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

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(paste in some information from Toady)
(Undo additon - I added all of this at Soul#Soul_Attributes, I'll link to it here as well.)
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! VULNERABILITY
 
! VULNERABILITY
 
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== Effects of traits on skills ==
 
 
From a post by Toady at [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312]:
 
 
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
 

Revision as of 07:17, 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