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Editing Werebeast
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While procedurally generated, all werebeasts 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 in view. | While procedurally generated, all werebeasts 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 in view. | ||
− | During werebeast transformations, which occur at | + | During werebeast transformations, which occur at full moons, the beast will not transform back into its original form until the duration of the full moon has ended. The transformations, whether from dwarf-to-beast or beast-to-dwarf, will fully restore the unit in question to complete health. Hunger and thirst will both be removed, and injuries (including missing limbs) will be fully healed. Effects induced by insanity are not reversed, however, so berserking soldiers that transform will still not follow orders. |
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Sapient creatures ([[human]]s, [[Dwarf|dwarves]], [[Elf|elves]], [[goblin]]s or [[animal people]]) bitten by werebeasts are cursed to become werebeasts themselves.{{cite forum|126618}} Those that have died as a werebeast are still capable of being resurrected by necromancers as intelligent undead. When this happens, the curse is retained and the newly revived will proceed to transform on a monthly basis whenever the original bite/turn date is reached. Transformations will not remove their status as undead. | Sapient creatures ([[human]]s, [[Dwarf|dwarves]], [[Elf|elves]], [[goblin]]s or [[animal people]]) bitten by werebeasts are cursed to become werebeasts themselves.{{cite forum|126618}} Those that have died as a werebeast are still capable of being resurrected by necromancers as intelligent undead. When this happens, the curse is retained and the newly revived will proceed to transform on a monthly basis whenever the original bite/turn date is reached. Transformations will not remove their status as undead. | ||
The size of the werebeast is dependent on the nature of its curse, but all are significantly larger than a dwarf, with things like wererhinos and weremammoths being particularly massive. Depending on their starting status and the beast form in question, transformed individuals may receive augmented (or reduced!) strength, agility, recuperation and disease resistance while in monster form, though they often possess slightly lower-than-average toughness and endurance. All werebeasts possess at least Talented [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], as well as Legendary skill in [[ambusher]]. If the werebeast is a child, these skills will be at "dabbling" level. 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. They may become caged when they revert, however. | The size of the werebeast is dependent on the nature of its curse, but all are significantly larger than a dwarf, with things like wererhinos and weremammoths being particularly massive. Depending on their starting status and the beast form in question, transformed individuals may receive augmented (or reduced!) strength, agility, recuperation and disease resistance while in monster form, though they often possess slightly lower-than-average toughness and endurance. All werebeasts possess at least Talented [[skill]] in [[wrestling]], [[Combat skill|biting, fighting, striking, kicking, dodging]] and [[Observer|observing]], as well as Legendary skill in [[ambusher]]. If the werebeast is a child, these skills will be at "dabbling" level. 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. They may become caged when they revert, however. | ||
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If the werebeast cannot use weapons in wereform (i.e. no hands), only the natural abilities of the creature are available for combat, which 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 "[[Syndrome|night sickness]]" to those who are bitten along with the werebeast curse. | If the werebeast cannot use weapons in wereform (i.e. no hands), only the natural abilities of the creature are available for combat, which 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 "[[Syndrome|night sickness]]" to those who are bitten along with the werebeast curse. | ||
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===Werebeast types=== | ===Werebeast types=== | ||
− | 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 "different" werebeasts of the same species in the same world. These descriptors, however, are purely for flavour, and have no gameplay implications. | + | [[File:werebeast_sprites_preview.png|right]]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 "different" werebeasts of the same species in the same world. These descriptors, however, are purely for flavour, and have no gameplay implications. |
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'''Reptile werebeasts:''' | '''Reptile werebeasts:''' | ||
{{columns-list|colwidth=10em| | {{columns-list|colwidth=10em| | ||
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* werewombat | * werewombat | ||
* werezebra* | * werezebra* | ||
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:<small>*The animal this corresponds to does not actually appear as a normal [[animal]] in ''Dwarf Fortress''.</small> | :<small>*The animal this corresponds to does not actually appear as a normal [[animal]] in ''Dwarf Fortress''.</small> | ||
:<small>**This werebeast doesn't correspond clearly to any specific in-game species of animal.</small> | :<small>**This werebeast doesn't correspond clearly to any specific in-game species of animal.</small> | ||
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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=== | + | ====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. | ||
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* Trading is especially difficult | * Trading is especially difficult | ||
* 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. | * 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. | ||
− | * 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 spiralling out of control (though it will also reduce the rate of infection). | 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). | ||
− | + | 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 their 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]]. | |
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− | 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 | ||
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− | + | Another method is to simply lock a werebeast in a room with 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. | |
− | Further improvements to this technique, such as assigning the uncursed to squads with no uniform (or just a helmet) | + | 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 (This method does not work with certain types of werebeasts, such as wereraccoons, as they are small enough to be caught in cage traps when transformed). 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. |
− | ==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. |
− | + | 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. | ||
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'''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. |