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Editing Personality trait

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{{Quality|Superior}}
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{{Quality|Exceptional|16:12, 23 August 2014 (UTC)}}
 
{{av}}
 
{{av}}
[[File:personality_v50_preview.png|thumb|262px|right|Randomly generated personality of a [[gelder]].]]
 
{{Modding}}
 
 
__FORCETOC__
 
__FORCETOC__
'''Personality traits''' (or just '''personalities''') are made up of beliefs, goals, and facets, distinct from [[attributes]] and [[mannerism]]s. In general, personality traits do not have as important a gameplay effect as attributes, though many of the gameplay effects of personality traits are as yet unknown.
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'''Personality traits''', or just '''personalities''', are made up of beliefs, goals, and facets, distinct from [[attributes]]. In general, personality traits do not have as important a gameplay effect as attributes, though many of the gameplay effects of personality traits are as yet unknown.
  
Personality traits are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf, then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.
+
Personality traits are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.
  
'''Beliefs''' are what a creature values; examples include things like [[Personality_trait#TRADITION|tradition]] ("He/she holds the maintenance of tradition as one of the highest ideals"), [[Personality_trait#COOPERATION|cooperation]] ("...is thoroughly disgusted by cooperation"), and [[Personality_trait#SACRIFICE|sacrifice]] ("...believes that those who sacrifice for others should be deeply respected"), but '''personality facets''', on the other hand, are how a creature acts. So, an especially [[Personality_trait#ANGER_PROPENSITY|angry]] dwarf would have "S/he is in a constant state of internal rage", and one with low [[Personality_trait#ALTRUISM|altruism]] would have "S/he feels helping others is an imposition on her time". Beliefs and facets are capable of conflicting, but this doesn't mean they are incompatible. For instance, it's possible a dwarf will deeply value [[Personality_trait#ROMANCE|romance]], even though one of their personality facets prevents him/her from [[Personality_trait#LOVE_PROPENSITY|forming romantic bonds]]. This particular combination would show up in the thoughts and preferences screen as "S/he never falls in love or develops positive feelings toward anything, and s/he is bothered by this since s/he sees romance as one of the highest ideals". (''Goals, however, are [[DF2014:Personality_trait#Goals|described below]]'').
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'''Beliefs''' are what a creature values; examples include things like [[Personality_trait#TRADITION|tradition]] ("He holds the maintenance of tradition as one of the highest ideals"), [[Personality_trait#COOPERATION|cooperation]] ("...is thoroughly disgusted by cooperation"), and [[Personality_trait#SACRIFICE|sacrifice]] ("...believes that those who sacrifice for others should be deeply respected"), but '''personality facets''', on the other hand, are how a creature acts. So, an especially [[Personality_trait#ANGER_PROPENSITY|angry]] dwarf would have "He is in a constant state of internal rage", and one with low [[Personality_trait#ALTRUISM|altruism]] would have "She feels helping others is an imposition on her time". Beliefs and facets are capable of conflicting, but this doesn't mean they are incompatible. For instance, it's possible a dwarf will deeply value [[Personality_trait#ROMANCE|romance]] even though one of their personality facets prevents him/her from [[Personality_trait#LOVE_PROPENSITY|forming romantic bonds]]. This particular combination would show up in the thoughts and preferences screen as "He never falls in love or develops positive feelings toward anything, and he is bothered by this since he sees romance as one of the highest ideals". (Goals, however, are [[DF2014:Personality_trait#Goals|described below]]).
  
 
{{DFtext|She personally values romance, finds maintaining decorum a silly, fumbling waste of time, values tranquility and a peaceful day and doesn't care about art one way or another.|3:1}}
 
{{DFtext|She personally values romance, finds maintaining decorum a silly, fumbling waste of time, values tranquility and a peaceful day and doesn't care about art one way or another.|3:1}}
  
 
==Beliefs==
 
==Beliefs==
Each belief has a range from −50 to 50. The value triggers a report (except for the -10 to +10 range, which does not) on the "thoughts and preferences" screen, depending on where it falls in any of seven levels:
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Each belief has a range from −50 to 50. The value triggers a report on the "thoughts and preferences" screen, depending on where it falls in these seven levels:
  
 
{| class="wikitable"
 
{| class="wikitable"
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|}
 
|}
  
Beliefs are also influenced by cultural values via the use of the VALUE [[entity token]]. For example, dwarven civilizations hold craftsdwarfship in the highest regard, whereas goblins hold the ideas of fairness and sacrifice in utter disdain. If an individual person's belief differs significantly from the civilization's beliefs, then that belief gets highlighted in cyan in the thoughts and preferences screen. Beliefs, along with facets, dictate [[need]]s and the frequency with which they need to be fulfilled before the focus of the dwarf/adventurer is negatively impacted.
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Beliefs are also influenced by cultural values via the use of the VALUE [[entity token]]. For example, dwarven civilizations hold craftsdwarfship in the highest regard, whereas goblins hold the ideas of fairness and sacrifice in utter disdain. If an individual dwarf's belief differs significantly from the civilization's beliefs, then that belief gets highlighted in cyan in the thought and personality screen. Beliefs, along with facets, dictate [[need]]s and the frequency in which they need to be fulfilled before the focus of the dwarf/adventurer is negatively impacted.
  
Beliefs can also be changed through successful arguments – in adventure mode, this can be used to change the core beliefs of your adventurer (and, consequently, some of their needs). Since they can argue for beliefs they don't actually hold, you can convince a person of a belief you ''want'' your adventurer to hold, get into ''another'' argument over said belief, and acquiesce to that (new) position. Note that facets cannot be changed in this way, although they may be subject to changing due to events that happen in your character's adventures.{{verify}} In fortress mode, some [[Memory (thought)|memories]] have the potential to change beliefs over time.
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Beliefs can be changed through successful arguments. In adventure mode, this can be used to change the core beliefs of your adventurer (and by proxy some of your needs). Since you can argue for beliefs you don't actually hold, you can convince a person of a belief you want to hold, get into another argument over said belief, and acquiesce to their (new) position. Note that facets cannot be changed in this way, although they may be subject to changing due to events that happen in your adventure. {{verify}} In fortress mode, some [[memories]] have the potential to change beliefs over time.
  
Certain beliefs can conflict with personality facets see below.
+
Certain beliefs can conflict with personality facets see below.
 
 
===Belief list===
 
  
 
{| class="wikitable"
 
{| class="wikitable"
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
 
! rowspan=7 | {{text anchor|ELOQUENCE}}
 
! rowspan=7 | {{text anchor|ELOQUENCE}}
| +41 to +50 || believes that artful speech and eloquent expression are some of the highest ideals ||! rowspan=5 | can learn Persuader <br> (subject to ASSERTIVENESS)
+
| +41 to +50 || believes that artful speech and eloquent expression are of the highest ideals ||! rowspan=5 | can learn Persuader <br> (subject to ASSERTIVENESS)
 
|-
 
|-
 
| +26 to +40 || deeply respects eloquent speakers
 
| +26 to +40 || deeply respects eloquent speakers
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
 
! rowspan=7 | {{text anchor|SELF_CONTROL}}
 
! rowspan=7 | {{text anchor|SELF_CONTROL}}
| +41 to +50 || believes that self-mastery and the denial of impulses are some of the highest ideals
+
| +41 to +50 || believes that self-mastery and the denial of impulses are of the highest ideals
 
|-
 
|-
 
| +26 to +40 || finds moderation and self-control to be very important
 
| +26 to +40 || finds moderation and self-control to be very important
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==Goals==
 
==Goals==
  
Some creatures dream of accomplishing certain goals in their life, and these goals can presumably affect their behavior. If a creature has such dreams, they will be listed in the Thoughts and Preferences page. Dwarves will receive a happy thought upon completion of their goals, receiving the notation of "and this dream was realized" in the personality description following their original goal. Goals would apparently ''not'' currently be limited to one per creature, but for some sort of oversight: [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083871#msg8083871].
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Some creatures dream of accomplishing certain goals in their life, and these goals can presumably affect their behavior. If a creature has such dreams, they will be listed in the Thoughts and Preferences page. Dwarves will receive a happy thought upon completion of goals and receive the notation of "and this dream was realized" in the personality description following their original goal. Goals would apparently ''not'' currently be limited to one per creature, but for some sort of oversight:[http://www.bay12forums.com/smf/index.php?topic=169696.msg8083871#msg8083871].
  
 
{| class="wikitable"
 
{| class="wikitable"
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! Description
 
! Description
 
! Gameplay effects
 
! Gameplay effects
 +
|- style="border-top: 3px solid #aaa"
 +
! {{text anchor|STAY_ALIVE}}
 +
|
 +
|- style="border-top: 3px solid #aaa"
 +
! {{text anchor|MAINTAIN_ENTITY_STATUS}}
 +
|
 
|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
 
! {{text anchor|START_A_FAMILY}}
 
! {{text anchor|START_A_FAMILY}}
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
 
! {{text anchor|IMMORTALITY}}
 
! {{text anchor|IMMORTALITY}}
| has become obsessed with his/her own [[Immortality|mortality]]
+
| has become obsessed with his/her own mortality
| Leads to [[necromancer|necromancy]], which renders the necromancer immune to death by old age. Creatures like [[goblin]]s and [[elf|elves]], who are immortal from the start, cannot have this dream.
+
| Leads to [[necromancer|necromancy]]
 
|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
 
! {{text anchor|MAKE_A_GREAT_DISCOVERY}}  
 
! {{text anchor|MAKE_A_GREAT_DISCOVERY}}  
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! {{text anchor|BATHE_WORLD_IN_CHAOS}}
 
! {{text anchor|BATHE_WORLD_IN_CHAOS}}
 
|dreams of bathing the world in chaos
 
|dreams of bathing the world in chaos
|- style="border-top: 3px solid #aaa"
 
! {{text anchor|STAY_ALIVE}}
 
|
 
|- style="border-top: 3px solid #aaa"
 
! {{text anchor|MAINTAIN_ENTITY_STATUS}}
 
|
 
 
|}
 
|}
  
 
==Facets==
 
==Facets==
Each personality facet has a value from 0–100. The value triggers a report in "thoughts and preferences" depending on where it falls in any of seven levels (the 40−60 range does not cause a report):
+
 
 +
Each personality facet has a value from 0 to 100. The value triggers a report in "thoughts and preferences" depending on where it falls in these seven levels:
  
 
{| class="wikitable"
 
{| class="wikitable"
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|  0-9 || 10 || 0.4% || Lowest
 
|  0-9 || 10 || 0.4% || Lowest
 
|}
 
|}
Facets are also influenced by species, via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more greedy than average with a median of 55 in that trait, whereas goblins aren't likely to help others out – their altruism median is a mere 25, and is capped at 50.
 
  
Facets also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Facets may have other, more subtle effects on creature behavior, which are currently not entirely understood. Like beliefs, memories may change a creature's facets over time.
+
The 40−60 range does not cause a report.  
  
Facets which are marked below with "†" also contribute to [[relationship]]s – values which are significantly different (i.e. greater than 60 in one creature and less than 40 in the other) will contribute toward the formation of [[grudge]]s.
+
Facets are also influenced by species via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more greedy than average with a median of 55 in that trait, whereas goblins aren't likely to help others out &mdash; their altruism median is a mere 25, and is capped at 50.
  
Certain facets are capable of conflicting with a creature's beliefs. The effect of this is not yet known.
+
Facets also have an effect on which [[social skills]] are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Facets may have other, more subtle effects on creature behavior, which are currently not entirely understood. Like beliefs, memories may change a dwarf's facets over time.  
  
===Facet list===
+
Certain facets are capable of ''conflicting'' with the dwarf's beliefs. The effect of this is not yet known.
  
 
{| class="wikitable"
 
{| class="wikitable"
 
! Token
 
! Token
! style="width:5em" | Value
+
! style="width:7em" | Value
 
! Description
 
! Description
! colspan=2| Effects
+
! Effects
 
|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
 
! rowspan=7 | {{text anchor|LOVE_PROPENSITY}}<br/>Conflicts with [[Personality_trait#ROMANCE|ROMANCE]]
 
! rowspan=7 | {{text anchor|LOVE_PROPENSITY}}<br/>Conflicts with [[Personality_trait#ROMANCE|ROMANCE]]
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|-
 
|-
 
| 25-39 || is rarely happy or enthusiastic
 
| 25-39 || is rarely happy or enthusiastic
| rowspan=3 | Will not generate a positive thought while drunk. <br>'didn't feel anything due to inebriation.'
 
 
|-
 
|-
 
| 10-24 || is dour as a rule
 
| 10-24 || is dour as a rule
| rowspan=2 | Will not generate a positive thought working with a preference. <br>'didn't feel anything at work'
 
 
|-
 
|-
 
| 0-9 || is never the slightest bit cheerful about anything
 
| 0-9 || is never the slightest bit cheerful about anything
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! rowspan=7 | {{text anchor|ANGER_PROPENSITY}}
 
! rowspan=7 | {{text anchor|ANGER_PROPENSITY}}
 
| 91-100 || is in a constant state of internal rage
 
| 91-100 || is in a constant state of internal rage
| rowspan=3 | More likely to throw [[tantrum]]s and go [[Insane|berserk]]. <br>Unmet needs may trigger negative thought 'frustration.' <br> Arguments may trigger negative thought 'angry after getting into an argument.' (subject to PRIDE, DISCORD)
+
| rowspan=3 | More likely to throw [[tantrum]]s and go [[Insane|berserk]].
 
|-
 
|-
 
| 76-90 || is very quick to anger
 
| 76-90 || is very quick to anger
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
! rowspan=7 | {{text anchor|VIOLENT}}<br/>Conflicts with [[Personality_trait#TRANQUILITY|TRANQUILITY]]<br/>and [[Personality_trait#MARTIAL_PROWESS|MARTIAL_PROWESS]]
+
! rowspan=7 | {{text anchor|VIOLENT}}<br/>Conflicts with [[Personality_trait#TRANQUILITY|TRANQUILITY]]<br/>and [[Personality_trait#MARTIAL_PROWESS|MARTIAL_PROWESS]]
 
| 91-100 || is given to rough-and-tumble brawling, even to the point of starting fights for no reason
 
| 91-100 || is given to rough-and-tumble brawling, even to the point of starting fights for no reason
| rowspan=1 | This does not actually cause a dwarf to randomly start a fistfight.{{verify}}
+
| rowspan=1 | This does not actually cause a dwarf to randomly start a fistfight.
 
|-
 
|-
 
| 76-90 || would never pass up a chance for a good fistfight
 
| 76-90 || would never pass up a chance for a good fistfight
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
! rowspan=7 | {{text anchor|WASTEFULNESS}}
+
! rowspan=7 | {{text anchor|WASTEFULNESS}}
 
| 91-100 || is completely careless with resources when completing projects, and invariably wastes a lot of time and effort
 
| 91-100 || is completely careless with resources when completing projects, and invariably wastes a lot of time and effort
 
|-
 
|-
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
! rowspan=7 | {{text anchor|DISCORD}}<br/>Conflicts with [[Personality_trait#HARMONY|HARMONY]]
+
! rowspan=7 | {{text anchor|DISCORD}}<br/>Conflicts with [[Personality_trait#HARMONY|HARMONY]]
 
| 91-100 || revels in chaos and discord, and [he/she] encourages it whenever possible ||! rowspan=2 | cannot learn Consoler or Pacifier <br> can learn Intimidator (subject only to ASSERTIVENESS)
 
| 91-100 || revels in chaos and discord, and [he/she] encourages it whenever possible ||! rowspan=2 | cannot learn Consoler or Pacifier <br> can learn Intimidator (subject only to ASSERTIVENESS)
| rowspan=3 | Arguments can trigger positive thought <br>'satisfied after getting into an argument.'
 
 
|-
 
|-
 
| 76-90 || finds a chaotic mess preferable to the boredom of harmonious living
 
| 76-90 || finds a chaotic mess preferable to the boredom of harmonious living
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
! rowspan=7 | {{text anchor|FRIENDLINESS}}<br/>Conflicts with [[Personality_trait#HARMONY|HARMONY]]<br/>and [[Personality_trait#FRIENDSHIP|FRIENDSHIP]]
+
! rowspan=7 | {{text anchor|FRIENDLINESS}}<br/>Conflicts with [[Personality_trait#HARMONY|HARMONY]]<br/>and [[Personality_trait#FRIENDSHIP|FRIENDSHIP]]
 
| 91-100 || is quite a bold flatterer, extremely friendly but just a little insufferable ||! rowspan=2 | always learns Flatterer
 
| 91-100 || is quite a bold flatterer, extremely friendly but just a little insufferable ||! rowspan=2 | always learns Flatterer
 
|-
 
|-
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
! rowspan=7 | {{text anchor|POLITENESS}}<br/>Conflicts with [[Personality_trait#DECORUM|DECORUM]]
+
! rowspan=7 | {{text anchor|POLITENESS}}<br/>Conflicts with [[Personality_trait#DECORUM|DECORUM]]
 
| 91-100 || exhibits a refined politeness and is determined to keep the guiding rules of etiquette and decorum as if life itself depended on it
 
| 91-100 || exhibits a refined politeness and is determined to keep the guiding rules of etiquette and decorum as if life itself depended on it
 
|-
 
|-
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
! rowspan=7 | {{text anchor|VANITY}}
+
! rowspan=7 | {{text anchor|VANITY}}
 
| 91-100 || is completely wrapped up in [his/her] own appearance, abilities and other personal matters
 
| 91-100 || is completely wrapped up in [his/her] own appearance, abilities and other personal matters
 
|-
 
|-
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
! rowspan=7 | {{text anchor|AMBITION}}
+
! rowspan=7 | {{text anchor|AMBITION}}
 
| 91-100 || has a relentless drive, completely consumed by ambition
 
| 91-100 || has a relentless drive, completely consumed by ambition
 
|-
 
|-
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
! rowspan=7 | {{text anchor|GRATITUDE}}
+
! rowspan=7 | {{text anchor|GRATITUDE}}
 
| 91-100 || unerringly returns favors and has a profound sense of gratitude for the kind actions of others
 
| 91-100 || unerringly returns favors and has a profound sense of gratitude for the kind actions of others
 
|-
 
|-
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
! rowspan=7 | {{text anchor|IMMODESTY}}
+
! rowspan=7 | {{text anchor|IMMODESTY}}
 
| 91-100 || always presents [him/her]self as extravagantly as possible, displaying a magnificent image to the world
 
| 91-100 || always presents [him/her]self as extravagantly as possible, displaying a magnificent image to the world
 
|-
 
|-
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
! rowspan=7 | {{text anchor|HUMOR}}
+
! rowspan=7 | {{text anchor|HUMOR}}
 
| 91-100 || finds something humorous in everything, no matter how serious or inappropriate ||! rowspan=2 | always learns Comedian
 
| 91-100 || finds something humorous in everything, no matter how serious or inappropriate ||! rowspan=2 | always learns Comedian
 
|-
 
|-
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
! rowspan=7 | {{text anchor|VENGEFUL}}
+
! rowspan=7 | {{text anchor|VENGEFUL}}
 
| 91-100 || is vengeful and never forgets or forgives past grievances
 
| 91-100 || is vengeful and never forgets or forgives past grievances
 
|-
 
|-
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! rowspan=7 | {{text anchor|PRIDE}}
 
! rowspan=7 | {{text anchor|PRIDE}}
 
| 91-100 || is absorbed in delusions of self-importance
 
| 91-100 || is absorbed in delusions of self-importance
| rowspan=3 | Arguments may trigger negative thought <br> 'insulted after getting into an argument.' (subject to DISCORD) <br> Teaching at a guildhall may trigger positive thought <br>'proud after teaching ''skill''.'
 
 
|-
 
|-
 
| 76-90 || has an overinflated sense of self-worth
 
| 76-90 || has an overinflated sense of self-worth
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
! rowspan=7 | {{text anchor|CRUELTY}}<br/>Conflicts with [[Personality_trait#POWER|POWER]]
+
! rowspan=7 | {{text anchor|CRUELTY}}<br/>Conflicts with [[Personality_trait#POWER|POWER]]
 
| 91-100 || is deliberately cruel to those unfortunate enough to be subject to [his/her] sadism ||! rowspan=2 | cannot learn Consoler
 
| 91-100 || is deliberately cruel to those unfortunate enough to be subject to [his/her] sadism ||! rowspan=2 | cannot learn Consoler
 
|-
 
|-
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
! rowspan=7 | {{text anchor|HOPEFUL}}
+
! rowspan=7 | {{text anchor|HOPEFUL}}
 
| 91-100 || has such a developed sense of optimism that [he/she] always assumes the best outcome will eventually occur, no matter what
 
| 91-100 || has such a developed sense of optimism that [he/she] always assumes the best outcome will eventually occur, no matter what
 
|-
 
|-
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
! rowspan=7 | {{text anchor|CURIOUS}}
+
! rowspan=7 | {{text anchor|CURIOUS}}
 
| 91-100 || is implacably curious, without any respect for propriety or privacy
 
| 91-100 || is implacably curious, without any respect for propriety or privacy
 
|-
 
|-
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
! rowspan=7 | {{text anchor|PERFECTIONIST}}
+
! rowspan=7 | {{text anchor|PERFECTIONIST}}
 
| 91-100 || is obsessed with details and will often take a great deal of extra time to make sure things are done the right way
 
| 91-100 || is obsessed with details and will often take a great deal of extra time to make sure things are done the right way
 
|-
 
|-
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
! rowspan=7 | {{text anchor|TOLERANT}}
+
! rowspan=7 | {{text anchor|TOLERANT}}
 
| 91-100 || is not bothered in the slightest by deviations from the norm or even extreme differences in lifestyle or appearance
 
| 91-100 || is not bothered in the slightest by deviations from the norm or even extreme differences in lifestyle or appearance
 
|-
 
|-
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| 10-24 || forms only fleeting and rare emotional bonds with others
 
| 10-24 || forms only fleeting and rare emotional bonds with others
 
|-
 
|-
| 0-9 || does not have feelings of emotional attachment and has never felt even a moment's connection with another being ||! rowspan=1 | Does not feel anything when seeing creatures die. Still experiences trauma or fear based on other personality traits.
+
| 0-9 || does not have feelings of emotional attachment and has never felt even a moment's connection with another being
  
 
|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
! rowspan=7 | {{text anchor|ALTRUISM}}<br/>Conflicts with [[Personality_trait#SACRIFICE|SACRIFICE]]
+
! rowspan=7 | {{text anchor|ALTRUISM}}<br/>Conflicts with [[Personality_trait#SACRIFICE|SACRIFICE]]
 
| 91-100 || is truly fulfilled by assisting those in need
 
| 91-100 || is truly fulfilled by assisting those in need
 
| rowspan=3 |  Receives happy [[thought]] from recovering wounded.
 
| rowspan=3 |  Receives happy [[thought]] from recovering wounded.
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
! rowspan=7 | {{text anchor|DUTIFULNESS}}<br/>Conflicts with [[Personality_trait#LAW|LAW]],<br/>[[Personality_trait#LOYALTY|LOYALTY]], and [[Personality_trait#INDEPENDENCE|INDEPENDENCE]]
+
! rowspan=7 | {{text anchor|DUTIFULNESS}}<br/>Conflicts with [[Personality_trait#LAW|LAW]],<br/>[[Personality_trait#LOYALTY|LOYALTY]], and [[Personality_trait#INDEPENDENCE|INDEPENDENCE]]
 
| 91-100 || has a profound sense of duty and obligation
 
| 91-100 || has a profound sense of duty and obligation
 
|-
 
|-
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
! rowspan=7 | {{text anchor|THOUGHTLESSNESS}}
+
! rowspan=7 | {{text anchor|THOUGHTLESSNESS}}
 
| 91-100 || never deliberates before acting, to the point of being considered thoughtless
 
| 91-100 || never deliberates before acting, to the point of being considered thoughtless
 
|-
 
|-
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
! rowspan=7 | {{text anchor|ORDERLINESS}}
+
! rowspan=7 | {{text anchor|ORDERLINESS}}
 
| 91-100 || is obsessed with order and structure in [his/her] own life, with everything kept in its proper place
 
| 91-100 || is obsessed with order and structure in [his/her] own life, with everything kept in its proper place
 
| rowspan=3 |  Will store clothes after changing clothes.
 
| rowspan=3 |  Will store clothes after changing clothes.
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
 
! rowspan=7 | {{text anchor|ACTIVITY_LEVEL}}
 
! rowspan=7 | {{text anchor|ACTIVITY_LEVEL}}
| 91-100 || is driven by a bouncing frenetic energy ||! rowspan=4 | has a need to be active
+
| 91-100 || is driven by a bouncing frenetic energy
|! rowspan=4 | anything skill related, such as idle conversation counts
 
 
|-
 
|-
 
| 76-90 || lives at a high-energy kinetic pace
 
| 76-90 || lives at a high-energy kinetic pace
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
! rowspan=7 | {{text anchor|EXCITEMENT_SEEKING}}<br/>Conflicts with [[Personality_trait#TRANQUILITY|TRANQUILITY]]
+
! rowspan=7 | {{text anchor|EXCITEMENT_SEEKING}}<br/>Conflicts with [[Personality_trait#TRANQUILITY|TRANQUILITY]]
| 91-100 || never fails to seek out the most stressful and even dangerous situations ||! rowspan=4 | has a need for exciting actions
+
| 91-100 || never fails to seek out the most stressful and even dangerous situations
|! rowspan=4 | exciting actions include engaging in combat
 
 
|-
 
|-
 
| 76-90 || seeks out exciting and adventurous situations
 
| 76-90 || seeks out exciting and adventurous situations
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
! rowspan=7 | {{text anchor|IMAGINATION}}
+
! rowspan=7 | {{text anchor|IMAGINATION}}
 
| 91-100 || is bored by reality and would rather disappear utterly and forever into a world of made-up fantasy
 
| 91-100 || is bored by reality and would rather disappear utterly and forever into a world of made-up fantasy
 
|-
 
|-
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
! rowspan=7 | {{text anchor|ABSTRACT_INCLINED}}
+
! rowspan=7 | {{text anchor|ABSTRACT_INCLINED}}
 
| 91-100 || eschews practical concerns for philosophical discussion, puzzles, riddles and the world of ideas
 
| 91-100 || eschews practical concerns for philosophical discussion, puzzles, riddles and the world of ideas
 
|-
 
|-
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
! rowspan=7 | {{text anchor|ART_INCLINED}}<br/>Conflicts with [[Personality_trait#ARTWORK|ARTWORK]]<br />and [[Personality_trait#NATURE|NATURE]]
+
! rowspan=7 | {{text anchor|ART_INCLINED}}<br/>Conflicts with [[Personality_trait#ARTWORK|ARTWORK]]<br />and [[Personality_trait#NATURE|NATURE]]
 
| 91-100 || can easily become absorbed in art and the beauty of the natural world
 
| 91-100 || can easily become absorbed in art and the beauty of the natural world
 
|-
 
|-

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