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Difference between revisions of "40d:Strange mood"

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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 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 20 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 mooodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills.
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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 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 20 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 mooodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills, producing an annoyingly useless artifact [[craft]], which has no real utility in the game (unlike artifact furniture or most other creations).
  
 
If two skills are at the same experience, the first listed for that dwarf will be the one affected by the mood.
 
If two skills are at the same experience, the first listed for that dwarf will be the one affected by the mood.
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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).  
 
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).  
  
If a dwarf has ''only'' one or more of the following non-moodable skills, they will construct their artifact at a [[Craftsdwarf's workshop]] and produce an appropriate craft:
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Below is a list of all ''non''-moodable skills; if all of a dwarfs 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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Revision as of 14:26, 8 June 2009

Periodically, individual dwarves are struck with an idea for a legendary artifact and enter a strange mood. Any dwarf which enters a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else. 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 insane and die soon afterward.

Overview

The entire process can be summarised as follows:

  1. Strange moods can only occur when the below necessary conditions are met.
  2. The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange mood. The types of mood are listed below. While in a mood, a dwarf will display a blinking exclamation point (see status icons).
  3. The dwarf will claim a workshop, kick out any dwarf who was using it, and render it unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist. See skills and workshops below to determine which workshop(s) might be required.
  4. 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 section to determine what may be required.
  5. 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 gain a legendary skill (unless the mood type is possessed). See the skills and workshops for information on which skills can be gained, or the artifacts created section for more details on the artifacts themselves.


Types of moods

For each of the following types of moods, the first message is how the mood is announced; the second message appears in the dwarf's profile when he or she is viewed with the v key. All moody dwarves will have "Strange Mood" listed as their active task.

Fey

  • Taken by a fey mood!
  • Has the aspect of one fey!

This is the most basic strange mood. Fey dwarves will clearly state their demands when the workshop they are in is examined.

Secretive

  • Withdraws from society...
  • Peculiarly secretive...

Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands.

Possessed

  • Has been possessed!
  • Possessed by unknown forces!

Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact. It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. Possessed dwarves will mutter the name of the artifact they are working on once they have all the materials they need.

Fell

  • Looses a roaring laughter, fell and terrible!
  • Has a horrible fell look!

A dwarf that goes into a fell mood will always take over a butcher's shop or a tanner's shop. The dwarf will then murder the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf leather or bone. Once the artifact is completed, the fell dwarf will become a legendary bone carver or leatherworker. Strangely, none of the other dwarves seem to mind the murder. Only unhappy dwarves may enter a fell mood.

Aside from the potential loss of an important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.

Macabre

  • Begins to stalk and brood...
  • Brooding darkly...

Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf. A macabre dwarf may require dwarf 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.


The mechanics of moods

Frequency

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. 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 there is approximately a 2.7% chance of a strange mood per day, and a 48.97% chance of a strange mood per month, when all conditions are met.

Conditions

In order for a dwarf to be struck with a strange mood, three conditions must be met:

  • There is no currently active strange mood,
  • The maximum number of artifacts is not met,
  • There are at least 20 eligible dwarves (see below).

If all three of these conditions are true, the game may trigger a strange mood according to the frequency.

Maximum number of artifacts

The maximum number of artifacts in any one fortress is limited by the lower of:

  • The number of items created divided by 200. It is unknown whether mined-out rock counts as an "item created", or whether bolts and units of drink are counted individually.
  • The number of revealed subterranean tiles divided by 2308 (this is an area equivalent to a 48x48 square). Using exploratory methods is a great way to increase your artifact limit.

Eligibility

The deciding factor for eligibility is a dwarf's actual profession. (Note that "custom professions" have no effect on this!) Thus, dwarves may enter strange moods regardless of what skills they have or don't have, so long as they are of an acceptable profession. Dwarves who have already created an artifact are not eligible to create another, and since every mood ends in either an artifact or death, every dwarf may enter at most one mood. Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods.

Appointed nobles may create artifacts as per their default profession, but immigrant nobles may not. That includes:

Advisor, Baron/ess, Baron/ess Consort, Count/ess, Countess Consort, Duke/Duchess, Duke/Duchess Consort, Dungeon Master, Hammerer, King/Queen, King/Queen Consort, Philosopher, and Tax Collector.

Further, dwarfs with a military profession other than "Recruit" can not enter moods. Incidental military skills make no difference - eligibility (and weighting) depends purely on the actual profession, as listed at the time. Military professions include:

Axedwarf, Axe Lord, Champion, Crossbowdarf, Elite Crossbowdwarf, Hammerdwarf, Hammer Lord, Macedwarf, Mace Lord, Marksdwarf, Elite Marksdwarf, Speardwarf, Spearmaster, Swordsdwarf, Swordmaster, Wrestler, and Elite Wrestler.

Babies may not enter moods.

Any other profession is eligible to enter a mood, but not all have the same chance to enter a mood...

(Note - Specifically, and to avoid previous misunderstandings, Strand extractor, Clerk, Administrator, Trader, Architect, Alchemist, Recruit and Child are moodable professions.)

Chance

When determining who will have a strange mood, each eligible dwarf is put into a weighted lottery. The odds are assigned a higher or lower weight based on the dwarf's profession. The default weight is 6, but some professions are more likely to enter a strange mood than others. (This is like most dwarfs getting 6 tickets to the lottery, and others getting more.)


Weighting Professions
6 Administrator, Alchemist, Animal Caretaker, Animal Dissector, Animal Trainer, Architect, Brewer, Butcher, Cheese Maker, Child, Clerk, Cook, Dyer, Engineer, Engraver, Farmer, Fish Cleaner, Fish Dissector, Fisherdwarf, Fishery Worker, Furnace Operator, Herbalist, Hunter, Lye Maker, Mechanic, Milker, Miller, Peasant, Planter, Potash Maker, Pump Operator, Ranger, Recruit, Siege Engineer, Siege Operator, Soap Maker, Strand Extractor, Tanner, Thresher, Trader, Trapper, Wood Burner, Woodcutter
11 Bowyer, Carpenter, Stoneworker, Mason, Woodworker
21 Armorer, Blacksmith, Bone Carver, Clothier, Craftsdwarf, Jeweler, Gem Cutter, Gem Setter, Glassmaker, Leatherworker, Metalcrafter, Metalsmith, Stonecrafter, Weaponsmith, Weaver, Woodcrafter


Example: What this means is: if you had 21 dwarves, made up of 20 eligible farmers, furnace operators, woodcutters & etc (with 6 chances each), plus one Armorer (with 21 chances), that one Armorer would have a 21 in 141 chance (20 dwarves x 6 chances each = 120, + 21 chances more = 141 total) of the mood striking them. That's about 1 in 7, while the other 20 have a 6 in 141 chance each, or about 1 in 24. The odds are still against the armorer, but much better than for any other single dwarf.

Note that not every profession is from a moodable skill. An Alchemist, Architect, Furnace Operator or Strand Extractor can be taken by a mood, but that will not make those skills legendary, nor will they create an artifact bar of soap, building, bar of metal or wafer of adamantine.

Skills and workshops

Artifact Skill Rewards
Highest skill Workshop used
Armorsmith Magma forge or Metalsmith's forge
Bonecarver Craftsdwarf's workshop
Bowyer Bowyer's workshop
Carpenter Carpenter's workshop
Clothier Clothier's shop
Engraver Craftsdwarf's workshop or Mason's workshop
Gem cutter Jeweler's workshop
Gem setter Jeweler's workshop
Glassmaker Glass furnace or Magma glass furnace
Leatherworker Leatherworks
Mason Mason's workshop
Mechanic Mechanic's workshop
Metal crafter Magma forge or Metalsmith's forge
Metalsmith Magma forge or Metalsmith's forge
Miner Craftsdwarf's workshop or Mason's workshop
Stone crafter Craftsdwarf's workshop
Tanner Tanner's shop or Leather works
Weaponsmith Magma forge or Metalsmith's forge
Weaver Clothier's shop
Wood crafter Craftsdwarf's workshop

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 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 20 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 mooodable skills listed to the right, they will take over a craftsdwarf's workshop and gain one of bonecarver, stone crafter, or wood crafter skills, producing an annoyingly useless artifact craft, which has no real utility in the game (unlike artifact furniture or most other creations).

If two skills are at the same experience, the first listed for that dwarf will be the one affected by the mood.

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 forges, 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 dwarfs 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:

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, farmers, 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 "dabbling" skill is the highest moodable skill they have, that is the skill that will be used.

(* Armorsmith, Weaponsmith, Metal Crafter and 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.)

Demands

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. Forbidden items must be reclaimed (d - b - c) before they may be used, but moody dwarves will ignore settings regarding economic stone. Press q and highlight the workshop to receive a series of clues about what the dwarf needs. Hints that stay active for longer than about 2 seconds mean multiple pieces of that material will be required. 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 t context menu), it will usually be possible to tell what item is required next.

You can use this to your advantage to get your dwarf to pick specific types of items, even if the moody dwarf has already started storing materials in their workshop: if a fey weaponsmith starts piling up copper bars, forbid those bars and he'll go pick another bar instead. If you forbid all metals except say steel (the stocks screen makes this fairly convenient), then he'll skip all those other metals and make his artifact weapon out of strong, valuable steel instead of whatever random inferior metal he might have picked otherwise.

Note though that if a dwarf has a personality preference for a specific material, such as a specific raw ore, stone, bar of metal, raw gem, or shell, then that specific sub-type of material may be required. For this reason, it is usually a good idea to keep as many types of material on hand as possible, including raw and cut gems and the three different kinds of glass. Forbidding materials won't let you get around this either: if they want a specific material subtype and you forbid it in favor of something else, they'll just sulk in their workshop until you unforbid the material they want, or are able to find some or trade for it from a caravan. (Note that asking a liaison for likely materials in advance is a good plan - "next year" is far too long for a moody dwarf to last. Check your dwarves' preferences if you care.)


The various demands are translated here:

Material Fey Secretive Possessed
<dwarf> screams "I must have <demand>!" <dwarf> sketches pictures of <demand>. <dwarf> mutters "<artifact> needs <demand>..."
Stone rock a quarry stone... rock
Stone block rock blocks square blocks blocks... bricks
Wood wood logs a forest tree... life
Metal bar metal bars shining bars of metal bars... metal
Gems (cut) cut gems cut gems gems... shining
Gems (raw) rough gems rough gems rough... color
Glass (green) raw green glass glass raw... green
Glass (clear) ? glass and burning wood raw... clear
Glass (crystal) ? rough gems and glass raw... crystal
Bone bones skeletons bones... yes
Shell shells a shell a shell...
Leather tanned hides stacked leather leather... skin
Cloth (plant) plant fiber cloth stacked cloth cloth... thread
Cloth (silk) silk cloth stacked cloth cloth... thread

Artifacts created

The type of artifact created will depend on the dwarf's highest skill. Masons will always create some kind of stone object, usually furniture; Bone Carvers, a bone or shell object; Carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; 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 craftdwarf'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, he will generally create an object of that type.

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 onyx and makes a bed, for instance, it will be an "onyx bed", but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once. In some cases, glass makers will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as an obsidian bed or a ruby floodgate.

Once created, the artifact will be available for use just like a normal item of its type. Artifact furniture is useful for high value noble rooms, and weapons can be used to great effect in combat. Artifact weapons in weapon traps can also boost a room's value considerably, as in the case of trap components weapons.

Failure

If you can't provide the desired workshop and all the required component materials within a couple of months, the dwarf will go 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 melancholy or stark raving mad is harmless to others (until they die and start a tantrum spiral), but a berserk dwarf will attack other dwarfs 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.

Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed, or unpowered after claiming) will cause insanity. 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. Notably, giving birth while in a strange mood does not interrupt the dwarf; the new mother will ignore the baby until her mood is resolved and it will happily wander off in the meantime.



See also