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− | {{Quality|Exceptional}} | + | {{Quality|Exceptional|20:53, 20 September 2016 (UTC)}} |
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+ | '''Insanity''' describes any of the conditions that cause a [[dwarf]] or other [[creature]] to immediately stop what they were doing and go mad. Dwarves that are insane are unable to sleep, eat, drink, follow [[Standing orders|orders]] or perform any [[Labor|job]]. Insanity is permanent, and comes in four flavors: "Melancholy," "Stark Raving Mad," "Berserk", and "Catatonic". Each of these will inevitably end with the death of the afflicted dwarf. [[Tantrum]]ing, [[oblivious]]ness or [[depression]] may be a sign that the unfortunate dwarf may go insane unless something makes the dwarf happy. | ||
Traveling merchants and their pack animals can also go insane. If this happens, the accompanying guard/s will kill the merchant and/or their animals. If this rare case does happen, the merchant's goods will be free for you to take. | Traveling merchants and their pack animals can also go insane. If this happens, the accompanying guard/s will kill the merchant and/or their animals. If this rare case does happen, the merchant's goods will be free for you to take. | ||
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==Causes== | ==Causes== | ||
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The following events/conditions can drive a creature insane: | The following events/conditions can drive a creature insane: | ||
* A dwarf enters a [[strange mood]] but is waiting inside the claimed workshop for the next item (or hasn't yet claimed a workshop) for a month and a half. | * A dwarf enters a [[strange mood]] but is waiting inside the claimed workshop for the next item (or hasn't yet claimed a workshop) for a month and a half. | ||
− | * A strange mood is cancelled for some reason (e.g. the claimed workshop is destroyed | + | * A strange mood is cancelled for some reason (e.g. the claimed workshop is destroyed or a [[magma forge]] loses power) |
* A dwarf is forced to stay awake for over 6 months ("Very Drowsy" for a month and a half). | * A dwarf is forced to stay awake for over 6 months ("Very Drowsy" for a month and a half). | ||
* A dwarf is under excessively high stress. Dwarves who have completed a strange mood and created a [[legendary artifact]] '''cannot''' go insane this way. | * A dwarf is under excessively high stress. Dwarves who have completed a strange mood and created a [[legendary artifact]] '''cannot''' go insane this way. | ||
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==Types== | ==Types== | ||
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There are four known types of insanity, but a dwarf may only be afflicted by one at a time (one is enough). The [[personality trait|personality]] of the dwarf influences the type of insanity. | There are four known types of insanity, but a dwarf may only be afflicted by one at a time (one is enough). The [[personality trait|personality]] of the dwarf influences the type of insanity. | ||
− | ; | + | ; '''Stark raving mad''' |
:{{gametext|<dwarf> has gone stark raving mad!|3:1}} | :{{gametext|<dwarf> has gone stark raving mad!|3:1}} | ||
− | :: | + | ::''Running around babbling!'' |
− | + | ::''Crawling around babbling!'' | |
− | :Dwarves with high | + | :The afflicted will strip naked and drop each of their items one by one. They will then wander your halls aimlessly (or sometimes stick to their [[room]] or burrow), 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 anyway, as they ignore any and all hazards they encounter while milling about. |
− | + | :Dwarves with high '''anxiety propensity''' are more likely to go stark raving mad, typically after stumbling around [[oblivious]]ly one too many times. | |
− | + | ; '''Melancholy''' | |
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:{{gametext|<dwarf> is stricken by melancholy!|1:1}} | :{{gametext|<dwarf> is stricken by melancholy!|1:1}} | ||
− | :: | + | ::''Stricken by melancholy...'' |
− | + | :The afflicted is overcome by depression and will seek out ways to end their life, considerably slowing their movement in the process. 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 or dehydrate themselves to death. Be warned that a melancholy mother may take her baby's life with her own if she still carries it. | |
− | :Dwarves with high | + | :Dwarves with high '''depression propensity''' are more likely to be stricken by melancholy, typically after slipping into [[depression]] one too many times. |
− | + | ; '''Berserk''' | |
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:{{gametext|<dwarf> has gone berserk!|4:1}} | :{{gametext|<dwarf> has gone berserk!|4:1}} | ||
− | :: | + | ::''In a berserk rage!'' |
− | + | :The afflicted 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). Luckily, [[Dog|war dogs]] can quickly bring down an unskilled dwarf. | |
:Berserk dwarves are even known to kill their own newborn baby right after the baby is born. | :Berserk dwarves are even known to kill their own newborn baby right after the baby is born. | ||
:The dwarf in question becomes an enemy to your [[civilization]], meaning it will set off traps and engage your [[military]]. | :The dwarf in question becomes an enemy to your [[civilization]], meaning it will set off traps and engage your [[military]]. | ||
− | :Dwarves with high | + | :Dwarves with high '''anger propensity''' are more likely to go berserk, typically after throwing one too many [[tantrum]]s. |
− | + | ; '''Catatonic''' | |
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:{{gametext|<dwarf> has stopped responding to the world...|2:0}} | :{{gametext|<dwarf> has stopped responding to the world...|2:0}} | ||
− | :: | + | ::''Staring off into space...'' |
− | + | :The afflicted does nothing but stare blankly into space until he inevitably starves to death. | |
− | :Catatonia is special in that it will '''override''' other types of insanity - dwarves with extremely high '''stress vulnerability''' ("becomes completely helpless in stressful situations") have a 50% chance to become catatonic, and dwarves who | + | :Catatonia is special in that it will '''override''' other types of insanity - dwarves with extremely high '''stress vulnerability''' ("becomes completely helpless in stressful situations") have a 50% chance to become catatonic, and dwarves who do not qualify for any other form of insanity (below-average (less than 40) propensity for anger, anxiety and depression) have a 100% chance to become catatonic. |
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==Treatments for Insanity== | ==Treatments for Insanity== | ||
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Recent research suggests that mad necromancers are cured from their madness if killed and reanimated as a necromancer. {{cite reddit|j8c0z1}} Note that the necromancer who raises the other must be very powerful. | Recent research suggests that mad necromancers are cured from their madness if killed and reanimated as a necromancer. {{cite reddit|j8c0z1}} Note that the necromancer who raises the other must be very powerful. | ||
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{{Translation | {{Translation |