v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Editing Werebeast
Jump to navigation
Jump to search
Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.
If you are creating a redirect to the current version's page, do not use any namespace. For example: use #REDIRECT [[Cat]], not #REDIRECT [[Main:Cat]] or #REDIRECT [[cv:Cat]]. See DF:Versions for more information.
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 1: | Line 1: | ||
− | {{Quality| | + | {{Quality|Masterwork|19:23, 12 August 2017 (UTC)}} |
{{av}}{{buggy}} | {{av}}{{buggy}} | ||
− | |||
{{DFtext|Urist McBitten, Cheesemaker has transformed into a werelizard!|3:1}} | {{DFtext|Urist McBitten, Cheesemaker has transformed into a werelizard!|3:1}} | ||
− | + | '''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature|night creatures]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sapient creatures ([[human]]s, [[Dwarf|dwarves]], [[Elf|elves]], [[goblin]]s or [[animal people]]) to transform into an animal form on the night of a full moon. Sapient creatures bitten by werebeasts are cursed to become werebeasts themselves.{{cite forum|126618}} | |
− | |||
− | |||
− | + | Werebeasts may take the form of mammals or reptiles, ranging from the classic [[Wolf|werewolf]] to more exotic things like [[Giraffe|weregiraffes]], [[Lizard|werelizards]], [[Sloth|weresloths]] or [[Gila monster|weregila monsters]]. Also included are some creatures not normally present in the game (werelorises, weremammoths). | |
− | The | + | The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the {{token|NIGHT_CREATURE_HUNTER}} tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual. |
== Characteristics == | == Characteristics == | ||
− | [[File:weregoat_story.jpg|thumb|350px|"My Captain of the guard, just released from the hospital, transformed into a weregoat while sparring with his soldiers just to instantly get an arm cut off and the head smashed in."<br | + | [[File:weregoat_story.jpg|thumb|350px|"My Captain of the guard, just released from the hospital, transformed into a weregoat while sparring with his soldiers just to instantly get an arm cut off and the head smashed in."<br />''Art by Devilingo'']]A number of different types of werebeast curses are procedurally generated at every world creation. Their numbers are normally dependent on world size, but can be directly controlled with [[advanced world generation]] - if you prefer not having to deal with werebeasts, generating a world with "{{tt|Number of Werebeast Curse Types}}" set to {{tt|0}} in advanced world generation will ensure that no werebeasts exist in your world. |
− | A number of different types of werebeast curses are procedurally generated | ||
− | |||
− | |||
− | + | There are more kinds of mammal curses (64 possible, though it might leave off some amphibious/bat ones), so it reduces the chances of each specific one to avoid a mammal flood. The generic lizard is given more weight since it's more vague and presumably encompasses more things. | |
− | + | While procedurally generated, werebeasts all possess certain characteristics in common. They are all [[fanciful]], evil-aligned humanoids taking the shape of an animal who is crazed for blood and flesh, with glowing eyes and a brief description of their skin ("Its charcoal scales are blocky and close-set."), who are associated with the [[sphere]]s of animals, chaos, moon and night. While intelligent, werebeasts are locked in a [[berserk]] state and will behave accordingly, attacking anything that's not another werebeast of the same species as themselves. | |
− | + | When transforming to wereform, all health regenerates, including missing limbs, and thirsty dwarves will have their thirst <s>replaced with bloodthirst</s> removed. The same happens when transforming back. Effects induced by insanity are not reversed, so berserking soldiers that transform will still not follow orders. If the werebeast cannot use weapons in wereform (i.e. no hands), only the natural abilities of the creature are available for combat. These abilities differ from creature to creature (claws/hooves/venomous bite etc.), but only their bites cause the werebeast curse to be transmitted. Werebeasts have been confirmed to have the ability to arrive at your fortress both armed and stealthed. Some werebeasts possess [[Syndrome|venom]] as well, applying "night sickness" to those who are bitten along with the werebeast curse. Even if the werebeast is dispatched while in animal form, werebeast kills are listed as being of the original race. | |
− | |||
− | The size of the werebeast is dependent on the nature of its curse, but all | + | The size of the werebeast is dependent on the nature of its curse, but they are all significantly larger than a dwarf, with things like wererhinos and weremammoths being particularly massive. All werebeasts possess Talented [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], as well as Legendary skill in [[ambusher]] and may receive augmented (or reduced!) strength, agility, recuperation and disease resistance while in monster form, while possessing slightly lower than average toughness and endurance. Additionally, they can [[Amphibious|breathe underwater]], [[No Exert|feel no exertion]], [[No Stun|cannot be stunned]] and are [[No Pain|immune to pain]], nausea, dizziness and fevers. Werebeasts need no food, water or sleep to survive, nor do they need to breathe, meaning they cannot be drowned or strangled. Werebeasts are Level 2 [[building destroyer]]s and are almost completely [[Trapavoid|immune to traps]] while transformed, safely bypassing any sort of [[trap]] set in their way. |
− | + | All werebeasts possess a built-in damage resistance against most weapon-grade [[metal]]s which halves the damage taken during combat, save for one randomly chosen metal which the werebeast will instead be 10 times weaker against. Unlike in myth, this weakness isn't restricted to [[silver]], though a werebeast race may indeed be weak to it. There are no means in [[fortress mode]] to learn which metal a given werebeast is weak against during gameplay. In [[adventurer mode]] this information is included in the quest rumor, but an afflicted adventurer can only learn their own weakness [[Wound|the hard way]]. | |
− | |||
− | |||
− | All werebeasts possess a built-in damage resistance against most weapon-grade [[metal]]s which halves the damage taken during combat, save for one randomly chosen metal which the werebeast will instead be 10 times weaker against. Unlike in | ||
Dwarves will never have [[preferences]] for werebeasts, as they possess no {{token|PREFSTRING}}. They possess an unused [[Pet#Pet value|pet value]] of 2,000. | Dwarves will never have [[preferences]] for werebeasts, as they possess no {{token|PREFSTRING}}. They possess an unused [[Pet#Pet value|pet value]] of 2,000. | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==Werebeasts in fortresses== | ==Werebeasts in fortresses== | ||
− | In some regions, the full moon will herald the attack of werebeasts upon your fortress and the unwilling transformation of your own citizens into their bestial forms. | + | In some regions, the full moon will herald the attack of werebeasts upon your fortress and the unwilling transformation of your own citizens into their bestial forms. Foreign werebeasts will [[ambush|sneak in]], and will not be announced until they are discovered (triggering a message similar to the one that is shown when a megabeast attacks). Local werebeasts will be announced at the time of their transformation. All werebeasts will attack anyone they can find for the duration of the full moon, spreading their affliction even further. |
− | + | Werebeasts of different species will treat each other no differently from enemies, but those of the same species will usually not fight; however slight variances can result in the deaths of many of your best were-soldiers. It is recommended you keep individual werebeasts isolated in the moments before transformation. | |
− | |||
− | |||
− | |||
− | |||
− | Werebeasts of | ||
− | |||
− | |||
− | |||
− | |||
==Defending your fort against werebeasts== | ==Defending your fort against werebeasts== | ||
− | If you have not established an early-detection defensive perimeter (see [[defense guide]] and note, werebeasts are [[trapavoid]]), it is quite likely that if a werebeast attacks, a dwarf will be bitten. The best defense against this is to keep civilians off the surface (unless they are inside high walls), and rely on warning systems to tell you when to trigger a [[Burrow#Civilian_Alerts|civilian alert]] and close your [[bridge|drawbridges]]. A werebeast retains its infectious form for only a few days during the full moon. After that, it reverts to an ordinary humanoid form, and will typically flee. | + | If you have not established an early-detection defensive perimeter (see [[defense guide]] and note, werebeasts are [[trapavoid]]), it is quite likely that if a werebeast attacks, a dwarf will be bitten. The best defense against this is to keep civilians off the surface (unless they are inside high walls), and rely on warning systems to tell you when to trigger a [[Burrow#Civilian_Alerts|civilian alert]] and close your [[bridge|drawbridges]]. A werebeast retains its infectious form for only a few days, during the full moon. After that, it reverts to an ordinary humanoid form, and will typically flee. |
Warning systems may include [[pasture]]d or [[restraint|restrained]] animals, or outdoor [[statue]]s. If you get notices of toppled statues with no visible cause, it's probable there is a werebeast nearby. Baby werecreatures are neutral, and while you can order your military to kill them, the order will not be followed. | Warning systems may include [[pasture]]d or [[restraint|restrained]] animals, or outdoor [[statue]]s. If you get notices of toppled statues with no visible cause, it's probable there is a werebeast nearby. Baby werecreatures are neutral, and while you can order your military to kill them, the order will not be followed. | ||
===Infection=== | ===Infection=== | ||
− | + | Werebeasts are dangerous opponents, perfectly capable of killing an unarmed dwarf with impunity, but as notification-worthy invaders go they aren't especially terrifying; a few dwarves with modest military training and gear should be able to handle them with few casualties, as will a single elite dwarf in quality steel gear. The real threat they pose, however, is in their bite. If a sentient creature is bitten by a werebeast, and the bite tears fat, skin, or muscle, there is a risk that the said creature becomes infected. If infected, the creature will become a werebeast at the next full moon (see below for schedule). Scratches, bites that merely bruise or dent, and subsequent shaking attacks after a bite will not transmit the curse, and thus are merely as dangerous as any other such assault. Any [[learning]] creature who has [[blood]] and isn't [[undead]] or supernatural can potentially be infected, meaning you could theoretically have things such as [[troglodyte]] or [[troll]] werebeasts, while animals, [[vampire]]s, and [[Mummy|mummies]] are immune to it. | |
− | Werebeasts are dangerous opponents, perfectly capable of killing an unarmed dwarf with impunity, but as notification-worthy invaders go they aren't especially terrifying; a few dwarves with modest military training and gear should be able to handle them with few casualties, as will a single elite dwarf in quality steel gear. The real threat they pose, however, is in their bite. If a sentient creature is bitten by a werebeast, and the bite tears fat, skin, or muscle, the said creature becomes infected. | ||
There is no cure. To protect your other dwarves, you should either keep all infected dwarves isolated so they cannot infect your whole fortress, or if you do not want to take care of them, [[expel]] them from the fortress or just kill them. | There is no cure. To protect your other dwarves, you should either keep all infected dwarves isolated so they cannot infect your whole fortress, or if you do not want to take care of them, [[expel]] them from the fortress or just kill them. | ||
− | + | Infected dwarves will not die of old age{{Verify}} and do not need food and drink. Note that werebeasts can still drink, and the only reason they won't die from dehydration is because they change before they can die, healing wounds and removing thirst. They may go mad, however, so if you want to make them work (or use them for a [[stupid dwarf trick]]) you should try to keep them happy. This can be difficult because werebeasts will not sleep or eat, though they will drink if alcohol is available. | |
− | + | Or maybe you want something exceedingly more [[Fun]] instead? Try the following. | |
− | + | ==Infecting your entire fort== | |
Yes, it is possible. Having only infected dwarves does not end your game. | Yes, it is possible. Having only infected dwarves does not end your game. | ||
'''Pros:''' | '''Pros:''' | ||
− | * Super-effective hospital service | + | * Super-effective hospital service, your dwarves are fully healed once per month. No need for crutches or anything. |
* No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal | * No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal | ||
− | * No need for beds or bedrooms | + | * No need for beds or bedrooms other than those for nobles |
* When transformed, civilian dwarves are less vulnerable | * When transformed, civilian dwarves are less vulnerable | ||
* Dwarves will happily discard their old tattered clothing and pick up fresh clothes every month. | * Dwarves will happily discard their old tattered clothing and pick up fresh clothes every month. | ||
− | * Unhappy thoughts are less severe | + | * Unhappy thoughts are less severe as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy. |
* Go for were-elephants or were-badgers for extra dwarven points | * Go for were-elephants or were-badgers for extra dwarven points | ||
* Fun | * Fun | ||
'''Cons:''' | '''Cons:''' | ||
− | * Exceedingly difficult to set up, quite long as well | + | * Exceedingly difficult to set up, quite long as well |
− | * When transformed, fortress activity grinds to a halt, and for a few days afterwards | + | * May kill your most important dwarves |
+ | * When transformed, fortress activity grinds to a halt, and for a few days afterwards as civilians run around finding new clothing | ||
* Werebeasts are building destroyers, so you'll constantly need to remake workshops and most furniture | * Werebeasts are building destroyers, so you'll constantly need to remake workshops and most furniture | ||
* Trading is especially difficult | * Trading is especially difficult | ||
− | * | + | * <s>May</s> WILL cause issues with military when transformed : dwarf armor is too small for werebeasts, though they will hold onto their weapons and shields, and even quivers/bolts during transformation. |
− | * May be exceedingly | + | * May be exceedingly fun for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again you ''were'' looking for fun in the first place |
− | There are several ways to attempt to infect your whole fort, some with higher success rates than others. The trick is to have your uncursed dwarves be bitten but not die, and also to have your cursed dwarves survive any retribution. Delaying the release of the werebeast until near the end of the full moon will reduce the chances of the situation | + | There are several ways to attempt to infect your whole fort, some with higher success rates than others. The trick is to have your uncursed dwarves be bitten but not die, and also to have your cursed dwarves survive any retribution. Delaying the release of the werebeast until near the end of the full moon will reduce the chances of the situation spiraling out of control (though it will also reduce the rate of infection). |
− | + | One method is to equip a squad of dwarves with training weapons and send them to an isolated area with one or two of your werebeasts. Ideally the dwarves who get injured will back away while the others hold back the werebeast. In reality it can be hard to balance the battle, which leads to either the werebeast killing off the injured dwarves or being pummeled into submission without spreading his curse. The main problem is when an attack by either the werebeast or a dwarf happens at the moment of transformation, it is considered a dwarf-on-dwarf attack, which leads to a minor [[loyalty cascade]]. | |
− | + | Another method is to simply lock a werebeast in a room with a civilian(s) and hope that the civilian survives long enough for the werebeast to turn back. This reduces (but does not eliminate) the chance of a loyalty cascade, because only the werebeast is attacking. The main problem is that werebeasts become legendary fighters/wrestlers very quickly and are more than capable of killing/fatally wounding half a dozen dwarves in a single transformation. | |
− | + | The most successful method discovered is to lock a werebeast in a room with civilians, but be sure the room is completely covered in cage traps. Many injuries inflicted by werebeasts can knock a dwarf unconscious due to pain or strangulation, and an unconscious dwarf will be trapped by a cage trap. In the cage, dwarves are free to recover from their wounds, safe from any further attacks. In addition, a dwarf who is released from a cage gets an enormous happiness boost that will help him cope with the loss of family and friends who were not so lucky. Further improvements to this technique, such as assigning the uncursed to squads with no uniform (or just a helmet) that replaces clothing in order to allow every bite to break the skin, have pushed successful conversion rates to near 50%. It is also recommended to release dwarves from their cages immediately (via constructing the cages and attaching them to a lever) to prevent insanity due to unhappiness. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | The most successful method discovered is to lock a werebeast in a room with civilians, but | ||
− | |||
− | Further improvements to this technique, such as assigning the uncursed to squads with no uniform (or just a helmet) | ||
==Werebeast military== | ==Werebeast military== | ||
− | A somewhat less drastic (though potentially even more [[fun]]) option | + | A somewhat less drastic (though potentially even more [[fun]]) option is to start a werebeast super-soldier breeding program. Some werebeasts can hold and use weapons in wereform, and whatever combat skills they have as dwarves also apply while transformed. Being infected gives dwarves a large increase to their physical attributes (which can still be increased further, unlike vampires), and they need not worry about being wounded in combat as long as they survive until their next transformation. Add to this the wereform's large size of 80000 and inability to feel pain, which partially makes up for its lack of armor, and you end up with a potentially devastating military force, if you can manage to keep them from murdering each other and the rest of your fortress. |
Were-soldiers are mostly useful when their wereform is of a variety that can use weapons and preferably also shields, which obviously requires hands of some sort. Weregophers, for example, can use either a shield or a one-handed weapon, but not both, and may even equip crossbows as well as quivers and bolts. It is unknown if dwarves in wereform can wield weapons that are normally too large for them, such as pikes. If they cannot use weapons they may still be useful as soldiers if their wereform is of the dangerous sort, for example in the case of werelions <s>and tigers and bears</s>. | Were-soldiers are mostly useful when their wereform is of a variety that can use weapons and preferably also shields, which obviously requires hands of some sort. Weregophers, for example, can use either a shield or a one-handed weapon, but not both, and may even equip crossbows as well as quivers and bolts. It is unknown if dwarves in wereform can wield weapons that are normally too large for them, such as pikes. If they cannot use weapons they may still be useful as soldiers if their wereform is of the dangerous sort, for example in the case of werelions <s>and tigers and bears</s>. | ||
− | Transformed military dwarves respect their | + | Transformed military dwarves respect their stations, alerts and uniforms (when applicable) and ignore the civilian alert, but will still attack anything they regard as an enemy, such as their fellow dwarves or any destroyable buildings. They must therefore be kept away from the rest of the fortress with walls and bridges, as they will destroy any non-artifact doors. Note that as of 40.24 there is a nasty bug which lets sparring dwarves teleport through 1-tile walls, so make sure the walls to their prison are at least 2 tiles thick, and install two 1-tile bridges connected to one lever as a door. Bonus points if you also install a dump chute in the room to give them new weapons and booze. Designate a stockpile under the chute, set it to take from links only, disable bins and set it to allow booze, empty barrels, weapons, shields and possibly ammo. Supplying the were-soldiers with booze both keeps them happy and prevents them from wandering into your fortress to look for it. Be aware that they can and will jump out of a hole directly above them, so either make the chute at least 2 z-levels high and smooth the walls, or keep it firmly locked with a hatch cover. |
− | |||
− | |||
Once their containment room has been built, add a piece of furniture, designate a large barracks from it and set them to train there. The were-soldiers will destroy the barracks while transformed unless it is an artifact, so wall it in after the room has been defined. Remember to use 2-tile thick walls because of the sparring bug above. | Once their containment room has been built, add a piece of furniture, designate a large barracks from it and set them to train there. The were-soldiers will destroy the barracks while transformed unless it is an artifact, so wall it in after the room has been defined. Remember to use 2-tile thick walls because of the sparring bug above. | ||
Line 258: | Line 91: | ||
There are exactly thirteen full moons in [[Calendar|a dwarven year]], so werebeasts transform on exactly the same dates every year: | There are exactly thirteen full moons in [[Calendar|a dwarven year]], so werebeasts transform on exactly the same dates every year: | ||
− | + | *25th Granite (XX-01-25) | |
− | + | *23rd Slate (XX-02-23) | |
− | + | *21st Felsite (XX-03-21) | |
− | + | *19th Hematite (XX-04-19) | |
− | + | *17th Malachite (XX-05-17) | |
− | + | *15th Galena (XX-06-15) | |
− | + | *13th Limestone (XX-07-13) | |
− | + | *11th Sandstone (XX-08-11) | |
− | + | *8th Timber (XX-09-08) | |
− | + | *6th Moonstone (XX-10-06) | |
− | + | *4th Opal (XX-11-04) | |
− | + | *2nd Obsidian (XX-12-02) | |
− | + | *28th Obsidian (XX-12-28) | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
==Werebeasts in adventure mode== | ==Werebeasts in adventure mode== | ||
− | + | In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of 'he assumes a bestial form' along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants, and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do? | |
− | In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of 'he assumes a bestial form' along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do? | ||
===Becoming a werebeast=== | ===Becoming a werebeast=== | ||
Line 318: | Line 113: | ||
Note if you select a form for its advantages: the werebeast form doesn't guarantee the stat ranges their animal type may imply; those are generated completely independently. The beast form only confers a proportionate size/mass increase, the tissue layer materials, and all their attack types. | Note if you select a form for its advantages: the werebeast form doesn't guarantee the stat ranges their animal type may imply; those are generated completely independently. The beast form only confers a proportionate size/mass increase, the tissue layer materials, and all their attack types. | ||
− | + | {{new in v0.42}} | |
+ | '''As of v42''': it is now additionally possible to become a werebeast by toppling statues in a temple or sanctuary. Walk up to the statue and topple it with {{K|u}} then {{K|a}}. Toppling a statue in this way will lead you to be cursed: the curse will be either Werebeast or [[DF2014:Vampire|Vampirism]]. Which curse you get appears to be randomly decided at the time you topple the statue (reloading the game and toppling it again often gives the alternate curse.) | ||
If you become a werebeast and transform in adventure mode, you can pick up your weapon and shield that were dropped in the transformation, but, seeing as almost all werebeasts seem to have a minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit into. Hauled items will also be dropped on Fast Travel. | If you become a werebeast and transform in adventure mode, you can pick up your weapon and shield that were dropped in the transformation, but, seeing as almost all werebeasts seem to have a minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit into. Hauled items will also be dropped on Fast Travel. | ||
Line 325: | Line 121: | ||
'''Pros:''' | '''Pros:''' | ||
*Every full moon all injuries are instantly healed, then again when the phase ends. | *Every full moon all injuries are instantly healed, then again when the phase ends. | ||
− | |||
*Potential increase to all physical stats, likely increase to all physical stat maximums (your mileage may vary; sometimes base and maximum stats are ''lower'' than your normal form.) | *Potential increase to all physical stats, likely increase to all physical stat maximums (your mileage may vary; sometimes base and maximum stats are ''lower'' than your normal form.) | ||
*Increase in mass that scales up with animal's base size (eg a smaller creature adds a marginal amount, a larger creature may gain mass in the 100ks.) | *Increase in mass that scales up with animal's base size (eg a smaller creature adds a marginal amount, a larger creature may gain mass in the 100ks.) | ||
*Acquire all the animal's traits including swim/climb/crawl rates, innate swimming, physical attacks such as hoof or horn, tissue layer properties such as scales or thick hide. | *Acquire all the animal's traits including swim/climb/crawl rates, innate swimming, physical attacks such as hoof or horn, tissue layer properties such as scales or thick hide. | ||
− | |||
'''Cons:''' | '''Cons:''' | ||
− | *Attacked if you visit any towns during your transformation. Automatically hostile with everyone except werebeasts of your own | + | *Attacked if you visit any towns during your transformation. Automatically hostile with everyone except werebeasts of your own species. |
*Having to re-equip yourself every transformation unless transformed size is similar enough to your race's size. Non-leather clothing will be destroyed on any transformation regardless of size difference. | *Having to re-equip yourself every transformation unless transformed size is similar enough to your race's size. Non-leather clothing will be destroyed on any transformation regardless of size difference. | ||
*If enemies are wielding weapons of a material your new form is weak against, damage taken can be devastating. | *If enemies are wielding weapons of a material your new form is weak against, damage taken can be devastating. | ||
Line 344: | Line 138: | ||
* Infected invaders don't attack the rest of the invasion force when they turn.{{bug|10014}} | * Infected invaders don't attack the rest of the invasion force when they turn.{{bug|10014}} | ||
− | |||
− | |||
Line 434: | Line 226: | ||
[SPHERE:NIGHT] | [SPHERE:NIGHT] | ||
[BODY_SIZE:0:0:83000] | [BODY_SIZE:0:0:83000] | ||
− | [ | + | [CRTEATURE_TILE:165] |
[BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP:SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS:RCP_2_EYELIDS] | [BODY:RCP_UPPER_BODY:RCP_LOWER_BODY:RCP_NECK:RCP_HEAD:RCP_TWO_PART_ARMS:RCP_TWO_PART_LEGS:RCP_TAIL:RCP_4_FINGERS:RCP_4_TOES:RCP_2_EYES:RCP_LUNGS:RCP_HEART:RCP_GUTS:RCP_THROAT:RCP_SPINE:RCP_UPPER_SPINE:RCP_BRAIN:RCP:SKULL:RCP_MOUTH:RCP_TONGUE:RCP_TEETH:RCP_RIBS:RCP_2_EYELIDS] | ||
[CANOPENDOORS] | [CANOPENDOORS] | ||
Line 452: | Line 244: | ||
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES] | [BODY_DETAIL_PLAN:HUMANOID_RELSIZES] | ||
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE] | [USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE] | ||
− | [ | + | [TENDRONS:LOCAL_CREATURE_MAT:SINEW:200] |
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200] | [LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200] | ||
[HAS_NERVES] | [HAS_NERVES] | ||
Line 543: | Line 335: | ||
[DESCRIPTION:A large skink twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow blue. Its charcoal scales are blocky and close-set. Now you will know why you fear the night.] | [DESCRIPTION:A large skink twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow blue. Its charcoal scales are blocky and close-set. Now you will know why you fear the night.] | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
|} | |} |