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Editing 23a: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]]ing. 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]]ing. Insanity comes in three flavors: melancholy, stark raving mad, and berserk.
  
The effect is permanent and incurable - insanity always ends in the death of the afflicted dwarf, whether by suicide or homicide, which will upset their [[friend]]s and [[Relationship|family]].  This can lead to a vicious circle of depression and [[tantrum]]s. Make sure to build [[coffin]]s to avoid compounded unhappiness from their friends [[Rot|decaying]] on open air.
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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 [[friend]]s and [[Relationship|family]].  This can lead to a vicious circle of depression and [[tantrum]]s. Make sure to build [[coffin]]s to avoid compounded unhappiness from their friends [[Rot|decaying]] on open air.
  
 
Even [[children]] and [[babies]] can be afflicted by insanity. And yes, that is awesome.
 
Even [[children]] and [[babies]] can be afflicted by insanity. And yes, that is awesome.
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* A [[strange mood]] job is cancelled for some reason (e.g. the claimed workshop is destroyed)
 
* A [[strange mood]] job is cancelled for some reason (e.g. the claimed workshop is destroyed)
 
* An invader from the [[cave river]], [[chasm]], or [[magma flow]] is trapped and unable to return to it.
 
* An invader from the [[cave river]], [[chasm]], or [[magma flow]] is trapped and unable to return to it.
* A [[Diplomat]] fails to leave your fortress within 25 days of completing its meeting.
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* A [[Diplomat]] trapped inside your fortress for a long time after having completed its meeting.
* A [[Merchant]] fails to leave your fortress within 25 days of finishing trading.
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* A [[Merchant]] trapped within your fortress or otherwise disrupted (e.g. by being attacked by invaders).
 
* A dwarf who is obsessed with his [[artifact]] loses it and is unable to find it.
 
* A dwarf who is obsessed with his [[artifact]] loses it and is unable to find it.
 
* A dwarf is forced to stay awake for over 6 months ("Very Drowsy" for a month and a half).
 
* A dwarf is forced to stay awake for over 6 months ("Very Drowsy" for a month and a half).
* A dwarf throws too many [[tantrum]]s during a short period of time (1% chance per tantrum). Dwarves who have completed a strange mood and created an artifact '''cannot''' go insane this way.
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* A dwarf is [[thought|miserable]] for a long enough time. Dwarves who have completed a strange mood and created an artifact '''cannot''' go insane this way.
 
* A dwarf enters a [[strange mood]] but is waiting inside the claimed workshop for the next item (or hasn't yet claimed a workshop) for a month and a half.
 
* A dwarf enters a [[strange mood]] but is waiting inside the claimed workshop for the next item (or hasn't yet claimed a workshop) for a month and a half.
 
* A [[Diplomat]] or [[merchant]] is trapped inside a [[cage]].
 
* A [[Diplomat]] or [[merchant]] is trapped inside a [[cage]].
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::''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 [[artifact]] weapon); [[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 [[artifact]] weapon); [[war dog]]s will quickly pull down an unskilled dwarf, though.
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:Berserk dwarves 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 [[military]] will engage him and the berserk dwarf can set off traps.
 
:The dwarf in question becomes an enemy to your civilization, meaning your [[military]] will engage him and the berserk dwarf can set off traps.
  
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*Lock the [[door]] or otherwise seal them in
 
*Lock the [[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 and a half while your dwarf stands in their workshop waiting for the items they need. You can use that time to build a makeshift wall (e.g. [[statue]]s, [[window]]s, or locked [[door]]s) 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.)
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: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 and a half while your dwarf stands in their workshop waiting for the items they need. You can use that time to build a makeshift 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
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*Post cage traps
 
*Post cage traps
:Building a cage trap near a dwarf that's 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.
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:Building a cage trap near a dwarf that's 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 [[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==

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