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Difference between revisions of "v0.31:Personality trait"

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(paste in some information from Toady)
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! VULNERABILITY
 
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== Effects of traits on skills ==
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From a post by Toady at [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312]:
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The mental atts, as of the fixes for 0.31.11 (some of these are weird in part because only 3 mental atts can influence a roll, so there are holes, and there are probably dumb choices):  A lot of these will only effect duration, when that is the only available skill effect to begin with, but they are factored into outcomes when it applies.
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analytical ability skills: animal care, trapping, cheesemaker, cook, smelter, extract strand, cut gem, siege craft, siege operate, mechanics, architecture, diagnose, appraisal, organization, record keeping, knowledge acquisition, knapping
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focus skills: fishing, ranged combat, siege operate, sneak, surgery, bone setting, suturing, record keeping, knowledge acquisition, concentration, observer
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willpower skills: mining, woodcutting, melee combat, crutch walking, pump operating, swimming, concentration
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willpower directly resists exertion/pain effects
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creativity skills: all crafts, trapping, cheesemaking, cook, architecture, organization, lying, comedy
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intuition skills: animal training, judging intent, appraisal, observer, diagnose
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patience skills: animal training, fishing, concentration, some non-skill tasks
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memory skills: animal care, herbalism, diagnose, appraisal, record keeping, knowledge acquisition
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linguistic ability skills: persuasion, negotiation, lying, intimidation, conversation, comedy, flattery, console, pacify, leadership, teaching
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spatial sense skills: mining, wood cutting, crafts, trapping, combat skills, siege operate, sneak, architecture, wound dresssing, surgery, bone setting, suturing, crutch walking, swimming, observer, knapping
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musicality skills: nothing yet
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kinesthetic sense skills: most skills involving any movement at all (lots of them), non-skilled tasks as well
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empathy skills: animal training, animal care, dress wounds, persuasion, negotiation, judging intent, conversation, flattery, console, pacify, leadership, teaching
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social awareness skills: persuasion, negotiation, judging intent, organization, lying, conversation, flattery, console, pacify, leadership, teaching

Revision as of 05:28, 20 July 2010

This article is about an older version of DF.

Dwarven personalities are determined by a set of traits.

Personality traits are shown in the dwarf's "thoughts and preferences" description page.

They can affect which social skills a dwarf trains during conversation.

Perhaps they affect positive/negative thoughts from social interactions (including "give food" and "give water" nursing tasks), and whether they choose to socialize. Perhaps also how quickly they get frustrated from not being able to do things.

Token Value Description Gameplay effects
ACHIEVEMENT_STRIVING
ACTIVITY_LEVEL
ADVENTUROUSNESS
ALTRUISM
ANGER
ANXIETY
ARTISTIC_INTEREST
ASSERTIVENESS
CAUTIOUSNESS
CHEERFULNESS
COOPERATION
DEPRESSION
DUTIFULNESS
EMOTIONALITY
EXCITEMENT_SEEKING
FRIENDLINESS
GREGARIOUSNESS
IMAGINATION
IMMODERATION
INTELLECTUAL_CURIOSITY
LIBERALISM
MODESTY
ORDERLINESS
SELF_CONSCIOUSNESS
SELF_DISCIPLINE
SELF_EFFICACY
STRAIGHTFORWARDNESS
SYMPATHY
TRUST
VULNERABILITY

Effects of traits on skills

From a post by Toady at [1]:

The mental atts, as of the fixes for 0.31.11 (some of these are weird in part because only 3 mental atts can influence a roll, so there are holes, and there are probably dumb choices): A lot of these will only effect duration, when that is the only available skill effect to begin with, but they are factored into outcomes when it applies.

analytical ability skills: animal care, trapping, cheesemaker, cook, smelter, extract strand, cut gem, siege craft, siege operate, mechanics, architecture, diagnose, appraisal, organization, record keeping, knowledge acquisition, knapping

focus skills: fishing, ranged combat, siege operate, sneak, surgery, bone setting, suturing, record keeping, knowledge acquisition, concentration, observer

willpower skills: mining, woodcutting, melee combat, crutch walking, pump operating, swimming, concentration willpower directly resists exertion/pain effects

creativity skills: all crafts, trapping, cheesemaking, cook, architecture, organization, lying, comedy

intuition skills: animal training, judging intent, appraisal, observer, diagnose

patience skills: animal training, fishing, concentration, some non-skill tasks

memory skills: animal care, herbalism, diagnose, appraisal, record keeping, knowledge acquisition

linguistic ability skills: persuasion, negotiation, lying, intimidation, conversation, comedy, flattery, console, pacify, leadership, teaching

spatial sense skills: mining, wood cutting, crafts, trapping, combat skills, siege operate, sneak, architecture, wound dresssing, surgery, bone setting, suturing, crutch walking, swimming, observer, knapping

musicality skills: nothing yet

kinesthetic sense skills: most skills involving any movement at all (lots of them), non-skilled tasks as well

empathy skills: animal training, animal care, dress wounds, persuasion, negotiation, judging intent, conversation, flattery, console, pacify, leadership, teaching

social awareness skills: persuasion, negotiation, judging intent, organization, lying, conversation, flattery, console, pacify, leadership, teaching