and [[Relationships|family]]. This can lead to a vicious circle of depression and [[tantrum]]s. Make sure to build [[coffin]]s to avoid compounded unhappiness from their friends [[Rot|decaying]] on open air. |
Even [[children]] and [[babies]] can be afflicted by insanity. And yes, that is awesome. | Even [[children]] and [[babies]] can be afflicted by insanity. And yes, that is awesome. | ||
==Causes== | ==Causes== | ||
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− | * | + | Certain events/conditions can drive a dwarf insane. It is not possible to force insanity, only to foster its growth. |
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− | * | + | * Entering a [[strange mood]] but failing to complete a [[legendary artifact]]. |
− | + | * Being very [[thought|unhappy]] or miserable for a long time. Unlike a failed mood, this is not a guaranteed insanity, and dwarves can remain unhappy for many months without snapping. | |
− | * | + | * [[diplomat|Diplomats]] and [[merchant|merchants]] who are trapped inside your fortress for a long time will also go insane, even though you do not technically "own" them. This includes their pack [[animals]] used to haul the goods. A caged diplomat will go insane immediately (e.g. if he falls [[unconscious]] while standing on [[cage trap]]) |
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==Types== | ==Types== | ||
− | There are three types of insanity | + | There are three types of insanity. It is only possible for a dwarf to be one type of insanity, and it is believed to be assigned randomly. |
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− | + | * {{gametext|<dwarf> has gone stark raving mad!|#0FF}} | |
− | + | ::''Running around babbling!'' | |
− | :: | + | :The afflicted dwarf will drop all of their items (including [[clothes]]) one by one until they are entirely naked. They will then wander your halls (or sometimes stick to their [[room]]) babbling incoherently until they eventually die of dehydration or starvation. They do not actively seek out their own deaths, but death does a pretty good job at finding them anyways, as they ignore any and all hazards as they run around. |
− | :The afflicted | ||
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− | + | * {{gametext|<dwarf> is stricken by melancholy!|#00F}} | |
− | + | ::''Stricken by melancholy...'' | |
− | :: | + | :The afflicted dwarf is overcome by depression and will seek out ways to end their life. If they cannot find a [[cliff]] to jump off of or [[water]]/[[magma]] to [[Swimmer#Drowning|drown]]/[[Fire|burn up]] in, they will simply starve themselves to death. Melancholy dwarves also move very slowly. |
− | :The afflicted | ||
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− | + | * {{gametext|<dwarf> has gone berserk!|#F00}} | |
− | : | + | ::''In a berserk rage!'' |
− | : | + | :The afflicted dwarf attacks friend and foe alike in a blind rage. This can be dangerous if it happens to an experienced dwarf (especially one carrying an [[artifact]] weapon); [[war dog]]s will quickly pull down an unskilled dwarf, though. |
− | :The | + | :Berserk dwarfs have also been known to pull every lever they can find. This may be merely annoying or a true game-ender, depending on your fortress design. |
+ | :The dwarf in question becomes an enemy to your civilization, meaning your [[military]] will engage him and the berserk dwarf can set off traps. | ||
==Dealing with insanity== | ==Dealing with insanity== | ||
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*Make sure you have a cliff and that the bottom is accessible | *Make sure you have a cliff and that the bottom is accessible | ||
− | :As cruel as it might sound, making sure your melancholy dwarves have a place to jump off of provides a quick and easy death instead of waiting for them to eventually starve. If you're able to access the bottom of the cliff you can | + | :As cruel as it might sound, making sure your melancholy dwarves have a place to jump off of provides a quick and easy death instead of waiting for them to eventually starve. If you're able to access the bottom of the cliff you can quickly bury the corpse and fetch his items. |
*Assign [[dog|wardogs]] to a potential case, or to those around them | *Assign [[dog|wardogs]] to a potential case, or to those around them | ||
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*Post cage traps | *Post cage traps | ||
− | : | + | :posting a cage trap near a dwarf thats about to go berserk will imprison him in a cage and prevent a needless death. he can be kept alive in this cage indefinitely and it will keep your other dwarves from having a bad thought relation to the would be death of their friend/husband/whatever. |
==Insanity in Adventure Mode== | ==Insanity in Adventure Mode== | ||
− | In [[Adventure Mode]], it is possible to have your adventurer become | + | In [[Adventure Mode]], it is possible to have your adventurer become stark raving mad, this can be caused by extreme drowsiness. When this happens, your adventurer will be able to fall off cliffs without using the ALT-key, and possibly won't be able to swim during this state. Other than that, nothing really else happens, and the effect goes away when you travel on the world map. |
− | + | [[Category:Thoughts]] |