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Editing 23a:Strange mood

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{{quality|Exceptional|14:40, 10 July 2012 (UTC)}}{{av}}
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{{quality|Fine|16:24, 27 April 2011 (UTC)}}{{av}}
{{minorspoiler}}
 
  
 
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  This will be based on a particular [[skill]] that creates a finished end product that can have a [[quality]], rather than intermediary material such as bars of metal or raw food.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[Strange mood#Failure|insane]] and die soon afterward.  
 
Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  This will be based on a particular [[skill]] that creates a finished end product that can have a [[quality]], rather than intermediary material such as bars of metal or raw food.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[Strange mood#Failure|insane]] and die soon afterward.  
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# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.
 
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.
 
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.
 
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.
 
Artifacts are generated with a randomly generated name, though 1% of moody dwarves (unless Fell or Macabre) will name their artifacts after themselves.
 
  
 
== Types of moods ==
 
== Types of moods ==
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Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones, skulls, and chunks/remains; if you do not happen to have any, you will have to "make" some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.
 
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require bones, skulls, and chunks/remains; if you do not happen to have any, you will have to "make" some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.
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 +
{{Spoiler}}
  
 
== Demands ==
 
== Demands ==
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete - 1-3 "primary" components and up to 7 additional items based on your fortress's population (up to 1 per 20 dwarves eligible to enter a mood) and previous moods (up to 1 per artifact successfully produced).  If the moody dwarf remains idle, then the necessary materials are not available. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says "gems... shining" for 6 seconds, 3 gems are demanded. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with "TSK" ("task") next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.
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Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needs.  Hints that stay active for longer than 2 seconds mean that multiple pieces of that material will be required; each single demand will be displayed for 2 seconds, so if it says "gems... shining" for 6 seconds, 3 gems are demanded. Materials will always be fetched ''in order'', so if at least one item has already been retrieved (the items will show up with "TSK" ("task") next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.
  
 
Note though that if a dwarf has a demand for a specific item, such as a [[bar|bar of metal]], raw [[gem]], or [[shell]], then that item type will be ''required''. For this reason, it is usually a good idea to keep an example of each item type on hand, particularly cut and raw gems, shells, bones, leather, raw glass of every type, both silk and plant cloth.
 
Note though that if a dwarf has a demand for a specific item, such as a [[bar|bar of metal]], raw [[gem]], or [[shell]], then that item type will be ''required''. For this reason, it is usually a good idea to keep an example of each item type on hand, particularly cut and raw gems, shells, bones, leather, raw glass of every type, both silk and plant cloth.
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| ore... particular ore
 
| ore... particular ore
 
|-
 
|-
| [[Gem]]s (rough)<br />Raw glass
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| [[Gem]]s (rough)
 
| rough gems
 
| rough gems
 
| rough gems
 
| rough gems
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| leather... skin
 
| leather... skin
 
|-
 
|-
| Plant [[cloth]]<br />Silk
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| [[Cloth]]
 
| cloth
 
| cloth
 
| stacked cloth
 
| stacked cloth
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|}
 
|}
  
Demands for Ore or Metal bars are always for a specific material, while demands for rough stone or [[block]]s merely require that the stone be gray, light, or dark. Demands for rough gems may be for a specific type of raw [[glass]] (unlike in later versions, there are no special messages), a specific gemstone, or ''any'' type of gemstone.  Demands for cloth can be for either [[plant fiber]] or [[silk]] cloth, and all other items (wood, cut gems, bone, shell, and leather) will accept any type of item. It is generally a good idea to keep as many types of material on hand as possible, including the three different kinds of glass.
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Demands for Ore or Metal bars are always for a specific material, while demands for rough stone or [[block]]s merely require that the stone be gray, light, or dark. Demands for rough gems may be for a specific type of raw [[glass]] (unlike in later versions, there are no special messages) or any type of gemstone, though demands for random rough gemstones will sometimes glitch and refuse to use '''any''' type of gem, dooming the mood to failure.  Demands for cloth can be for either [[plant fiber]] or [[silk]] cloth, and all other items (wood, cut gems, bone, shell, and leather) will accept any type of item. It is generally a good idea to keep as many types of material on hand as possible, including the three different kinds of glass.
  
The ''primary'' component of the strange mood will typically be based on the dwarf's preferences:
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Dwarves in macabre moods will list their demands in the same fashion as those in fey moods (though with them brooding "Yes. I need <item>." instead of screaming "I must have <item>!"). They may also say "Leave me. I need... things... certain things", in which case they want special items such as [[skull]]s or vermin [[remains]].
* A moody stoneworker will require gray stone, light stone, or dark stone based on his preferences - for example, a dwarf that likes [[Limestone]] will demand any light stone. A dwarf without any stone preferences will pick a type at random.
 
* A moody weaver or clothes maker who likes any type of plant fiber will demand plant cloth, while one that likes any type of silk will demand silk cloth. With no cloth preferences, the dwarf will pick either type at random.
 
* A moody furnace operator, blacksmith, or metal crafter can demand [[malachite]], [[cassiterite]], [[galena]], [[hematite]], [[native gold]], or [[native platinum]], according to material preferences. If you have not dug far enough into the mountain, then iron/gold/platinum are disallowed, even if preferred. In the absence of preferences, a metal type is chosen randomly.
 
* A moody weaponsmith or armorsmith will demand either [[malachite]] or [[hematite]], based on preferences. If you have not dug far enough into the mountain, then iron is disallowed. If neither metal is preferred, one of the candidates is chosen at random.
 
* Not surprisingly, a moody adamantine worker (of any type) will demand [[raw adamantine]].
 
* A moody jeweler will require the specific gem they happen to like; if they have no gem preference, they will use ''any'' gems you happen to have.
 
* A moody glassmaker will require the specific type of glass they happen to like; if they have no glass preference, they will pick a type at random.
 
* A moody bone carver who likes any type of bone will demand bones, while one that likes any type of shell will demand shells; with no preferences, one is picked randomly.
 
* A dwarf in a macabre mood will randomly select either bones, remains, or a skull.
 
  
The remaining "decoration" items are selected as follows:
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Moody dwarves who demand stone [[block]]s will '''not''' actually incorporate them into the artifact as decorations - they merely use them as a surface and destroy them upon completion of the mood.
* Possible item types:
 
** Wood logs of any type.
 
** Metal bars of a specific type - iron, gold, steel, electrum (or silver, if the [[Dungeon master]] hasn't arrived yet), platinum, silver, copper, bronze, brass, or tin. If you haven't dug deep enough, the first 5 types will be ignored. Metalsmiths will never decorate with metal bars.
 
** Cut gems of any type. Gem Cutters and Gem Setters will never decorate with cut gems.
 
** Rock blocks of a specific color - gray, dark, or light. Miners, Engravers, Masons, and Stone Crafters will never request blocks.
 
** Metal ore of a specific type - hematite, native gold, native platinum, galena, malachite, sphalerite, or cassiterite. If you haven't dug deep enough, the first 3 types will be ignored.
 
** Rough gems of any type
 
** Boulders of a random color - gray, dark, or light.
 
** Bones
 
** Shells
 
** Leather
 
** Cloth of a specific type - plant fiber, or silk.
 
** Raw glass of a specific type - green, clear, or crystal. Glassmakers will never decorate with any type of glass.
 
*Decoration items will never be the same type as the primary mood material, and some types of moods will additionally refuse to use specific item as decorations as noted above.
 
*Gem cutters and gem setters have a 50% chance of only gathering a single rough gem and nothing else - when they do this, they produce a "perfect gem" with a single decoration.
 
*Dwarves in macabre moods will replace 50% of their decoration item requests with [[skull]]s, [[bones]], or vermin [[remains]].
 
*Stone [[block]]s will '''not''' actually be used to make decorations - the dwarf will merely use them as a work surface and ''destroy'' them upon completion of the mood.
 
 
 
Dwarves in macabre moods will list their demands in the same fashion as those in fey moods, though with them brooding "Yes. I need <item>." instead of screaming "I must have <item>!". Requests for 'macabre' items are stated as "Leave me. I need... things... certain things."
 
  
 
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:
 
Once all materials have been gathered, viewing the workshop with {{K|q}} will display a special message depending on the type of mood:
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=== Frequency===
 
=== Frequency===
When a fortress is started, an internal counter is set to 1000.  Every 100 frames (12 times per day), this counter is decremented by 1, running down to zero in about 3 months.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or ''very approximately'' a 50% chance of a strange mood per month, there is no guarantee when a mood will strike - might be sooner, might be (almost) never.
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When a fortress is started, an internal counter is set to 1000.  Around 11 or 12 times per day, this counter is decremented by 1, running down to zero in about 3 months.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means that, once all conditions are met and the clock is ticking, while there is approximately a 2.4% chance of a strange mood per day, or ''very approximately'' a 50% chance of a strange mood per month, there is no guarantee when a mood will strike - might be sooner, might be (almost) never.
  
 
=== Conditions ===
 
=== Conditions ===
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=== Maximum number of artifacts ===
 
=== Maximum number of artifacts ===
 
The maximum number of artifacts in any one fortress is limited by the lower of:
 
The maximum number of artifacts in any one fortress is limited by the lower of:
* The number of items created divided by 100.<sup>1</sup> It is not clear exactly what counts as "item created", but all methods which count toward [[mandate]]s appear to be included.
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* The number of items created divided by 100.<sup>1</sup>
 
* The distance you have mined into the mountain divided by 20. Consequently, no fortress can ever have more than 18 artifacts, and getting that many requires digging past the [[Eerie glowing pit]]s (but does '''not''' require mining any [[raw adamantine]]).
 
* The distance you have mined into the mountain divided by 20. Consequently, no fortress can ever have more than 18 artifacts, and getting that many requires digging past the [[Eerie glowing pit]]s (but does '''not''' require mining any [[raw adamantine]]).
  
:<sup>1</sup> - actually the sum of all items by type '''and''' by type+subtype+material+matgloss, divided by 200.
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:<sup>1</sup> - actually the sum of all items by type '''and''' by material, divided by 200.
  
 
=== Eligibility ===
 
=== Eligibility ===
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Note that not every profession is from a moodable skill.  A Fisherdwarf or Trapper can be taken by a mood, but that will not make those skills legendary.
 
Note that not every profession is from a moodable skill.  A Fisherdwarf or Trapper can be taken by a mood, but that will not make those skills legendary.
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 +
:NOTE: ''If your game was saved shortly before one of you dwarves acquired a mood, reloading that game will most likely cause the chances to be completely re-figured, resulting in a different mood at a different time for a different dwarf with different materials. This is true for most all random events and results in Dwarf Fortress.''
  
 
=== Skills and workshops ===
 
=== Skills and workshops ===
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A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Strange mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, "legendary+1" or higher, depending on the dwarf's initial skill level) and a number of [[attribute]] gains.  The table to the right describes all applicable skills and their potential workshop requirements - there are only 25 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].
 
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 [[experience]] in that skill (excepting [[Strange mood#Possessed|possessed]]  dwarves). This will give the dwarf a legendary-level [[skill]] (specifically, "legendary+1" or higher, depending on the dwarf's initial skill level) and a number of [[attribute]] gains.  The table to the right describes all applicable skills and their potential workshop requirements - there are only 25 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].
  
When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly.
+
If a dwarf has the same experience points in two skills (as opposed to same experience title), the first listed for that dwarf will be the one affected by the mood (the exact experience can only be made visible with 3rd party [[utilities]]).
  
Metalworking moods will insist on using a [[magma forge]] once you have discovered the [[magma flow]] - until then, they will use an ordinary [[metalsmith's forge]] instead.
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When multiple workshops are listed, the dwarf may require one or the other, so ensure that ''both'' are available, if possible. If you have one, and the dwarf is not interested, then build the other, right away.  (i.e. If you have only [[magma forge]]s, you may have to build a standard [[forge]] for the moody dwarf).  
  
 
Below is a list of all ''non''-moodable skills; if all of a dwarf's skills are found on this list and none from the table to the right, then they have no moodable skills and will construct their artifact at a [[Craftsdwarf's workshop]], producing an appropriate craft as described above:
 
Below is a list of all ''non''-moodable skills; if all of a dwarf's skills are found on this list and none from the table to the right, then they have no moodable skills and will construct their artifact at a [[Craftsdwarf's workshop]], producing an appropriate craft as described above:
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This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, when ever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want*.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do a tiny bit of work in the skill(s) you most want; if a "[[experience|dabbling]]" skill is the highest moodable skill they have, that is the skill that will be used.
 
This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, when ever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want*.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do a tiny bit of work in the skill(s) you most want; if a "[[experience|dabbling]]" skill is the highest moodable skill they have, that is the skill that will be used.
  
:''(* [[Armorsmith]], [[Weaponsmith]]/[[Bowyer]], [[Metal crafter]], or [[Metalsmith]] are possibly the most-desired legendary skills, but much depends on your fortress, your current mix of skills, and your play style. The 4 [[adamantine]]-related skills are exceptionally valuable due to the limited time available to train them, but the likelihood of actually getting such a mood is so low as to be almost nonexistent.)''
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:''(* [[Armorsmith]], [[Weaponsmith]]/[[Bowyer]], [[Metal crafter]], or [[Metalsmith]] are possibly the most-desired legendary skills, but much depends on your fortress, your current mix of skills, and your play style.)''
  
 
:''(Note that [[Tanner]] is a moodable skill, the only [[Farmer]] category skill that is moodable.)''
 
:''(Note that [[Tanner]] is a moodable skill, the only [[Farmer]] category skill that is moodable.)''
  
 
== Artifacts created ==
 
== Artifacts created ==
The type of artifact created will depend on the skill selected for the mood and will be selected from the table below. If your dwarf does not have a preference for any possible items, the game will randomly select one from the list. Entries with "any" are treated as a single item which will randomly select a subtype which your civilization is capable of making, while "each" is treated as ''multiple'' entries, one for every possible subtype - this explains why bowyers and clothiers regularly produce foreign artifacts, while weaponsmiths do not.
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The type of artifact created will depend on the dwarf's highest skill.  Masons and miners will always create some kind of stone furniture; bone Carvers, a bone or shell object; carpenters, a wood object, etc. Engravers and stone crafters will make a stone craft; metalworkers, metal crafts, weapons, or armor (depending on the type of metalworker); weavers, an article of clothing; tanners, a leather armor or object. If a dwarf has no moodable skills, they will take over a [[craftsdwarf's workshop]] and create a bone, stone or wood craft of some type. The precise type of craft created is usually somewhat random but if a dwarf has a personality preference for a particular thing, such as gauntlets or floodgates or crowns, and that thing is an available choice given the dwarf's profession, they will generally create an object of that type.
 
 
{| class="wikitable" cellpadding="4" style="border:1px solid black;border-collapse:collapse;text-align:left;"
 
|-
 
! Mood / Skill
 
! Artifact type
 
|-
 
| [[Adamantine extractor]]
 
| rowspan=2| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet
 
|-
 
| [[Adamantine smelter]]
 
|-
 
| [[Adamantine weaver]]
 
| Each equipment item with [SOFT] (coat, shirt, cloak, tunic, toga, cape, vest, dress, robe, trousers, loincloth, thong, skirt, short skirt, long skirt, braies, glove, mitten, shoe, sandal, chausses, cap, hood, turban, mask, head veil, face veil, headscarf), backpack, quiver
 
|-
 
| [[Adamantine worker]]
 
| Each equipment item with [HARD] but not [SOFT] (plate mail, chain mail, greaves, leggings, gauntlet, high boot, low boot, helm), any shield, any weapon, any trap component<sup>2</sup>, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, cage, barrel, bucket, animal trap, instrument, toy, mechanism
 
|-
 
| [[Armorsmith]]
 
| Each equipment item with [METAL] (plate mail, chain mail, greaves, leggings, gauntlet, high boot, low boot, ''shoe, high boot, sandal<sup>1</sup>''), any shield
 
|-
 
| [[Bone carver]] (bone)
 
| rowspan=3| Each equipment item with [BARRED] (leggings, greaves, gauntlet, helm), any shield, ''any helm'', instrument, toy, door, bed, chair, table, statue, coffer, bin, armor stand, weapon rack, cabinet, coffin, floodgate, chain, cage, animal trap, figurine, amulet, scepter, crown, ring, earring, bracelet, any weapon, any trap component<sup>2</sup>
 
|-
 
| Macabre Mood (bone)
 
|-
 
| Fell Mood (bone)
 
|-
 
| [[Bone carver]] (shell)
 
| Each equipment item with [SCALED] (leggings, gauntlet, helm), figurine, amulet, crown, ring, earring, bracelet, chain, cage, animal trap, instrument, toy
 
|-
 
| [[Bowyer]]
 
| Each ranged weapon (crossbow, bow, blowgun)
 
|-
 
| [[Carpenter]]
 
| Door, bed, chair, table, statue, chest, bin, armor stand, weapon rack, cabinet, coffin, floodgate, cage, barrel, bucket, animal trap
 
|-
 
| [[Clothes maker]]
 
| rowspan=2| Each equipment item with [SOFT] (coat, shirt, cloak, tunic, toga, cape, vest, dress, robe, trousers, loincloth, thong, skirt, short skirt, long skirt, braies, glove, mitten, shoe, sandal, chausses, cap, hood, turban, mask, head veil, face veil, headscarf), bag, rope
 
|-
 
| [[Weaver]]
 
|-
 
| [[Engraver]]
 
| rowspan=3| Figurine, amulet, scepter, crown, ring, earring, bracelet, goblet, instrument, toy
 
|-
 
| [[Stone crafter]]
 
|-
 
| [[Wood crafter]]
 
|-
 
| Fell Mood (leather)
 
| rowspan=3| Each equipment item with [LEATHER] (dress, shirt, tunic, toga, vest, robe, coat, cloak, cape, armor, trousers, loincloth, thong, short skirt, skirt, long skirt, braies, leggings, glove, mitten, sandal, shoe, chausses, high boot, low boot, cap, hood, mask, turban, head veil, face veil, headscarf, helm), any shield, bag, backpack, quiver, instrument
 
|-
 
| [[Leatherworker]]
 
|-
 
| [[Tanner]]
 
|-
 
| [[Furnace operator]]
 
| rowspan=2| Figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, instrument, toy
 
|-
 
| [[Metal crafter]]
 
|-
 
| [[Gem cutter]]
 
| rowspan=3| Door, bed, chair, table, statue, box, armor stand, weapon rack, cabinet, coffin, floodgate, figurine, amulet, scepter, crown, ring, earring, bracelet, chain, flask, goblet, cage, barrel, bucket, animal trap, window, instrument, toy
 
|-
 
| [[Jeweler]]
 
|-
 
| [[Glassmaker]]
 
|-
 
| Macabre Mood (skull)
 
| Totem
 
|-
 
| Macabre Mood (vermin remains)
 
| Amulet, bracelet, earring
 
|-
 
| [[Mason]]
 
| rowspan=2| Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, coffin, floodgate
 
|-
 
| [[Miner]]
 
|-
 
| [[Mechanic]]
 
| Mechanism
 
|-
 
| [[Metalsmith]]
 
| Door, bed, chair, table, statue, coffer, armor stand, weapon rack, cabinet, anvil, coffin, floodgate, cage, barrel, bucket, animal trap
 
|-
 
| [[Weaponsmith]]
 
| Any weapon, any trap component<sup>2</sup>
 
|}
 
:<sup>1</sup> ''these are intended to be headgear types, but the code incorrectly specifies an item type of SHOES instead of HELM''
 
:<sup>2</sup> ''chance of selection for this entry is reduced by 90%''
 
  
The first object grabbed by the dwarf will be the "primary" substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a "chalk statue", but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  As seen above, a moody dwarf can sometimes produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]].
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The first object grabbed by the dwarf will be the "primary" substance; all other materials will be used to decorate the artifact. If a dwarf grabs a piece of [[chalk]] and makes a statue, for instance, it will be a "chalk statue", but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.  In some cases, a moody dwarf will produce an item which normally cannot be made from that material, leading to such odd constructions as an [[obsidian]] [[bed]], [[ruby]] [[floodgate]], or turtle [[shell]] [[cage]].
  
Once created, the dwarf will carry around the [[artifact]] in his inventory for a long time. If the dwarf is killed, the artifact becomes available for general use. Artifact furniture is useful for high value [[noble]] rooms. [[Weapon]]s and [[armor]] will only be used by heroes and champions. Artifact weapons and trap components in [[Trap#Weapon Trap|weapon traps]] can also boost a room's value considerably.
+
Once created, the dwarf will carry around the [[artifact]] in his inventory for a long time. If the dwarf is killed, the artifact becomes available for general use. Artifact furniture is useful for high value [[noble]] rooms. [[Weapon]]s and [[armor]] will only be used by heroes and champions. Artifact weapons in [[Trap#Weapon Trap|weapon traps]] can also boost a room's value considerably, as in the case of artifact trap components.
  
After 1.5 to 3 months, dwarves carrying their artifacts are intended to be overcome by them and do something special:
+
After a sufficient amount of time has passed, dwarves carrying their artifacts are intended to be overcome by them and do something special:
* {{Gametext|<dwarf> becomes obsessed with <artifact>!|6:1}}
+
* "<dwarf> becomes obsessed with <artifact>!" - the dwarf continues to carry the artifact around.
: The dwarf continues to carry the artifact around forever. If the dwarf ever loses possession of the artifact, he will cancel his job to "Seek Artifact" and get it back. If the artifact is stolen or destroyed, the dwarf will go insane.
+
* "<dwarf> becomes uneasy and drops <artifact>." - the dwarf immediately drops the artifact on the floor, at which point it may be used like any ordinary item.
* {{Gametext|<dwarf> becomes uneasy and drops <artifact>.|6:1}}
+
* "<dwarf> becomes nervous and cleverly hides <artifact>!" - the artifact is Lost (showing up in dark gray in the stocks screen), just as if it had fallen into the [[chasm]], [[cave river]], or [[magma flow]].
: The dwarf immediately drops the artifact on the floor, at which point it may be used like any ordinary item.
 
* {{Gametext|<dwarf> becomes nervous and cleverly hides <artifact>!|6:1}}
 
: The artifact is Lost (showing up in dark gray in the stocks screen), just as if it had fallen into the [[chasm]], [[cave river]], or [[magma flow]].
 
  
If a skilled soldier decides to pick up and equip an artifact, he will be affected in the same way, but a given dwarf can only ever be obsessed with one artifact at a time, so subsequently claimed artifacts will be either dropped or hidden. For this reason, it may be wise to put artifact weapons into [[trap]]s to get the most use out of them.
+
Due to a bug, this behavior never actually happens - dwarves who create artifacts will carry them forever. A patch for version 0.23.130.23a can be found on the Talk page.
  
 
== Failure ==
 
== Failure ==
 
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.
 
If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go [[insanity|insane]], which cancels the mood and the artifact.  As if that's not bad enough, any dwarf who goes insane will soon die, one way or another.
  
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and animals.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.
+
A dwarf who is '''stark raving mad''' or '''melancholy''' is harmless to others (until they die and start a [[tantrum]] spiral), but a '''berserk''' dwarf will attack other dwarves and possibly pull levers at random.  You may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out.  If you build your workshops inside enclosed rooms with doors you can also lock the moody dwarf in the room until he or she starves.  In extreme cases, building a wall around an open workshop is the best precaution.
  
 
Most events that would ordinarily interrupt a dwarf will not deter a moody dwarf - for example, while passing out from pain will cancel most tasks, a moody dwarf will continue working as soon as he wakes up. Giving birth while in a strange mood does not interrupt the dwarf either; the new mother will ignore the baby until her mood is resolved and it will happily wander off in the meantime.
 
Most events that would ordinarily interrupt a dwarf will not deter a moody dwarf - for example, while passing out from pain will cancel most tasks, a moody dwarf will continue working as soon as he wakes up. Giving birth while in a strange mood does not interrupt the dwarf either; the new mother will ignore the baby until her mood is resolved and it will happily wander off in the meantime.
  
Anything which forcefully cancels the "Strange Mood" job will result in immediate insanity. Unlike most other jobs, moody dwarves are incredibly focused and may only cancel their job if they are wounded so badly that they can no longer use their hands. Destruction of the claimed workshop (whether by a [[cave-in]] or a [[tantrum]]) will also result in insanity.
+
Severe distractions such as hostile creatures, however, can interrupt a strange mood, resulting in immediate insanity; similar results will happen if the workshop suddenly becomes unavailable, whether from being destroyed (by a cave-in or a dwarf throwing a tantrum) or from losing power (in the case of magma workshops). Note that the insanity can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop.
 
 
== Bugs ==
 
Dwarves who are carrying artifacts ''never'' drop, hide, or become obsessed with them. The following patch for version 0.23.130.23a fixes this:
 
{{spoil small|<nowiki>0x14079B : 8A -> 8B
 
0x1407A1 : B0 FE C2 04 00 90 90 90 -> B8 FE FF FF FF C2 04 00
 
0x15E23D : C0 FE C2 04 00 90 90 90 -> E0 01 83 C0 FE C2 04 00
 
0x0B5430 : B0 FE C2 04 00 90 90 90 -> B8 FE FF FF FF C2 04 00
 
0x1E8015 : 0F BE C0 -> 90 90 90</nowiki>|Binary Patch Enclosed}}
 
 
 
Artifact gauntlets are [http://www.bay12forums.com/smf/index.php?topic=20301.msg223064#msg223064 always right-handed], rather than randomly choosing between right-handed or left-handed. The following patch for version 0.23.130.23a fixes this:
 
{{spoil small|<nowiki>0x12DD09 : 01 -> 02</nowiki>|Binary Patch Enclosed}}
 
 
 
Moody armorsmiths incorrectly produce helmets using the SHOES item type. The following patch for version 0.23.130.23a fixes this:
 
{{spoil small|<nowiki>0x171ED7 : 0F 95 C0 84 C0 -> BD 1D 00 00 00</nowiki>|Binary Patch Enclosed}}
 
  
 
----
 
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Line 484: Line 351:
 
:*[[Profession]]
 
:*[[Profession]]
 
:*[[Legendary]]
 
:*[[Legendary]]
 
{{Category|Dwarves}}
 

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