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There are more kinds of mammal curses (64 possible, though it might leave off some amphibious/bat ones), so it reduces the chances of each specific one to avoid a mammal flood.  The generic lizard is given more weight, since it's more vague and presumably encompasses more things.  
 
There are more kinds of mammal curses (64 possible, though it might leave off some amphibious/bat ones), so it reduces the chances of each specific one to avoid a mammal flood.  The generic lizard is given more weight, since it's more vague and presumably encompasses more things.  
  
While procedurally generated, all werebeasts possess certain characteristics in common. They are all [[fanciful]], evil-aligned humanoids taking the shape of an animal who is crazed for blood and flesh, with glowing eyes and a brief description of their skin ("Its charcoal scales are blocky and close-set."), who are associated with the [[sphere]]s of animals, chaos, moon and night. While intelligent, werebeasts are locked in a [[berserk]] state and will behave accordingly, attacking anything in view.
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While procedurally generated, all werebeasts possess certain characteristics in common. They are all [[fanciful]], evil-aligned humanoids taking the shape of an animal who is crazed for blood and flesh, with glowing eyes and a brief description of their skin ("Its charcoal scales are blocky and close-set."), who are associated with the [[sphere]]s of animals, chaos, moon and night. While intelligent, werebeasts are locked in a [[berserk]] state and will behave accordingly, attacking anything in view. In previous versions of ''Dwarf Fortress'', a berserk werebeast would not attack another werebeast of the same species as themselves, however this behavior currently seems to be broken in fortress mode and transformed werebeasts are truly berserk.
  
 
During werebeast transformations, which occur at [[Werebeast#Transformation_dates|full moons]], the beast will not transform back into its original form until the duration of the full moon has ended.  The transformations, whether from dwarf-to-beast or beast-to-dwarf, will fully restore the unit in question to complete health. Hunger and thirst will both be removed, and injuries (including missing limbs) will be fully healed. Effects induced by insanity are not reversed, however, so berserking soldiers that transform will still not follow orders.  
 
During werebeast transformations, which occur at [[Werebeast#Transformation_dates|full moons]], the beast will not transform back into its original form until the duration of the full moon has ended.  The transformations, whether from dwarf-to-beast or beast-to-dwarf, will fully restore the unit in question to complete health. Hunger and thirst will both be removed, and injuries (including missing limbs) will be fully healed. Effects induced by insanity are not reversed, however, so berserking soldiers that transform will still not follow orders.  
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Transformed werebeasts are building destroyers, pathing to and toppling workshops and furniture that may be accessible to them. They will attack anything they can find for the duration of the full moon - including wildlife, livestock, and the dwarves of your fortress, prioritizing creatures over buildings in their efforts to spread the affliction.  
 
Transformed werebeasts are building destroyers, pathing to and toppling workshops and furniture that may be accessible to them. They will attack anything they can find for the duration of the full moon - including wildlife, livestock, and the dwarves of your fortress, prioritizing creatures over buildings in their efforts to spread the affliction.  
  
Werebeasts of the same beast-species are not hostile to each other while transformed. Generally, a werebeast will not attack another werebeast of the same species when it initially transforms. There have been reports of them attacking each other, so be careful if you want to keep them alive.
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In previous versions, werebeasts of the same beast-species would not be hostile to each other while transformed. This is not currently the case, however, and in the current version it is every beast for themselves. It is therefore generally recommended that individual werebeasts are isolated from the fort (and each other) before their transformation.  
  
 
Because werebeasts are ambushers (only announcing themselves when found) and are only active for a few days of the month, it's possible for their 'visits' to go completely undetected by members of your fort (though the local wildlife may certainly have noticed). If a werebeast is only spotted after the full moon has ended and it has reverted back to its normal form, the game will still announce its discovery, but instead in its ''current'' form (leading to amusing/terrifying messages such as "The Human (name) has come! A medium-sized creature prone to great ambition.").
 
Because werebeasts are ambushers (only announcing themselves when found) and are only active for a few days of the month, it's possible for their 'visits' to go completely undetected by members of your fort (though the local wildlife may certainly have noticed). If a werebeast is only spotted after the full moon has ended and it has reverted back to its normal form, the game will still announce its discovery, but instead in its ''current'' form (leading to amusing/terrifying messages such as "The Human (name) has come! A medium-sized creature prone to great ambition.").

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