When a character's Sanity drops below 40% (48 for Willow,40 to 120 for WX-78, 100 for Wickerbottom and Maxwell, 60 for Wes, 40 for Webber and 80 for all other characters), Bunnymen will become Beardlords, similar to how normal surface Rabbits become Beardlings. In this form, they make raspy, distorted growling noises, rather than their normal gurgling sounds. They will also periodically display a growling animation, where they show their teeth and raise their arms threateningly. Oddly, Beardlords walk instead of hop. Additionally, they will have an insanity aura of 40 points per minute and will only flee from battle to regenerate at a lower amount of health (1/4 or less). Despite their frightening appearance and behavior, Beardlords are neutral creatures, like Bunnymen.
Beardlords can be befriended with a Carrot in the same manner as normal Bunnymen, but they drain Sanity when close to the player due to the insanity aura. When following the player, they will run with raised arms, similar to the chasing pattern of a Werepig. In addition, when attacking enemies, Beardlords will use an overhand clawing motion similar to the way a Werepig attacks. When killed, Beardlords drop two Beard Hair and one Monster Meat. Beardlords will not go back to their houses at daybreak until they've turned back into Bunnymen.
When using Bunnymen to clear areas filled with spiders underground or against strong foes, it is better to use a One-man Band to recruit them. The sanity drain will bring the player to the point where they turn into Beardlords and thus are more effective in battle.
When hunting Bunnymen, it may be useful to bring some Meat along. This will anger them and they will attack, making it easier to initiate combat, though be warned, as multiple Bunnymen may be around.
Bunnymen will run away when their Health is low (1/4 or less). When fleeing, they must either be cornered or attacked with a ranged weapon. The Boomerang is the cheapest option, but any kind of Blow Dart works as well. If cornering them, it is possible to lose the drops in the sea above ground or in the abyss underground.
A way to kill a Bunnyman is to befriend it by feeding it a Carrot, then telling it to attack other Bunnymen, or befriending some Rock Lobsters and getting them to attack the Bunnymen. Having a Rabbit Hutch aboveground and giving the residing Bunnyman a Carrot will make it follow the player, then in the morning, the player can get a free strike after it goes to sleep outside.
Another easy way to kill Bunnymen is to collect Red Caps either from Red Mushtrees, from mushroom rings, or from the surface, and give it to a Bunnyman. The mushroom's poisonous properties will kill it after feeding it enough.
Below is the number of hits it takes with each weapon to kill Bunnymen when playing with characters with a default damage modifier. The Weather Pain is not included due to the random nature of its projectile.
|No. of hits for||48||15||12||8||7||6||5||4-7||5 or 3||4||3||2||1|
A player can farm Bunnymen with a Houndius Shootius and Walls. First, what the player wants to do is to build a Houndius Shootius and then build some Rabbit Hutches to surround it. Next, build some walls around the Houndius Shootius to prevent Bunnymen from attacking it. Lastly, build walls around the rabbit hutches to lower the distance the Bunnymen can run away. If the player wishes to use the farm, stay around until Dusk, or Night and command the Houndius Shootius to shoot the Bunnymen. If done right, this will result in lots of carrots, some meat, and some bunny puffs.
As with Pigs, random names are given to Bunnymen.
A list of possible Bunnyman names:
Attacking player who has Meats
Badly hurt, retreating
Lost interest in target
- Bunnymen were added in the Underground update.
- After The November Performance update, Bunnymen will no longer attack a player who has a Ham Bat.
- When in Beta, Bunnymen shared more data with Pigs and sometimes even ate meat off the ground.
- Bunnymen are the fourth Mob 'in the mold' of Pigs. The others are Merms, the Werebeaver, the MacTusk family from the base game and Wildbores from Shipwrecked DLC. This model has been nicknamed 'hunchback'.
- When examining a Rabbit Hole, Wilson says "That must lead to the kingdom of the bunnymen". This might have been an inspiration for Bunnymen.
- During the Twitch.tv preview stream of the caves, Kevin (Klei's lead programmer) said that Pigs and Bunnymen would probably fight each other. This behaviour was never implemented, though.
- Many of the friendly Bunnyman names are either plants (e.g. Brassica = cabbage, Celeriac = celery-root, Pimpernel/Tragopogon = flowers, Psoralea = tumbleweed) or lanthanides (some with minus the -ium suffix (e.g. Europia, Gadolin, Neo/Praseodymia, Promethia, Scandius, Ytterbia)).
- Bunnymen gave some vital evidence that William Carter was Maxwell when it wasn't confirmed. When examined by Maxwell, he says 'Reminds me of my old act' - William Carter used to be a magician before entering the Don't Starve world.
- An attacking Bunnyman has the same animation as the Werebeaver.
- All Bunnymen are hostile to Webber because he is considered a Monster.
- Due to the way the "Give" system works, it is possible to give Bunnymen items they have no use for, such as Thulecite, Purple Gems and Gold Nuggets. They can even be given meat items if distracted; however, they will not eat them, and they will keep any of the said items in their inventory until they die. They will also not accept any Things or Gravedigger Items.