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		<title>Werebeast</title>
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		<summary type="html">&lt;p&gt;Veskaida: /* Werebeasts in fortresses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|19:23, 12 August 2017 (UTC)}}&lt;br /&gt;
{{av}}{{buggy}}&lt;br /&gt;
{{DFtext|Urist McBitten, Cheesemaker has transformed into a werelizard!|3:1}}&lt;br /&gt;
&lt;br /&gt;
'''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}}&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Characteristics ==&lt;br /&gt;
[[File:weregoat_story.jpg|thumb|350px|&amp;quot;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.&amp;quot;&amp;lt;br /&amp;gt;''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 &amp;quot;{{tt|Number of Werebeast Curse Types}}&amp;quot; set to {{tt|0}} in advanced world generation will ensure that no werebeasts exist in your world. &lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 (&amp;quot;Its charcoal scales are blocky and close-set.&amp;quot;), 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.(currently broken?)&lt;br /&gt;
&lt;br /&gt;
When transforming to wereform, all health regenerates, including missing limbs, and thirsty dwarves will have their thirst &amp;lt;s&amp;gt;replaced with bloodthirst&amp;lt;/s&amp;gt; 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 &amp;quot;night sickness&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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]].&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Werebeast types:===&lt;br /&gt;
Here follows a conclusive list of all possible shapes given to a cursed individual. Note that descriptors/colors are randomized upon the curses' generation, so you may encounter &amp;quot;different&amp;quot; werebeasts of the same species in the same world. These descriptors, however, are purely for flavour, and have no gameplay implications.&lt;br /&gt;
&lt;br /&gt;
'''Reptile werebeasts:'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|| werechameleon&lt;br /&gt;
|| weregecko&lt;br /&gt;
|| weregilamonster&lt;br /&gt;
|-&lt;br /&gt;
|| wereiguana&lt;br /&gt;
|| werelizard&lt;br /&gt;
|| weremonitor&lt;br /&gt;
|-&lt;br /&gt;
|| wereskink&lt;br /&gt;
|| weretortoise**&lt;br /&gt;
|| wereturtle&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''Mammal werebeasts:'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|| wereanteater*&lt;br /&gt;
|| wereantelope**&lt;br /&gt;
|| wereape**&lt;br /&gt;
|-&lt;br /&gt;
|| werearmadillo&lt;br /&gt;
|| wereass**&lt;br /&gt;
|| werebadger&lt;br /&gt;
|-&lt;br /&gt;
|| werebear**&lt;br /&gt;
|| werebeaver&lt;br /&gt;
|| werebison*&lt;br /&gt;
|-&lt;br /&gt;
|| werebuffalo&lt;br /&gt;
|| werebull&lt;br /&gt;
|| werecamel**&lt;br /&gt;
|-&lt;br /&gt;
|| werecapybara&lt;br /&gt;
|| werecat&lt;br /&gt;
|| werecavy&lt;br /&gt;
|-&lt;br /&gt;
|| werechinchilla&lt;br /&gt;
|| werecivet*&lt;br /&gt;
|| werecoati&lt;br /&gt;
|-&lt;br /&gt;
|| werecoyote&lt;br /&gt;
|| weredeer&lt;br /&gt;
|| wereelephant&lt;br /&gt;
|-&lt;br /&gt;
|| wereelk&lt;br /&gt;
|| werefox&lt;br /&gt;
|| weregiraffe&lt;br /&gt;
|-&lt;br /&gt;
|| weregoat&lt;br /&gt;
|| weregopher*&lt;br /&gt;
|| werehare&lt;br /&gt;
|-&lt;br /&gt;
|| werehedgehog&lt;br /&gt;
|| werehorse&lt;br /&gt;
|| werehyena&lt;br /&gt;
|-&lt;br /&gt;
|| werejackal&lt;br /&gt;
|| werekangaroo&lt;br /&gt;
|| werekoala&lt;br /&gt;
|-&lt;br /&gt;
|| werelemur*&lt;br /&gt;
|| werellama&lt;br /&gt;
|| wereloris*&lt;br /&gt;
|-&lt;br /&gt;
|| weremammoth*&lt;br /&gt;
|| weremarmot&lt;br /&gt;
|| weremole*&lt;br /&gt;
|-&lt;br /&gt;
|| weremongoose&lt;br /&gt;
|| weremonkey**&lt;br /&gt;
|| weremoose&lt;br /&gt;
|-&lt;br /&gt;
|| weremouse*&lt;br /&gt;
|| wereopossum&lt;br /&gt;
|| werepanda&lt;br /&gt;
|-&lt;br /&gt;
|| werepangolin&lt;br /&gt;
|| werepanther**&lt;br /&gt;
|| werepig&lt;br /&gt;
|-&lt;br /&gt;
|| wereporcupine&lt;br /&gt;
|| wererabbit&lt;br /&gt;
|| wereraccoon&lt;br /&gt;
|-&lt;br /&gt;
|| wererat&lt;br /&gt;
|| wererhinoceros&lt;br /&gt;
|| weresheep&lt;br /&gt;
|-&lt;br /&gt;
|| wereshrew*&lt;br /&gt;
|| wereskunk&lt;br /&gt;
|| weresloth&lt;br /&gt;
|-&lt;br /&gt;
|| weresquirrel&lt;br /&gt;
|| weretapir&lt;br /&gt;
|| werewarthog&lt;br /&gt;
|-&lt;br /&gt;
|| wereweasel&lt;br /&gt;
|| werewolf&lt;br /&gt;
|| werewombat&lt;br /&gt;
|-&lt;br /&gt;
|| werezebra*&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;*The animal this corresponds to does not actually appear as a normal [[animal]] in ''Dwarf Fortress''.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;**This werebeast doesn't correspond clearly to any specific in-game species of animal.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in fortresses==&lt;br /&gt;
During the full moon in regions with at least one type of werebeast, one may [[ambush|ambush]] a fortress from the surface, revealing itself only once seen; additionally during the full moon, all local werebeast-cursed (infected sapient humanoids) will transform. Invading werebeast do not announce their arrival, only their discovery (triggering a message similar to [[megabeast|megabeast]] attacks); local werebeasts are announced at the time of their transformation.&lt;br /&gt;
&lt;br /&gt;
All werebeasts will attack anything they can find during the full moon, be they humanoids, wild/tame animals, or even furniture in an effort to spreading their affliction.&lt;br /&gt;
Werebeasts of different species will attack one another, but those of the same species usually do not; however slight variance can result in the deaths of many of your best were-soldiers.&lt;br /&gt;
&lt;br /&gt;
It is recommended to keep the werebeast-cursed in isolation from the general population before their transformation.&lt;br /&gt;
&lt;br /&gt;
Because werebeasts are only active several days of each month and are ambushers (only announcing themselves when found), this can result to their 'visits' going completely undetectable, or with the only signs being injured/dead wild animals. If a werebeast is only spotted after it has reverted back to it's normal form, it will still announce it's discovery in it's ''current'' form (leading to amusing/terrifying messages such as &amp;quot;The Human (name) has come! A medium-sized creature prone to great ambition.&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
==Defending your fort against werebeasts==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Infection===&lt;br /&gt;
[[File:Weregiraffe.jpg|thumb|350px|A Weregiraffe infecting dwarves. Note that getting infected doesn't protect the dwarf in question from further attacks.&amp;lt;br /&amp;gt;''Art by [[Zach Adams]]'']]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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Or maybe you want something exceedingly more [[Fun]] instead? Try the following.&lt;br /&gt;
&lt;br /&gt;
==Infecting your entire fort==&lt;br /&gt;
&lt;br /&gt;
Yes, it is possible. Having only infected dwarves does not end your game.&lt;br /&gt;
&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
* Super-effective hospital service, your dwarves are fully healed once per month. No need for crutches or anything.&lt;br /&gt;
* No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal&lt;br /&gt;
* No need for beds or bedrooms, other than those for nobles&lt;br /&gt;
* When transformed, civilian dwarves are less vulnerable&lt;br /&gt;
* Dwarves will happily discard their old tattered clothing and pick up fresh clothes every month.&lt;br /&gt;
* Unhappy thoughts are less severe as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy.&lt;br /&gt;
* Go for were-elephants or were-badgers for extra dwarven points&lt;br /&gt;
* Fun&lt;br /&gt;
'''Cons:'''&lt;br /&gt;
* Exceedingly difficult to set up, quite long as well&lt;br /&gt;
* May kill your most important dwarves&lt;br /&gt;
* When transformed, fortress activity grinds to a halt, and for a few days afterwards as civilians run around finding new clothing&lt;br /&gt;
* Werebeasts are building destroyers, so you'll constantly need to remake workshops and most furniture&lt;br /&gt;
* Trading is especially difficult&lt;br /&gt;
* Will cause issues with military when transformed: transformation removes all armor, though they will hold onto their weapons, shields, and even quivers/bolts during transformation.&lt;br /&gt;
* May be exceedingly fun for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again you ''were'' looking for fun in the first place&lt;br /&gt;
&lt;br /&gt;
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 spiralling out of control (though it will also reduce the rate of infection).&lt;br /&gt;
&lt;br /&gt;
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]]. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Werebeast military==&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
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 &amp;lt;s&amp;gt;and tigers and bears&amp;lt;/s&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
An important thing to remember is the following: If two or more transformed dwarves have any sort of active military order (either from an alert or direct orders), and can see each other at the moment they change ''back'' from wereform, then they will instantly begin fighting to the death, causing a loyalty cascade. To avoid this, either train your were-soldiers alone in separate rooms (slower due to lack of sparring), or make sure to set their alert to Inactive and cancel all their orders before they change back to dwarves. Once they've changed back, they can be set to train or given orders again. If they do start fighting each other, canceling all their orders and setting them to Inactive will make them stop. &lt;br /&gt;
&lt;br /&gt;
The soldiers will not train while transformed, but if they were sparring during the transformation they will continue to spar in wereform, which can be entertaining to watch. The combat log for sparring dwarves in wereform will be gray instead of the normal cyan.&lt;br /&gt;
&lt;br /&gt;
==Transformation dates==&lt;br /&gt;
&lt;br /&gt;
There are exactly thirteen full moons in [[Calendar|a dwarven year]], so werebeasts transform on exactly the same dates every year:&lt;br /&gt;
&lt;br /&gt;
*25th Granite (XX-01-25)&lt;br /&gt;
*23rd Slate (XX-02-23) &lt;br /&gt;
*21st Felsite (XX-03-21)&lt;br /&gt;
*19th Hematite (XX-04-19)&lt;br /&gt;
*17th Malachite (XX-05-17)&lt;br /&gt;
*15th Galena (XX-06-15)&lt;br /&gt;
*13th Limestone (XX-07-13)&lt;br /&gt;
*11th Sandstone (XX-08-11)&lt;br /&gt;
*8th Timber (XX-09-08)&lt;br /&gt;
*6th Moonstone (XX-10-06)&lt;br /&gt;
*4th Opal (XX-11-04)&lt;br /&gt;
*2nd Obsidian (XX-12-02)&lt;br /&gt;
*28th Obsidian (XX-12-28)&lt;br /&gt;
&lt;br /&gt;
==Werebeasts in adventure mode==&lt;br /&gt;
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?&lt;br /&gt;
&lt;br /&gt;
===Becoming a werebeast===&lt;br /&gt;
To become a werebeast, you must either happen upon a werebeast in its beastly form or seek one out on the night of their transformation. The most safe and certain way to permit an infectious werebite is to remove all upper body armor, and only torso armor. The torso is the easiest target and it can sustain more damage than limbs. Getting an appendage bitten or shaken off has a lower probability of penetrating the bloodstream than a bite to the chest area.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
{{new in v0.42}}&lt;br /&gt;
It is additionally possible to become a werebeast by toppling statues of your god(s) 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]]. As of v0.47.01, toppling statues unrelated to your religion no longer has any effect.  A simpler way to obtain a werebeast curse is to roll divination [[dice]] to the point of angering the gods. Once you get a message urging you not to tempt fate, another roll of the dice will bestow upon you a curse. Which curse you get appears to be randomly decided at the time you topple the statue or roll the dice. Reloading the game and repeating the process often gives the alternate curse.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Implications of being an adventuring werebeast===&lt;br /&gt;
'''Pros:'''&lt;br /&gt;
*Every full moon all injuries are instantly healed, then again when the phase ends.&lt;br /&gt;
*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.)&lt;br /&gt;
*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.)&lt;br /&gt;
*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.&lt;br /&gt;
&lt;br /&gt;
'''Cons:''' &lt;br /&gt;
*Attacked if you visit any towns during your transformation. Automatically hostile with everyone except werebeasts of your own species.&lt;br /&gt;
*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.&lt;br /&gt;
*If enemies are wielding weapons of a material your new form is weak against, damage taken can be devastating.&lt;br /&gt;
*Werebeast form often starts relatively weaker, and its maximum potential may be less than normal form.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
&lt;br /&gt;
* Ordering your military to kill an infected dwarf may trigger a [[loyalty cascade]], potentially making every single dwarf of the fortress hostile to all others {{Bug|0003259}}.  To prevent this, it's safer to dispose of the infected by [[Unfortunate accident|other means]], like quarantining them via forbidden doors on hospitals fitted with… [[Drowning chamber|hygienic measures]].&lt;br /&gt;
&lt;br /&gt;
* On first transformation an afflicted character's birth year and time can be set back hundreds to thousands of years {{Bug|0005835}}. This can occur from infection by bite or direct deity curse.&lt;br /&gt;
&lt;br /&gt;
* Infected invaders don't attack the rest of the invasion force when they turn.{{bug|10014}}&lt;br /&gt;
&lt;br /&gt;
* Regardless of whether or not their original race is known, a unit's kill list will always show a defeated werebeast as a member of their starting race, even if transformed. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast. The naked, confused creature usually runs away, probably scared by your dwarves' laughter.&lt;br /&gt;
&lt;br /&gt;
Unlike other werebeasts, werehedgehogs have shown the ability to unnaturally stretch their limbs out for extra mobility, and often attempt to steal rings from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = senelfer | elvish = riviìle | goblin = bemkåbu | human = hixursuku}}&lt;br /&gt;
{| {{listboxformat|class=gamedata}}&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;border: 1px solid #72A329; font-weight:bold; background-color: #bd8; padding-left: 1em; padding-right: 1em; width:100%; display:table-cell&amp;quot; | Example raws (as extracted from world.dat)&lt;br /&gt;
|- style=&amp;quot;text-align: left; display:table-cell; &amp;quot;&lt;br /&gt;
| &amp;lt;div style=&amp;quot;overflow:auto; max-width:800px&amp;quot;&amp;gt;&amp;lt;span class=&amp;quot;gamedata-content&amp;quot; style=&amp;quot;font-family: monospace; font-size:1.25em; white-space:pre;&amp;quot;&amp;gt;[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[CREATURE:NIGHT_CREATURE_32]&lt;br /&gt;
	[NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[CASTE_NAME:wereskink:wereskinks:wereskink]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[ATTACK_TRIGGER:20:0:0]&lt;br /&gt;
	[NIGHT_CREATURE_HUNTER]&lt;br /&gt;
	[CAN_LEARN]&lt;br /&gt;
	[CAN_SPEAK]&lt;br /&gt;
	[NO_GENDER]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[CRAZED]&lt;br /&gt;
	[PHYS_ATT_RANGE:STRENGTH:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:AGILITY:1000:1150:1250:1500:2000:2250:2500]&lt;br /&gt;
	[PHYS_ATT_RANGE:TOUGHNESS:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:ENDURANCE:850:900:950:1000:1050:1100:1150]&lt;br /&gt;
	[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
	[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
	[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
	[PERSONALITY:BASHFUL:0:0:0]&lt;br /&gt;
	[PERSONALITY:STRESS_VULNERABILITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
	[PERSONALITY:DISDAIN_ADVICE:100:100:100]&lt;br /&gt;
	[PERSONALITY:CHEER_PROPENSITY:0:0:0]&lt;br /&gt;
	[PERSONALITY:GRATITUDE:0:0:0]&lt;br /&gt;
	[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
	[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
	[PERSONALITY:CRUELTY:100:100:100]&lt;br /&gt;
	[NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
	[NATURAL_SKILL:BITE:6]&lt;br /&gt;
	[NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
	[NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
	[NATURAL_SKILL:DODGING:6]&lt;br /&gt;
	[NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
	[NATURAL_SKILL:SNEAK:20]&lt;br /&gt;
	[DIFFICULTY:1]&lt;br /&gt;
	[LAIR:SIMPLE_BURROW:50]&lt;br /&gt;
	[NO_DRINK]&lt;br /&gt;
	[NO_EAT]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[EVIL]&lt;br /&gt;
	[SUPERNATURAL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[AMPHIBIOUS]&lt;br /&gt;
	[PETVALUE:2000]&lt;br /&gt;
	[GRASSTRAMPLE:20]&lt;br /&gt;
	[BUILDINGDESTROYER:2]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[SWIMS_INNATE]&lt;br /&gt;
	[TRAPAVOID]&lt;br /&gt;
	[NOPAIN]&lt;br /&gt;
	[NOSTUN]&lt;br /&gt;
	[NONAUSEA]&lt;br /&gt;
	[NOFEAR]&lt;br /&gt;
	[NOEXERT]&lt;br /&gt;
	[NO_DIZZINESS]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[MATERIAL_FORCE_MULTIPLIER:INORGANIC:STEEL:10:1]&lt;br /&gt;
	[GENERAL_MATERIAL_FORCE_MULTIPLIER:1:2]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SPHERE:ANIMALS]&lt;br /&gt;
	[SPHERE:CHAOS]&lt;br /&gt;
	[SPHERE:MOON]&lt;br /&gt;
	[SPHERE:NIGHT]&lt;br /&gt;
	[BODY_SIZE:0:0:83000]&lt;br /&gt;
	[CRTEATURE_TILE:165]&lt;br /&gt;
	[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]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
		[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
		[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
		[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
		[REMOVE_TISSUE:SKIN]&lt;br /&gt;
		[REMOVE_TISSUE:HAIR]&lt;br /&gt;
		[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDRONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[NOBREATHE]&lt;br /&gt;
	[HOMEOTHERM:10040]&lt;br /&gt;
	[SELECT_MATERIAL:SCALE]&lt;br /&gt;
		[STATE_COLOR:ALL_SOLID:CHARCOAL]&lt;br /&gt;
	[NO_UNIT_TYPE_COLOR]&lt;br /&gt;
	[COLOR:6:0:0]&lt;br /&gt;
	[SELECT_MATERIAL:EYE]&lt;br /&gt;
		[STATE_COLOR:ALL:BLUE]&lt;br /&gt;
	[GLOWTILE:'&amp;quot;']&lt;br /&gt;
	[GLOWCOLOR:1:0:1]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
	 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]&lt;br /&gt;
	[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
	[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:punch:punches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:kick:kicks]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_WITH]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
		[SPECIALATTACK_INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[ATTACK:FSCRATCH:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
	[ATTACK:TSCRATCH:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
		[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
		[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
		[ATTACK_PREPARE_AND_RECOVER:2:2]&lt;br /&gt;
		[ATTACK_FLAG_EDGE]&lt;br /&gt;
		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
		[ATTACK_FLAG_BAD_MULTIATTACK]&lt;br /&gt;
	[GAIT:SWIM:Maximum Swim Speed:725:10:3:2175:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:SWIM:Faster Swim:1450:5:3:2175:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:SWIM:Fast Swim:2175:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:SWIM:Swim:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Slow Swim:3900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:SWIM:Creeping Swim:5900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Sprint:212:10:3:637:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:WALK:Run:425:5:3:637:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:WALK:Jog:600:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:WALK:Walk:850:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Stroll:1800:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:WALK:Creep:2750:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CRAWL:Faster Crawl:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CRAWL:Fast Crawl:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CRAWL:Crawl:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Slow Crawl:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CRAWL:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Scramble:225:10:3:675:50:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:50]&lt;br /&gt;
	[GAIT:CLIMB:Faster Climb:450:5:3:675:10:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:20]&lt;br /&gt;
	[GAIT:CLIMB:Fast Climb:675:NO_BUILD_UP:5:LAYERS_SLOW:STRENGTH:AGILITY:STEALTH_SLOWS:10]&lt;br /&gt;
	[GAIT:CLIMB:Climb:900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Slow Climb:1900:NO_BUILD_UP:0]&lt;br /&gt;
	[GAIT:CLIMB:Creep:2900:NO_BUILD_UP:0]&lt;br /&gt;
	[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.]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[OBJECT:INTERACTION]&lt;br /&gt;
&lt;br /&gt;
[INTERACTION:DEITY_CURSE_WEREBEAST_10_BITE]&lt;br /&gt;
	[GENERATED]&lt;br /&gt;
	[I_SOURCE:ATTACK]&lt;br /&gt;
		[IS_HIST_STRING_1: bit ]&lt;br /&gt;
		[IS_HIST_STRING_2:, passing on the skink monster curse]&lt;br /&gt;
	[I_TARGET:A:CREATURE]&lt;br /&gt;
		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
		[IT_REQUIRES:CAN_LEARN]&lt;br /&gt;
		[IT_REQUIRES:HAS_BLOOD]&lt;br /&gt;
		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
		[IT_FORBIDDEN:SUPERNATURAL]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:WERECURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:VAMPCURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:DISTURBANCE_CURSE]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_UNDEAD]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:RAISED_GHOST]&lt;br /&gt;
		[IT_CANNOT_HAVE_SYNDROME_CLASS:GHOUL]&lt;br /&gt;
	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
		[IE_TARGET:A]&lt;br /&gt;
		[IE_IMMEDIATE]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_CONCENTRATION_ADDED:1000:0]&lt;br /&gt;
			[SYN_CLASS:WERECURSE]&lt;br /&gt;
			[CE_BODY_TRANSFORMATION:START:16800:ABRUPT]&lt;br /&gt;
			[CE:CREATURE:NIGHT_CREATURE_32:DEFAULT]&lt;br /&gt;
			[CE:PERIODIC:MOON_PHASE:27:0]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[ru:Werebeast]]&lt;/div&gt;</summary>
		<author><name>Veskaida</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Thirst&amp;diff=255121</id>
		<title>Thirst</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Thirst&amp;diff=255121"/>
		<updated>2020-10-01T03:42:30Z</updated>

		<summary type="html">&lt;p&gt;Veskaida: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:05, 28 July 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Thirsty_Dwarves.gif‎|thumb|right|Dwarves quenching thirst.]]&lt;br /&gt;
[[Dwarf|Dwarves]], given time, will eventually get '''thirsty''', as indicated by a blue down [[Status icon|arrow]] blinking over the thirsty dwarf. If a dwarf fails to drink in time, the thirst will proceed to dehydration and eventually death. A dwarf needs to drink about once in every three weeks.&lt;br /&gt;
&lt;br /&gt;
A thirsty dwarf prefers to drink [[Alcohol|booze]] - if none is available, they will go to the nearest [[water]] source and drink, ideally being a [[well]] inside the fortress, but they will drink from a [[river]], [[brook]], or even [[murky pool]]s if there are no other sources of water. A dwarf can live indefinitely on water alone, but without alcohol they will suffer bad thoughts, reduced movement speed/workrate, and combat abilities: making a dwarf's efficiency highly alcohol-dependent. While dwarves prefer an abundance of alcohol, they cannot survive on alcohol alone and will eventually dehydrate and die without drinking water (e.g. trapped with alcohol but no water).&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to be capable of subsisting on [[vomit]] and slime in particularly dire times, though this is (as to be expected) traumatizing and will quickly result in mental breakdowns and [[insanity]]. This will usually only happen in cases of dwarves walling themselves in and being forgotten, and in challenging embark locations.&lt;br /&gt;
&lt;br /&gt;
A [[rest|resting]] dwarf will not do anything on their own until they have recovered from recent injuries (preferably inside a [[hospital]]), and will depend on others to provide them with food and drink. They will not be given booze but receive water carried in [[bucket]]s.&lt;br /&gt;
&lt;br /&gt;
Any baby being carried by its mother will effectively leech drink from her, causing her to become thirsty at double the usual rate. This does not, however, count as alcohol - when a baby is close to 1 year old, it will have severe withdrawal.&lt;br /&gt;
&lt;br /&gt;
[[Vampire]]s and [[necromancer]]s never dehydrate and thus never drink water, but still enjoy consuming [[alcohol]]. In previous versions, [[Werebeast|werebeasts]] also needed not to drink, but this has since been fixed.&lt;br /&gt;
&lt;br /&gt;
Most types of humanoids who join a fortress, such as [[Human|humans]] and [[Elf|elves]] need to drink, eat, and sleep.&lt;br /&gt;
&lt;br /&gt;
==Detailed mechanics==&lt;br /&gt;
&lt;br /&gt;
Thirst increments by 1 during each game [[Time|tick]] ''(i.e. 1200 per day, 33,600 per month, 403,200 per year)'', possibly more if the dwarf is a mother carrying her child. When it reaches certain thresholds, the following things happen.&lt;br /&gt;
&lt;br /&gt;
:* 20000 - dwarf starts considering getting something to drink (1/120 chance per tick) if idle&lt;br /&gt;
:* 22000 - dwarf decides to go get something to drink if idle&lt;br /&gt;
:* 25000 - dwarf starts flashing {{dftext|Thirsty|6:0}}&lt;br /&gt;
:* 35000 - dwarf gets an unhappy [[thought]] about being Thirsty, cancels current [[job]] to get something to drink&lt;br /&gt;
:* 50000 - dwarf starts flashing {{dftext|Dehydrated|4:1}}&lt;br /&gt;
:* 60000 - dwarf gets an unhappy thought about being Dehydrated&lt;br /&gt;
:* 75000 - dwarf dies of thirst&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rëcus&lt;br /&gt;
| elvish  = pacata&lt;br /&gt;
| goblin  = strabtom&lt;br /&gt;
| human   = ethgath&lt;br /&gt;
}}&lt;br /&gt;
Completing a drink job decreases the relevant counter by 50,000 (to a minimum of zero), though they may also decrement it additional times during the job's progress.&lt;br /&gt;
&lt;br /&gt;
Being dehydrated for even a single [[tick]] will cause a [[miscarriage]] among pregnant dwarves.&lt;br /&gt;
&lt;br /&gt;
Prior to version 0.31.07 (and going all the way back to the 2D versions), the unhappy thoughts resulting from hunger/thirst/drowsiness occurred at the exact same time that the dwarf started flashing, but all of the other numbers were otherwise the same. Additionally, in earlier versions (most notably 40d and earlier) dwarves cancelled jobs for food/drink/sleep much more readily.&lt;br /&gt;
[[ru:Thirst]]&lt;/div&gt;</summary>
		<author><name>Veskaida</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Thirst&amp;diff=255100</id>
		<title>Thirst</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Thirst&amp;diff=255100"/>
		<updated>2020-09-30T06:35:31Z</updated>

		<summary type="html">&lt;p&gt;Veskaida: Slight reformatting for readability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:05, 28 July 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Thirsty_Dwarves.gif‎|thumb|right|Dwarves quenching thirst.]]&lt;br /&gt;
[[Dwarf|Dwarves]], given time, will eventually get '''thirsty''', as indicated by a blue down [[Status icon|arrow]] blinking over the thirsty dwarf. If a dwarf fails to drink in time, the thirst will proceed to dehydration and eventually death. A dwarf needs to drink about once in three weeks.&lt;br /&gt;
&lt;br /&gt;
A thirsty dwarf prefers to drink [[Alcohol|booze]]. If none is available, they will go to the nearest [[water]] source and drink. Ideally this is a [[well]] inside the fortress, but they will drink from a [[river]], [[brook]], or even [[murky pool]]s if there are no other sources of water. A dwarf can live on water indefinitely on water alone, but without alcohol they will suffer bad thoughts, reduced movement speed, workrate, and combat abilities: making a dwarf's efficiency highly alcohol-dependent. While dwarves prefer an abundance of alcohol, they cannot survive on alcohol alone and will eventually dehydrate and die without drinking water (e.g. trapped with alcohol but no water).&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to be capable of subsisting on [[vomit]] and slime in particularly dire times, though this is traumatizing and will quickly result in mental breakdowns and [[insanity]]. This will usually only happen in cases of dwarves walling themselves in and being forgotten and in challenging embark locations.&lt;br /&gt;
&lt;br /&gt;
A [[rest|resting]] dwarf will not do anything on their own until they have recovered from recent injuries (preferably inside a [[hospital]]), and will depend on others to provide them with food and drink. They will not be given booze but receive water carried in [[bucket]]s.&lt;br /&gt;
&lt;br /&gt;
Any baby being carried by its mother will effectively leech drink from her, causing her to become thirsty at double the usual rate. This does not, however, count as alcohol - when a baby is close to 1 year old, it will have severe withdrawal.&lt;br /&gt;
&lt;br /&gt;
[[Vampire|Vampires]] and [[Necromancer|necromancers]] never dehydrate, and thus never drink water or [[Alcohol|alcohol]]. In previous versions, [[Werebeast|werebeasts]] also need not drink but this has since been fixed.&lt;br /&gt;
&lt;br /&gt;
Most types of humanoids who join a fortress such as [[Human|humans]] and [[Elf|elves]] need to drink, eat, and sleep.&lt;br /&gt;
&lt;br /&gt;
==Detailed mechanics==&lt;br /&gt;
&lt;br /&gt;
Thirst increments by 1 during each game [[Time|tick]] ''(i.e. 1200 per day, 33,600 per month, 403,200 per year)'', possibly more if the dwarf is a mother carrying her child. When it reaches certain thresholds, the following things happen.&lt;br /&gt;
&lt;br /&gt;
:* 20000 - dwarf starts considering getting something to drink (1/120 chance per tick) if idle&lt;br /&gt;
:* 22000 - dwarf decides to go get something to drink if idle&lt;br /&gt;
:* 25000 - dwarf starts flashing {{dftext|Thirsty|6:0}}&lt;br /&gt;
:* 35000 - dwarf gets an unhappy [[thought]] about being Thirsty, cancels current [[job]] to get something to drink&lt;br /&gt;
:* 50000 - dwarf starts flashing {{dftext|Dehydrated|4:1}}&lt;br /&gt;
:* 60000 - dwarf gets an unhappy thought about being Dehydrated&lt;br /&gt;
:* 75000 - dwarf dies of thirst&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rëcus&lt;br /&gt;
| elvish  = pacata&lt;br /&gt;
| goblin  = strabtom&lt;br /&gt;
| human   = ethgath&lt;br /&gt;
}}&lt;br /&gt;
Completing a drink job decreases the relevant counter by 50,000 (to a minimum of zero), though they may also decrement it additional times during the job's progress.&lt;br /&gt;
&lt;br /&gt;
Being dehydrated for even a single [[tick]] will cause a [[miscarriage]] among pregnant dwarves.&lt;br /&gt;
&lt;br /&gt;
Prior to version 0.31.07 (and going all the way back to the 2D versions), the unhappy thoughts resulting from hunger/thirst/drowsiness occurred at the exact same time that the dwarf started flashing, but all of the other numbers were otherwise the same. Additionally, in earlier versions (most notably 40d and earlier) dwarves cancelled jobs for food/drink/sleep much more readily.&lt;br /&gt;
[[ru:Thirst]]&lt;/div&gt;</summary>
		<author><name>Veskaida</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Thirst&amp;diff=255099</id>
		<title>Thirst</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Thirst&amp;diff=255099"/>
		<updated>2020-09-30T06:33:27Z</updated>

		<summary type="html">&lt;p&gt;Veskaida: Typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:05, 28 July 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Thirsty_Dwarves.gif‎|thumb|right|Dwarves quenching thirst.]]&lt;br /&gt;
[[Dwarf|Dwarves]], given time, will eventually get '''thirsty''', as indicated by a blue down [[Status icon|arrow]] blinking over the thirsty dwarf. If a dwarf fails to drink in time, the thirst will proceed to dehydration and eventually death. A dwarf needs to drink about once in three weeks.&lt;br /&gt;
&lt;br /&gt;
A thirsty dwarf prefers to drink [[Alcohol|booze]]. If none is available, they will go to the nearest [[water]] source and drink. Ideally this is a [[well]] inside the fortress, but they will drink from a [[river]], [[brook]], or even [[murky pool]]s if there are no other sources of water. A dwarf can live on water indefinitely on water alone, but without alcohol they will suffer bad thoughts, reduced movement speed, workrate, and combat abilities: making a dwarf's efficiency highly alcohol-dependent.&lt;br /&gt;
&lt;br /&gt;
While dwarves prefer an abundance of alcohol, they cannot survive on alcohol alone and will eventually dehydrate and die without drinking water (e.g. trapped with alcohol but no water).&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to be capable of subsisting on [[vomit]] and slime in particularly dire times, though this is traumatizing and will quickly result in mental breakdowns and [[insanity]]. This will usually only happen in cases of dwarves walling themselves in and being forgotten and in challenging embark locations.&lt;br /&gt;
&lt;br /&gt;
A [[rest|resting]] dwarf will not do anything on their own until they have recovered from recent injuries (preferably inside a [[hospital]]), and will depend on others to provide them with food and drink. They will not be given booze but receive water carried in [[bucket]]s.&lt;br /&gt;
&lt;br /&gt;
Any baby being carried by its mother will effectively leech drink from her, causing her to become thirsty at double the usual rate. This does not, however, count as alcohol - when a baby is close to 1 year old, it will have severe withdrawal.&lt;br /&gt;
&lt;br /&gt;
[[Vampire|Vampires]] and [[Necromancer|necromancers]] never dehydrate, and thus never drink water or [[Alcohol|alcohol]]. In previous versions, [[Werebeast|werebeasts]] also need not drink but this has since been fixed.&lt;br /&gt;
&lt;br /&gt;
Most types of humanoids join a fortress  such as [[Human|humans]] and [[Elf|elves]] need to drink, eat, and sleep.&lt;br /&gt;
&lt;br /&gt;
==Detailed mechanics==&lt;br /&gt;
&lt;br /&gt;
Thirst increments by 1 during each game [[Time|tick]] ''(i.e. 1200 per day, 33,600 per month, 403,200 per year)'', possibly more if the dwarf is a mother carrying her child. When it reaches certain thresholds, the following things happen.&lt;br /&gt;
&lt;br /&gt;
:* 20000 - dwarf starts considering getting something to drink (1/120 chance per tick) if idle&lt;br /&gt;
:* 22000 - dwarf decides to go get something to drink if idle&lt;br /&gt;
:* 25000 - dwarf starts flashing {{dftext|Thirsty|6:0}}&lt;br /&gt;
:* 35000 - dwarf gets an unhappy [[thought]] about being Thirsty, cancels current [[job]] to get something to drink&lt;br /&gt;
:* 50000 - dwarf starts flashing {{dftext|Dehydrated|4:1}}&lt;br /&gt;
:* 60000 - dwarf gets an unhappy thought about being Dehydrated&lt;br /&gt;
:* 75000 - dwarf dies of thirst&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rëcus&lt;br /&gt;
| elvish  = pacata&lt;br /&gt;
| goblin  = strabtom&lt;br /&gt;
| human   = ethgath&lt;br /&gt;
}}&lt;br /&gt;
Completing a drink job decreases the relevant counter by 50,000 (to a minimum of zero), though they may also decrement it additional times during the job's progress.&lt;br /&gt;
&lt;br /&gt;
Being dehydrated for even a single [[tick]] will cause a [[miscarriage]] among pregnant dwarves.&lt;br /&gt;
&lt;br /&gt;
Prior to version 0.31.07 (and going all the way back to the 2D versions), the unhappy thoughts resulting from hunger/thirst/drowsiness occurred at the exact same time that the dwarf started flashing, but all of the other numbers were otherwise the same. Additionally, in earlier versions (most notably 40d and earlier) dwarves cancelled jobs for food/drink/sleep much more readily.&lt;br /&gt;
[[ru:Thirst]]&lt;/div&gt;</summary>
		<author><name>Veskaida</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Thirst&amp;diff=255098</id>
		<title>Thirst</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Thirst&amp;diff=255098"/>
		<updated>2020-09-30T06:32:47Z</updated>

		<summary type="html">&lt;p&gt;Veskaida: Confirmed for v0.47.04 that dwarves dehydrate and die despite abundant alcohol, in absence of water. Added line about other humanoids and variants. Slight syntax changes.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:05, 28 July 2017 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Thirsty_Dwarves.gif‎|thumb|right|Dwarves quenching thirst.]]&lt;br /&gt;
[[Dwarf|Dwarves]], given time, will eventually get '''thirsty''', as indicated by a blue down [[Status icon|arrow]] blinking over the thirsty dwarf. If a dwarf fails to drink in time, the thirst will proceed to dehydration and eventually death. A dwarf needs to drink about once in three weeks.&lt;br /&gt;
&lt;br /&gt;
A thirsty dwarf prefers to drink [[Alcohol|booze]]. If none is available, they will go to the nearest [[water]] source and drink. Ideally this is a [[well]] inside the fortress, but they will drink from a [[river]], [[brook]], or even [[murky pool]]s if there are no other sources of water. A dwarf can live on water indefinitely on water alone, but without alcohol they will suffer bad thoughts, reduced movement speed, workrate, and combat abilities: making a dwarf's efficiency highly alcohol-dependent.&lt;br /&gt;
&lt;br /&gt;
While dwarves prefer an abundance of alcohol, they cannot survive on alcohol alone and will eventually dehydrate and die without drinking water (e.g. trapped with alcohol but no water).&lt;br /&gt;
&lt;br /&gt;
Dwarves seem to be capable of subsisting on [[vomit]] and slime in particularly dire times, though this is traumatizing and will quickly result in mental breakdowns and [[insanity]]. This will usually only happen in cases of dwarves walling themselves in and being forgotten and in challenging embark locations.&lt;br /&gt;
&lt;br /&gt;
A [[rest|resting]] dwarf will not do anything on their own until they have recovered from recent injuries (preferably inside a [[hospital]]), and will depend on others to provide them with food and drink. They will not be given booze but receive water carried in [[bucket]]s.&lt;br /&gt;
&lt;br /&gt;
Any baby being carried by its mother will effectively leech drink from her, causing her to become thirsty at double the usual rate. This does not, however, count as alcohol - when a baby is close to 1 year old, it will have severe withdrawal.&lt;br /&gt;
&lt;br /&gt;
[[Vampire|vampires]] and [[Necromancer|necromancers]] never dehydrate, and thus never drink water or [[Alcohol|alcohol]]. In previous versions, [[Werebeast|werebeasts]] also need not drink but this has since been fixed.&lt;br /&gt;
&lt;br /&gt;
Most types of humanoids join a fortress  such as [[Human|humans]] and [[Elf|elves]] need to drink, eat, and sleep.&lt;br /&gt;
&lt;br /&gt;
==Detailed mechanics==&lt;br /&gt;
&lt;br /&gt;
Thirst increments by 1 during each game [[Time|tick]] ''(i.e. 1200 per day, 33,600 per month, 403,200 per year)'', possibly more if the dwarf is a mother carrying her child. When it reaches certain thresholds, the following things happen.&lt;br /&gt;
&lt;br /&gt;
:* 20000 - dwarf starts considering getting something to drink (1/120 chance per tick) if idle&lt;br /&gt;
:* 22000 - dwarf decides to go get something to drink if idle&lt;br /&gt;
:* 25000 - dwarf starts flashing {{dftext|Thirsty|6:0}}&lt;br /&gt;
:* 35000 - dwarf gets an unhappy [[thought]] about being Thirsty, cancels current [[job]] to get something to drink&lt;br /&gt;
:* 50000 - dwarf starts flashing {{dftext|Dehydrated|4:1}}&lt;br /&gt;
:* 60000 - dwarf gets an unhappy thought about being Dehydrated&lt;br /&gt;
:* 75000 - dwarf dies of thirst&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = rëcus&lt;br /&gt;
| elvish  = pacata&lt;br /&gt;
| goblin  = strabtom&lt;br /&gt;
| human   = ethgath&lt;br /&gt;
}}&lt;br /&gt;
Completing a drink job decreases the relevant counter by 50,000 (to a minimum of zero), though they may also decrement it additional times during the job's progress.&lt;br /&gt;
&lt;br /&gt;
Being dehydrated for even a single [[tick]] will cause a [[miscarriage]] among pregnant dwarves.&lt;br /&gt;
&lt;br /&gt;
Prior to version 0.31.07 (and going all the way back to the 2D versions), the unhappy thoughts resulting from hunger/thirst/drowsiness occurred at the exact same time that the dwarf started flashing, but all of the other numbers were otherwise the same. Additionally, in earlier versions (most notably 40d and earlier) dwarves cancelled jobs for food/drink/sleep much more readily.&lt;br /&gt;
[[ru:Thirst]]&lt;/div&gt;</summary>
		<author><name>Veskaida</name></author>
	</entry>
</feed>