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40d Talk:Werewolf
I've noticed a LOT of variability in how dangerous these things are. Sometimes my woodcutters will demolish them in one hit, other times I'll get torn to pieces instead. They universally butcher dogs from what I can tell. Anybody else have any experience with them? --Gotthard 13:04, 18 December 2007 (EST)
- First Werewolf was taken down by 3 unskilled dwarves. Killed a dog with one attack, and wounded a dwarf (Eye gone, Brain yellow) before giving in. The second werewolf, well, I had two skilled wrestlers to attack him. However, one of them was constantly going home (Rest, Fill Waterskin, ...), so effectively I attacked it with one wrestler, which was unsuccessful, because the bitch regenerated too fast. At some point, it got the advantage and took him down.--Qwertyu 20:40 17 March 2008 (UTC+1)
- Yeah, they do vary, but I think that the regeneration has something to do with it. My legendary miner got caught by one, so I swiftly recruited it and it smacked the werewolf up a treat - the ultra-mighty strength may have helped. On the other hand, another one took on a pack of five or six competent wrestlers and killed two of them before succumbing. In general, I think that soldiers with high might and fast weapons generally do better than wrestlers. Aosher 16:42, 23 February 2009 (EST)
Kobold bulb around neck or risk becoming werewolf[edit]
Is this true?--Richards 01:53, 22 April 2008 (EDT)
- Personally, I think it is just vandalism. At least I cannot confirm this, however, I had no kobold bulbs to check if my victim tried to put them on. Qwertyu 04:05, 22 April 2008 (EDT)
- I haven't experienced dwarves turning to werewolves. I got an immigrant wave and there was a werewolf nearby, it killed a few and the rest didn't turn to werewolves although I didn't have any kobold bulbs. Also I think it is impossible to hang vegetables around the neck. At least it isn't possible in adventure mode so I don't think it is in fort mode. So I think it is a joke. Almost funny, but confusing. --LASD 14:12, 22 April 2008 (EDT)
Infected meat?[edit]
I just started a new fort and before I knew what was what all my dogs were struck down by a werewolf. It ran off after my mule and I quickly hauled the dog corpeses inside. But my dwarves refuse to butcher them, claiming they need unrotten butcherable corpse. --Juckto 00:35, 19 May 2008 (EDT)
- Spooky. Midna 01:34, 23 May 2008 (EDT)
- Makes sense to me. Dogs (and other domesticated animals like cats, cows, camels, etc.) can't be butchered after they're already dead. RedKing 14:51, 30 October 2008 (EDT)
- Yeah, you can't butcher tame animals unless you have specifically slaughtered them at the butcher's shop. I don't think that makes sense, exactly, but it is how the game works.--Maximus 17:57, 30 October 2008 (EDT)
- You also can't butcher or craft goods from pet remains. HeWhoIsPale 20:13, 30 October 2008 (EDT)
Legendary Werewolves[edit]
I have noticed, in my experience with werewolves, that after one (dwarf) kill they will receive their own name, and become apparently much more dangerous. Under no condition should they be allowed to take a single dwarven life, for their taste for blood will become a prodigiously unbearable strain on their psyche, the desire to kill overwhelming any shred of sense and wariness they once possessed. Should any of these creatures be captured they must immediately be destroyed. I had one such monster sitting in a cage in my stockpile, and I accidentally sent his cage to be traded at the depot. Upon his release, he killed 4 dwarves that were merely hauling goods to and fro. It took a skilled hunter (who was fortunately in the area) more than ten bolts to finally kill the vile creature. Beware of werewolves.
- Well obviously. This is true of all creatures.