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Editing 40d:Insanity

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{{quality|Masterwork|15:31 27 December 2011 (UTC) (UTC)}}{{av}}
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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|sleeping]]. 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 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.
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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 [[friends]] and [[Relationships|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.
  
 
==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|Diplomats]] and [[merchant|merchants]] 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 [[animals]] 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 types of insanity. It is only possible for a dwarf to be one type of insanity, and it is believed to be assigned randomly.
 
 
:* '''Stark raving mad'''
 
:{{gametext|<dwarf> has gone stark raving mad!|3:1}}
 
::{{DFtext|Running around babbling!|3:1}} / {{DFtext|Crawling around babbling!|3:1}}
 
: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.
 
  
:* '''Melancholy'''
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* Stark raving mad (Running around babbling!)
:{{gametext|<dwarf> is stricken by melancholy!|1:1}}
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:The afflicted dwarf will drop all of their items (including [[clothes]]) one by one until they are entirely naked. They will then wander your halls (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 anyways.
::{{DFtext|Stricken by melancholy...|1:1}}
 
: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.
 
  
:* '''Berserk'''
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* Melancholy (Stricken by melancholy...)
:{{gametext|<dwarf> has gone berserk!|4:1}}
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:The afflicted dwarf is overcome by depression and will seek out ways to end their life. 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.
::{{DFtext|In a berserk rage!|4:1}}
 
: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 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.
 
  
There is one additional type of insanity which does not occur naturally:
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* Berserk (In a berserk rage!)
:* '''Catatonic''' (special)
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: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.
::{{DFtext|Staring off into space...|1:1}}
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:Beserk dwarfs 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 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.
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:The dwarf in question becomes an enemy to your civilization, meaning your [[military]] will engage him and the berserk dwarf can set off traps.
  
 
==Dealing with insanity==
 
==Dealing with insanity==
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*Make sure you have a cliff and that the bottom is accessible
 
*Make sure you have a cliff and that the bottom is accessible
:As cruel as it might sound, making sure your melancholy dwarves have a place to jump off of provides a quick and easy death instead of waiting for them to eventually starve. If you're able to access the bottom of the cliff you can more quickly bury the corpse and recover the deceased's items.
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:As cruel as it might sound, making sure your melancholy dwarves have a place to jump off of provides a quick and easy death instead of waiting for them to eventually starve. If you're able to access the bottom of the cliff you can quickly bury the corpse and fetch his items.
  
 
*Assign [[dog|wardogs]] to a potential case, or to those around them
 
*Assign [[dog|wardogs]] to a potential case, or to those around them
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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.
  
 
==Insanity in Adventure Mode==
 
==Insanity in Adventure Mode==
  
In [[Adventure Mode]], it is possible to have your adventurer become melancholic, this can be caused by extreme drowsiness.  When this happens, your adventurer will be able to fall off cliffs without using the ALT-key, and possibly won't be able to swim during this state. Other than that, nothing really else happens, and the effect goes away when you travel on the world map.
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In [[Adventure Mode]], it is possible to have your adventurer become stark raving mad, this can be caused by extreme drowsiness.  When this happens, your adventurer will be able to fall off cliffs without using the ALT-key, and possibly won't be able to swim during this state. Other than that, nothing really else happens, and the effect goes away when you travel on the world map.
  
{{Category|Thoughts}}
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[[Category:Thoughts]]

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