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Editing 40d:Insanity

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==Causes==
 
==Causes==
The following events/conditions can drive a creature insane:
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* A [[strange mood]] job is cancelled for some reason (e.g. the claimed workshop is destroyed)
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Certain events/conditions can drive a dwarf insane. It is not possible to force insanity, only to foster its growth.
* A [[Diplomat]] fails to leave your fortress within 25 days of completing its meeting.
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* A [[Merchant]] fails to leave your fortress within 25 days of finishing trading.
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* Entering a [[strange mood]] but failing to complete a [[legendary artifact]].
* A dwarf is forced to stay awake for over 6 months ("Very Drowsy" for a month and a half).
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* Being very [[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. Furthermore, dwarves who have successfully completed strange moods and created artifacts are '''immune''' to this source of insanity.
* 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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* [[Diplomat]]s and [[merchant]]s 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 [[animal]]s used to haul the goods. A caged diplomat will go insane immediately (e.g. if he falls [[unconscious]] while standing on [[cage trap]])
* 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]].
 
  
 
==Types==
 
==Types==

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