v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "v0.31:Insanity"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(Moved information, Verify away.)
(Undo revision 91803 by Tarran (Talk) please dont do that)
Line 1: Line 1:
 
{{av}}
 
{{av}}
 
{{elven}}
 
{{elven}}
In short: '''Insanity''' is when a critical part of you dwarf's mind snaps. There is no way to recover.
 
 
 
 
'''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:{{verify}} melancholy,{{verify}} 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 {{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 {{L|children}} and {{L|babies}} 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 {{L|strange mood}} but failing to complete a {{L|legendary artifact}}.
 
* 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.
 
* {{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.
 
 
==Types==
 
 
There are three types of insanity.{{verify}} 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.A caged diplomat will go insane immediately (e.g. if he falls unconscious while standing on cage trap){{verify}}
 
 
 
:* '''Stark raving mad'''
 
:{{gametext|<dwarf> has gone stark raving mad!|#0FF}}
 
::''Running around babbling!''
 
: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.
 
 
 
:* '''Melancholy''' {{verify}}
 
:{{gametext|<dwarf> is stricken by melancholy!|#00F}}
 
::''Stricken by melancholy...''
 
: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.
 
 
 
:* '''Berserk'''
 
:{{gametext|<dwarf> has gone berserk!|#F00}}
 
::''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 {{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.{{verify}}
 
: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.
 

Revision as of 02:06, 13 April 2010

This article is about an older version of DF.

Template:Elven