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Editing Personality trait

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==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 −50–50. The value triggers a report on the "thoughts and preferences" screen, depending on where it falls in any of 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 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 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 also 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 their needs). Since they can argue for beliefs they don't actually hold, you can convince a person of a belief you ''want'' them 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 character's adventures. {{verify}} In fortress mode, some [[Memory (thought)|memories]] have the potential to change beliefs over time.
  
Certain beliefs can conflict with personality facets see below.
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Certain beliefs can conflict with personality facets see below.
  
 
===Belief list===
 
===Belief list===
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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):
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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:
  
 
{| 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.
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The 40−60 range does not cause a report.
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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.
 
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.
  
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.
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Facets which are marked below with "†" also contribute to [[relationship]]s - values which are significantly different (i.e. greather than 60 in one dwarf and less than 40 in the other) will contribute toward the formation of [[grudge]]s.
  
Certain facets are capable of conflicting with a creature's beliefs. The effect of this is not yet known.
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Certain facets are capable of ''conflicting'' with a creature's beliefs. The effect of this is not yet known.
  
 
===Facet list===
 
===Facet list===
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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
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| 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
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| 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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