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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.
* 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==
  
There are three types of insanity that can occur naturally, but a dwarf may only be afflicted by one at a time (one is enough). The [[personality trait|personality]] of the dwarf influences the type of insanity.
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There are three known types of insanity, but a dwarf may only be afflicted by one at a time (one is enough). The [[personality trait|personality]] of the dwarf influences the type of insanity.
  
 
:* '''Stark raving mad'''
 
:* '''Stark raving mad'''
 
:{{gametext|<dwarf> has gone stark raving mad!|3:1}}
 
:{{gametext|<dwarf> has gone stark raving mad!|3:1}}
::{{DFtext|Running around babbling!|3:1}} / {{DFtext|Crawling around babbling!|3:1}}
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::''Running around babbling!''
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::''Crawling around babbling!''
 
:The afflicted will strip naked and drop each of their items one by one. They will then wander your halls aimlessly (or sometimes stick to their [[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 anyway, as they ignore any and all hazards they encounter while milling about.
 
:The afflicted will strip naked and drop each of their items one by one. They will then wander your halls aimlessly (or sometimes stick to their [[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 anyway, as they ignore any and all hazards they encounter while milling about.
 
:Dwarves with high '''anxiety''' are more likely to go stark raving mad.
 
:Dwarves with high '''anxiety''' are more likely to go stark raving mad.
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:* '''Melancholy'''
 
:* '''Melancholy'''
 
:{{gametext|<dwarf> is stricken by melancholy!|1:1}}
 
:{{gametext|<dwarf> is stricken by melancholy!|1:1}}
::{{DFtext|Stricken by melancholy...|1:1}}
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::''Stricken by melancholy...''
 
:The afflicted is overcome by depression and will seek out ways to end their life, considerably slowing their movement in the process. If they cannot find a [[cliff]] to jump off of or [[water]]/[[magma]] to [[Swimmer#Drowning|drown]]/[[Fire|burn up]] in, they will simply starve themselves to death. Be warned that a melancholy mother may take her baby's life with her own if she still carries it.
 
:The afflicted is overcome by depression and will seek out ways to end their life, considerably slowing their movement in the process. If they cannot find a [[cliff]] to jump off of or [[water]]/[[magma]] to [[Swimmer#Drowning|drown]]/[[Fire|burn up]] in, they will simply starve themselves to death. Be warned that a melancholy mother may take her baby's life with her own if she still carries it.
 
:Dwarves with high '''depression''' are more likely to be stricken by melancholy.
 
:Dwarves with high '''depression''' are more likely to be stricken by melancholy.
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:* '''Berserk'''
 
:* '''Berserk'''
 
:{{gametext|<dwarf> has gone berserk!|4:1}}
 
:{{gametext|<dwarf> has gone berserk!|4:1}}
::{{DFtext|In a berserk rage!|4:1}}
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::''In a berserk rage!''
 
:The afflicted 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). Luckily, [[Dog|war dogs]] can quickly bring down an unskilled dwarf.
 
:The afflicted 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). Luckily, [[Dog|war dogs]] can quickly bring down an unskilled dwarf.
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:Berserk dwarves have also been reported to pull every lever they can find. This may be a mere annoyance or [[Fun|very fun]], depending on your fortress' design.
 
:The dwarf in question becomes an enemy to your [[civilization]], meaning it will set off traps and engage your [[military]].
 
:The dwarf in question becomes an enemy to your [[civilization]], meaning it will set off traps and engage your [[military]].
 
:Dwarves with high '''anger''' are more likely to go berserk.
 
:Dwarves with high '''anger''' are more likely to go berserk.
 
There is one additional type of insanity which does not occur naturally:
 
:* '''Catatonic''' (special)
 
::{{DFtext|Staring off into space...|1:1}}
 
:The afflicted has experienced things so vile and unspeakable that its mind has completely shut down. Only [[hidden fun stuff]] is capable of producing this type of insanity.
 
  
 
==Dealing with insanity==
 
==Dealing with insanity==
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*Post cage traps
 
*Post cage traps
:Posting a cage trap near a dwarf thats 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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:Posting a cage trap near a dwarf thats 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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