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'''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature|night creatures]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sentient creatures (including any animal man) to transform into an animal form on the night of a full moon. Sentient creatures bitten by werebeasts are cursed to become werebeasts themselves.{{cite forum|126618}}
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'''Werebeasts''' are a variant of [[night creature]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sentient creatures (including any animal man) to transform into an animal form on the night of a full moon. Creatures bitten by werebeasts are cursed to become werebeasts themselves.
  
Werebeasts may take the form of mammals or reptiles, including animals that do not exist in ''Dwarf Fortress'', like iguanas.
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Werebeasts may take the form of mammals or reptiles.
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Werebeasts can take the form of an animal ''that does not exist in Dwarf Fortress''.  
  
 
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the [NIGHT_CREATURE_HUNTER] tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual.
 
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the [NIGHT_CREATURE_HUNTER] tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual.
  
 
==Werebeasts in Fortresses==
 
==Werebeasts in Fortresses==
In some regions, the full moon will herald the attack of werebeasts upon your fortress (triggering a message similar to the one that is shown when a Megabeast attacks), or instead the unwilling transformation of your own citizens into their bestial forms. The cursed will attack anyone they can find for the duration of the full moon, spreading their affliction even further. Werebeasts can have the ability to sneak, meaning they are invisible and their appearance doesn't get announced until they are spotted by one of your dwarves. 
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In some regions, the full moon will herald the attack of werebeasts upon your fortress (triggering a message similar to the one that is shown when a Megabeast attacks), or instead the unwilling transformation of your own citizens into their bestial forms. The cursed will attack anyone they can find for the duration of the full moon, spreading their affliction even further.
 
Werebeasts of the same species will cooperate with each other and not normally fight, but those of different species will treat each other no differently than enemies.
 
Werebeasts of the same species will cooperate with each other and not normally fight, but those of different species will treat each other no differently than enemies.
  
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If you have not yet established a correct defensive perimeter and a steady, trained militia, it is quite likely that if a werebeast attacks, a dwarf will be attacked and bitten.
 
If you have not yet established a correct defensive perimeter and a steady, trained militia, it is quite likely that if a werebeast attacks, a dwarf will be attacked and bitten.
  
If a dwarf is attacked but not bitten, he will be just fine (if he survives the ordeal). If a dwarf has been bitten by a werebeast and survives, however, he has a high chance to change when the next full moon comes.
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If a dwarf is attacked but not bitten, he will be just fine (if he survives the ordeal). If a dwarf has been bitten by a werebeast and survives, however, he will change when the next full moon comes.
  
 
There is no cure. To protect your other dwarves you should either keep the infected dwarf into an inaccessible pit so he does not infect your whole fortress, or if you do not want to take care of him, just kill him.
 
There is no cure. To protect your other dwarves you should either keep the infected dwarf into an inaccessible pit so he does not infect your whole fortress, or if you do not want to take care of him, just kill him.
  
Infected dwarves will not die of old age and do not need food and drink. They may go mad, however, so if you want to make him work (or use him for a [[stupid dwarf trick]]) you should try to keep him happy. This can be difficult because werebeasts will not sleep or eat, though they will drink if alcohol is available.
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Infected dwarves will not die of old age, are sterile and do not seem to need food and drink. They may go mad, however, so if you want to make him work (or use him for a [[stupid dwarf trick]]) you should give him a bed, decoration, and maybe some alcohol (if he drinks it)
  
Or maybe you want something exceedingly more [[fun]] instead? Try the latter.
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Or maybe you want something exceedingly more [[fun]] instead ? Try the latter.
  
 
==Infecting your entire fort==
 
==Infecting your entire fort==
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Yes, it is possible. Having only infected dwarves does not end your game.
 
Yes, it is possible. Having only infected dwarves does not end your game.
  
'''Pros:'''
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PROS
 
* Super-effective hospital service, your dwarves are fully healed once per month. No need for crutches or something.
 
* Super-effective hospital service, your dwarves are fully healed once per month. No need for crutches or something.
 
* Nobody will die of old age... if your forts even go for this long
 
* Nobody will die of old age... if your forts even go for this long
* No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal
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* No more pesky [[child]]ren to be kidnapped
* No need for beds or bedrooms other than those for nobles
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* Food and drink needs are reduced, if not negated
 
* When transformed, civilian dwarves are less vulnerable
 
* When transformed, civilian dwarves are less vulnerable
* Dwarves will happily discard their old tattered clothing and pick up fresh clothes every month.
 
* Unhappy thoughts are less severe as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy.
 
 
* Go for were-elephants or were-badgers for extra dwarven points
 
* Go for were-elephants or were-badgers for extra dwarven points
 
* Fun
 
* Fun
'''Cons:'''
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CONS
 
* Exceedingly difficult to set up, quite long as well
 
* Exceedingly difficult to set up, quite long as well
 
* May kill your most important dwarves
 
* May kill your most important dwarves
* When transformed, fortress activity grinds to a halt, and for a few days afterwards as civilians run around finding new clothing
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* When transformed, fortress activity grinds to a halt
* Werebeasts are building destroyers, so you'll constantly need to remake workshops and most furniture
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* <s>May</s> WILL cause issues with military when transformed : military becomes generally far weaker
* Trading is especially difficult
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* May be exceedingly fun for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again your ''are'' looking for fun in the first place
* <s>May</s> WILL cause issues with military when transformed : dwarf armor is too small for werebeasts, though they will hold onto their weapons and shields, and even quivers/bolts during transformation.
 
* May be exceedingly fun for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again you ''were'' looking for fun in the first place
 
  
 
There are several ways to attempt to infect your whole fort, some with higher success rates than others. The trick is to have your uncursed dwarves be bitten but not die, and also to have your cursed dwarves survive any retribution.
 
 
One method is to equip a squad of dwarves with training weapons and send them to an isolated area with one or two of your werebeasts. Ideally the dwarves who get injured will back away while the others hold back the werebeast. In reality it can be hard to balance the battle, which leads to either the werebeast killing off the injured dwarves or being pummeled into submission without spreading his curse. The main problem is when an attack by either the werebeast or a dwarf happens at the moment of transformation, it is considered a dwarf on dwarf attack, which leads to a minor [[loyalty cascade]].
 
 
Another method is to simply lock a werebeast in a room with a civilian(s) and hope that the civilian survives long enough for the werebeast to turn back. This reduces (but does not eliminate) the chance of a loyalty cascade, because only the werebeast is attacking. The main problem is that werebeasts become legendary fighters/wrestlers very quickly and are more than capable of killing/fatally wounding half a dozen dwarves in a single transformation.
 
 
The most successful method discovered is to lock a werebeast in a room with civilians, but be sure the room is completely covered in cage traps. Many injuries inflicted by werebeasts can knock a dwarf unconscious due to pain or strangulation, and an unconscious dwarf will be trapped by a cage trap. In the cage, dwarves are free to recover from their wounds, safe from any further attacks. In addition, a dwarf who is released from a cage gets an enormous happiness boost that will help him cope with the loss of family and friends who were not so lucky. Further improvements to this technique, such as assigning the uncursed to squads with no uniform (or just a helmet) that replaces clothing in order to allow every bite to break the skin, have pushed successful conversion rates to near 50%. It is also recommended to release dwarves from their cages immediately (via constructing the cages and attaching them to a lever) to prevent insanity due to unhappiness.
 
 
==Transformation Dates==
 
 
There are exactly thirteen full moons in a Dwarven year, so werebeasts transform on exactly the same dates every year:
 
 
*25th granite
 
*23rd slate
 
*21st felsite
 
*19th hematite
 
*17th malachite
 
*15th galena
 
*13th limestone
 
*11th sandstone
 
*8th  timber
 
*6th  moonstone
 
*4th  opal
 
*2nd  obsidian
 
*28th obsidian
 
  
 
==Werebeasts in Adventure Mode==
 
==Werebeasts in Adventure Mode==
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Even if the werebeast is dispatched while in animal form, werebeast kills are listed as being of the original race.
 
Even if the werebeast is dispatched while in animal form, werebeast kills are listed as being of the original race.
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{{D for Dwarf}}
 
{{D for Dwarf}}
 
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast.  The naked, confused creature usually runs away, probably scared by your dwarves' laughter.
 
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast.  The naked, confused creature usually runs away, probably scared by your dwarves' laughter.

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