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Difference between revisions of "40d:Insanity"

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'''Insanity''' causes a dwarf to immediately stop what they were doing and go mad, rendering them useless as they refuse to follow orders or perform any job. They also stop [[Food|eating]], [[Alcohol|drinking]] and even [[sleep|sleeping]]. Insanity comes in three flavors: melancholy, stark raving mad and berserk.  
 
'''Insanity''' causes a dwarf to immediately stop what they were doing and go mad, rendering them useless as they refuse to follow orders or perform any job. They also stop [[Food|eating]], [[Alcohol|drinking]] and even [[sleep|sleeping]]. Insanity comes in three flavors: melancholy, stark raving mad and berserk.  
  
The effect is permanent and there is no current way to cure them. Insanity always ends in the death of the afflicted dwarf, whether by suicide or homicide, which will upset their [[40d:friends|friends]] and [[40d:Relationships|family]].  This can lead to a vicious circle of depression and [[40d:tantrum|tantrum]]s. Make sure to build [[40d:coffin|coffin]]s to avoid compounded unhappiness from their friends [[40d:Rot|decaying]] on open air.
+
The effect is permanent and there is no current way to cure them. Insanity always ends in the death of the afflicted dwarf, whether by suicide or homicide, which will upset their {{L|friends}} and {{L|Relationships|family}}.  This can lead to a vicious circle of depression and {{L|tantrum}}s. Make sure to build {{L|coffin}}s to avoid compounded unhappiness from their friends {{L|Rot|decaying}} on open air.
  
Even [[40d:children|children]] and [[40d:babies|babies]] can be afflicted by insanity. And yes, that is awesome.
+
Even {{L|children}} and {{L|babies}} can be afflicted by insanity. And yes, that is awesome.
  
 
==Causes==
 
==Causes==
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Certain events/conditions can drive a dwarf insane. It is not possible to force insanity, only to foster its growth.
 
Certain events/conditions can drive a dwarf insane. It is not possible to force insanity, only to foster its growth.
  
* Entering a [[40d:strange mood|strange mood]] but failing to complete a [[40d:legendary artifact|legendary artifact]].
+
* Entering a {{L|strange mood}} but failing to complete a {{L|legendary artifact}}.
* Being very [[40d:thought|unhappy]] or miserable for a long time. Unlike a failed mood, this is not a guaranteed insanity, and dwarves can remain unhappy  for many months without snapping.
+
* Being very {{L|thought|unhappy}} or miserable for a long time. Unlike a failed mood, this is not a guaranteed insanity, and dwarves can remain unhappy  for many months without snapping.
* [[40d:diplomat|Diplomats]] and [[40d:merchant|merchants]] who are trapped inside your fortress for a long time will also go insane, even though you do not technically "own" them. This includes their pack [[40d:animals|animals]] used to haul the goods. A caged diplomat will go insane immediately (e.g. if he falls [[40d:unconscious|unconscious]] while standing on [[40d:cage trap|cage trap]])
+
* {{L|diplomat|Diplomats}} and {{L|merchant|merchants}} who are trapped inside your fortress for a long time will also go insane, even though you do not technically "own" them. This includes their pack {{L|animals}} used to haul the goods. A caged diplomat will go insane immediately (e.g. if he falls {{L|unconscious}} while standing on {{L|cage trap}})
  
 
==Types==
 
==Types==
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:{{gametext|<dwarf> has gone stark raving mad!|#0FF}}
 
:{{gametext|<dwarf> has gone stark raving mad!|#0FF}}
 
::''Running around babbling!''
 
::''Running around babbling!''
:The afflicted dwarf will drop all of their items (including [[40d:clothes|clothes]]) one by one until they are entirely naked. They will then wander your halls (or sometimes stick to their [[40d:room|room]]) babbling incoherently until they eventually die of dehydration or starvation. They do not actively seek out their own deaths, but death does a pretty good job at finding them anyways, as they ignore any and all hazards as they run around.
+
:The afflicted dwarf will drop all of their items (including {{L|clothes}}) one by one until they are entirely naked. They will then wander your halls (or sometimes stick to their {{L|room}}) babbling incoherently until they eventually die of dehydration or starvation. They do not actively seek out their own deaths, but death does a pretty good job at finding them anyways, as they ignore any and all hazards as they run around.
  
  
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:{{gametext|<dwarf> is stricken by melancholy!|#00F}}
 
:{{gametext|<dwarf> is stricken by melancholy!|#00F}}
 
::''Stricken by melancholy...''
 
::''Stricken by melancholy...''
:The afflicted dwarf is overcome by depression and will seek out ways to end their life. If they cannot find a [[40d:cliff|cliff]] to jump off of or [[40d:water|water]]/[[40d:magma|magma]] to [[40d:Swimmer#Drowning|drown]]/[[40d:Fire|burn up]] in, they will simply starve themselves to death.  Melancholy dwarves also move very slowly.
+
:The afflicted dwarf is overcome by depression and will seek out ways to end their life. If they cannot find a {{L|cliff}} to jump off of or {{L|water}}/{{L|magma}} to {{L|Swimmer#Drowning|drown}}/{{L|Fire|burn up}} in, they will simply starve themselves to death.  Melancholy dwarves also move very slowly.
  
  
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:{{gametext|<dwarf> has gone berserk!|#F00}}
 
:{{gametext|<dwarf> has gone berserk!|#F00}}
 
::''In a berserk rage!''
 
::''In a berserk rage!''
:The afflicted dwarf attacks friend and foe alike in a blind rage. This can be dangerous if it happens to an experienced dwarf (especially one carrying an [[40d:artifact|artifact]] weapon); [[40d:war dog|war dog]]s will quickly pull down an unskilled dwarf, though.
+
:The afflicted dwarf attacks friend and foe alike in a blind rage. This can be dangerous if it happens to an experienced dwarf (especially one carrying an {{L|artifact}} weapon); {{L|war dog}}s will quickly pull down an unskilled dwarf, though.
 
:Berserk dwarfs have also been known to pull every lever they can find.  This may be merely annoying or a true game-ender, depending on your fortress design.
 
:Berserk dwarfs have also been known to pull every lever they can find.  This may be merely annoying or a true game-ender, depending on your fortress design.
:The dwarf in question becomes an enemy to your civilization, meaning your [[40d:military|military]] will engage him and the berserk dwarf can set off traps.
+
:The dwarf in question becomes an enemy to your civilization, meaning your {{L|military}} will engage him and the berserk dwarf can set off traps.
  
 
==Dealing with insanity==
 
==Dealing with insanity==
  
As stated, there is no cure for the insane. But there are ways you can deal with dwarf quickly and efficiently which can have little impact on your fort's health. Of course, that isn't always as [[40d:fun|fun]].
+
As stated, there is no cure for the insane. But there are ways you can deal with dwarf quickly and efficiently which can have little impact on your fort's health. Of course, that isn't always as {{L|fun}}.
  
*Lock the [[40d:door|door]] or otherwise seal them in
+
*Lock the {{L|door}} or otherwise seal them in
 
:Insane dwarves - even the berserk kind - cannot get by a locked door. If your insane or soon-to-be-insane dwarf is in a lockable room, just lock the door; you can then wait for them to starve themselves to death. Even if your workshops aren't in rooms on their own, you'll have a month or two while your dwarf stands in their workshop waiting for the items they need. You can use that time to build a wall around the workshop and seal the dwarf in. (Indeed, it may be a good idea to start doing this instinctively as soon as a dwarf claims a workshop, or dig 3x3 squares with only one way in for your workshops so you can build a door in the gap and lock it as soon as the dwarf goes mad.)
 
:Insane dwarves - even the berserk kind - cannot get by a locked door. If your insane or soon-to-be-insane dwarf is in a lockable room, just lock the door; you can then wait for them to starve themselves to death. Even if your workshops aren't in rooms on their own, you'll have a month or two while your dwarf stands in their workshop waiting for the items they need. You can use that time to build a wall around the workshop and seal the dwarf in. (Indeed, it may be a good idea to start doing this instinctively as soon as a dwarf claims a workshop, or dig 3x3 squares with only one way in for your workshops so you can build a door in the gap and lock it as soon as the dwarf goes mad.)
  
 
*Station your military around them
 
*Station your military around them
 
:If you suspect a dwarf is about to go insane, whether from misery or a failed mood, you can station a squad of soldiers by them
 
:If you suspect a dwarf is about to go insane, whether from misery or a failed mood, you can station a squad of soldiers by them
:This is a decisive solution to dealing with a berserk dwarf. Better they charge into an axe than an unlucky [[40d:mason|mason]] walking along.
+
:This is a decisive solution to dealing with a berserk dwarf. Better they charge into an axe than an unlucky {{L|mason}} walking along.
  
 
*Make sure you have a cliff and that the bottom is accessible
 
*Make sure you have a cliff and that the bottom is accessible
 
:As cruel as it might sound, making sure your melancholy dwarves have a place to jump off of provides a quick and easy death instead of waiting for them to eventually starve. If you're able to access the bottom of the cliff you can more quickly bury the corpse and recover the deceased's items.
 
:As cruel as it might sound, making sure your melancholy dwarves have a place to jump off of provides a quick and easy death instead of waiting for them to eventually starve. If you're able to access the bottom of the cliff you can more quickly bury the corpse and recover the deceased's items.
  
*Assign [[40d:dog|wardogs]] to a potential case, or to those around them
+
*Assign {{L|dog|wardogs}} to a potential case, or to those around them
 
:Similar to military, wardogs will recognize the insane as an enemy, and rip them apart the moment they become a danger. This tends to only work with the more violent types.  One or two is enough for a non-wrestler, and has the advantage of following the dwarf wherever they go.
 
:Similar to military, wardogs will recognize the insane as an enemy, and rip them apart the moment they become a danger. This tends to only work with the more violent types.  One or two is enough for a non-wrestler, and has the advantage of following the dwarf wherever they go.
  
 
*Post cage traps
 
*Post cage traps
:Posting a cage trap near a dwarf thats about to go berserk will imprison him in a cage and prevent a needless death. he can be kept alive in this cage indefinitely and it will keep your other dwarves from having a bad thought relation to the would be death of their friend/husband/whatever.  If you're concerned about the security of a [[40d:control room|control room]], a cage trap outside will stop any mad lever puller before they can do any damage.
+
:Posting a cage trap near a dwarf thats about to go berserk will imprison him in a cage and prevent a needless death. he can be kept alive in this cage indefinitely and it will keep your other dwarves from having a bad thought relation to the would be death of their friend/husband/whatever.  If you're concerned about the security of a {{L|control room}}, a cage trap outside will stop any mad lever puller before they can do any damage.
  
 
==Insanity in Adventure Mode==
 
==Insanity in Adventure Mode==
  
In [[40d:Adventure Mode|Adventure Mode]], it is possible to have your adventurer become melancholy, this can be caused by extreme drowsiness.  When this happens, your adventurer will be able to fall off cliffs without using the ALT-key, and possibly won't be able to swim during this state. Other than that, nothing really else happens, and the effect goes away when you travel on the world map.
+
In {{L|Adventure Mode}}, it is possible to have your adventurer become melancholy, this can be caused by extreme drowsiness.  When this happens, your adventurer will be able to fall off cliffs without using the ALT-key, and possibly won't be able to swim during this state. Other than that, nothing really else happens, and the effect goes away when you travel on the world map.
  
 
[[Category:Thoughts]]
 
[[Category:Thoughts]]

Revision as of 16:43, 12 April 2010

This article is about an older version of DF.

Insanity causes a dwarf to immediately stop what they were doing and go mad, rendering them useless as they refuse to follow orders or perform any job. They also stop eating, drinking and even sleeping. Insanity comes in three flavors: melancholy, stark raving mad and berserk.

The effect is permanent and there is no current way to cure them. Insanity always ends in the death of the afflicted dwarf, whether by suicide or homicide, which will upset their Template:L and Template:L. This can lead to a vicious circle of depression and Template:Ls. Make sure to build Template:Ls to avoid compounded unhappiness from their friends Template:L on open air.

Even Template:L and Template:L can be afflicted by insanity. And yes, that is awesome.

Causes

Certain events/conditions can drive a dwarf insane. It is not possible to force insanity, only to foster its growth.

  • Entering a Template:L but failing to complete a Template:L.
  • Being very Template:L or miserable for a long time. Unlike a failed mood, this is not a guaranteed insanity, and dwarves can remain unhappy for many months without snapping.
  • Template:L and Template:L who are trapped inside your fortress for a long time will also go insane, even though you do not technically "own" them. This includes their pack Template:L used to haul the goods. A caged diplomat will go insane immediately (e.g. if he falls Template:L while standing on Template:L)

Types

There are three types of insanity. It is only possible for a dwarf to have one type of insanity (one is enough). If there are any factors which determine why a dwarf gets one type of madness vs. another, they are not yet identified.


  • Stark raving mad
<dwarf> has gone stark raving mad!
Running around babbling!
The afflicted dwarf will drop all of their items (including Template:L) one by one until they are entirely naked. They will then wander your halls (or sometimes stick to their Template:L) babbling incoherently until they eventually die of dehydration or starvation. They do not actively seek out their own deaths, but death does a pretty good job at finding them anyways, as they ignore any and all hazards as they run around.


  • Melancholy
<dwarf> is stricken by melancholy!
Stricken by melancholy...
The afflicted dwarf is overcome by depression and will seek out ways to end their life. If they cannot find a Template:L to jump off of or Template:L/Template:L to Template:L/Template:L in, they will simply starve themselves to death. Melancholy dwarves also move very slowly.


  • Berserk
<dwarf> has gone berserk!
In a berserk rage!
The afflicted dwarf attacks friend and foe alike in a blind rage. This can be dangerous if it happens to an experienced dwarf (especially one carrying an Template:L weapon); Template:Ls will quickly pull down an unskilled dwarf, though.
Berserk dwarfs have also been known to pull every lever they can find. This may be merely annoying or a true game-ender, depending on your fortress design.
The dwarf in question becomes an enemy to your civilization, meaning your Template:L will engage him and the berserk dwarf can set off traps.

Dealing with insanity

As stated, there is no cure for the insane. But there are ways you can deal with dwarf quickly and efficiently which can have little impact on your fort's health. Of course, that isn't always as Template:L.

Insane dwarves - even the berserk kind - cannot get by a locked door. If your insane or soon-to-be-insane dwarf is in a lockable room, just lock the door; you can then wait for them to starve themselves to death. Even if your workshops aren't in rooms on their own, you'll have a month or two while your dwarf stands in their workshop waiting for the items they need. You can use that time to build a wall around the workshop and seal the dwarf in. (Indeed, it may be a good idea to start doing this instinctively as soon as a dwarf claims a workshop, or dig 3x3 squares with only one way in for your workshops so you can build a door in the gap and lock it as soon as the dwarf goes mad.)
  • Station your military around them
If you suspect a dwarf is about to go insane, whether from misery or a failed mood, you can station a squad of soldiers by them
This is a decisive solution to dealing with a berserk dwarf. Better they charge into an axe than an unlucky Template:L walking along.
  • Make sure you have a cliff and that the bottom is accessible
As cruel as it might sound, making sure your melancholy dwarves have a place to jump off of provides a quick and easy death instead of waiting for them to eventually starve. If you're able to access the bottom of the cliff you can more quickly bury the corpse and recover the deceased's items.
  • Assign Template:L to a potential case, or to those around them
Similar to military, wardogs will recognize the insane as an enemy, and rip them apart the moment they become a danger. This tends to only work with the more violent types. One or two is enough for a non-wrestler, and has the advantage of following the dwarf wherever they go.
  • Post cage traps
Posting a cage trap near a dwarf thats about to go berserk will imprison him in a cage and prevent a needless death. he can be kept alive in this cage indefinitely and it will keep your other dwarves from having a bad thought relation to the would be death of their friend/husband/whatever. If you're concerned about the security of a Template:L, a cage trap outside will stop any mad lever puller before they can do any damage.

Insanity in Adventure Mode

In Template:L, it is possible to have your adventurer become melancholy, this can be caused by extreme drowsiness. When this happens, your adventurer will be able to fall off cliffs without using the ALT-key, and possibly won't be able to swim during this state. Other than that, nothing really else happens, and the effect goes away when you travel on the world map.