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Editing Personality trait
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− | {{Quality| | + | {{Quality|Exceptional|16:12, 23 August 2014 (UTC)}} |
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− | '''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. | + | '''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. |
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}}. | ||
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==Beliefs== | ==Beliefs== | ||
− | Each belief has a range from −50 to 50. The value triggers a report | + | 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 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 | + | 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 | + | 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 | + | 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|SELF_CONTROL}} | ! rowspan=7 | {{text anchor|SELF_CONTROL}} | ||
− | | +41 to +50 || believes that self-mastery and the denial of impulses are | + | | +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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! {{text anchor|IMMORTALITY}} | ! {{text anchor|IMMORTALITY}} | ||
| has become obsessed with his/her own [[Immortality|mortality]] | | has become obsessed with his/her own [[Immortality|mortality]] | ||
− | | Leads to [[necromancer|necromancy]] | + | | 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 | ||
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|} | |} | ||
==Facets== | ==Facets== | ||
− | Each personality facet has a value from | + | |
+ | 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 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 | + | |
+ | The 40−60 range does not cause a report. | ||
+ | |||
+ | 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 | + | 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. | + | 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 | + | | 91-100 || is driven by a bouncing frenetic energy |
− | |||
|- | |- | ||
| 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 | + | | 91-100 || never fails to seek out the most stressful and even dangerous situations |
− | |||
|- | |- | ||
| 76-90 || seeks out exciting and adventurous situations | | 76-90 || seeks out exciting and adventurous situations |