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Difference between revisions of "Scholar"
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An engineer without experience in [[Topic#Engineering|optic or fluid topics]] is simply called [[Mechanic]]. | An engineer without experience in [[Topic#Engineering|optic or fluid topics]] is simply called [[Mechanic]]. | ||
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+ | ==Adventure Mode== | ||
+ | During [[world generation]], historical figures who decide to become scholars will relocate to their nearest library (located either in a dwarven [[fortress]] or human [[town]]) where they will typically remain for the rest of their lives unless they are promoted to nobility. It seems that any creature that can learn can become a scholar, which includes not only civilized races, but also animal people and even plump helmet men (which cannot speak). Only members of human, dwarf, or elf civilizations will become scholars - this explains why kobolds never become scholars, since they never join human civilizations (unlike goblins). | ||
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+ | Elf and goblin scholars will effectively live forever within the safety of their libraries, many having seen the entire history of their world come and go after long mastering their chosen field. | ||
{{Translation| dwarven = mishthem | elvish = naquina | goblin = mol | human = rushán}} | {{Translation| dwarven = mishthem | elvish = naquina | goblin = mol | human = rushán}} | ||
{{Category|Occupation}} | {{Category|Occupation}} |
Revision as of 02:49, 29 November 2017
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
Scholars are an assigned occupation at libraries. They can be assigned in the Locations and Occupations menu (l). Scholars from other civilizations may visit your fort to discuss topics with other scholars, or write books. The writing and wordsmith skills are used when writing books.
Scholars ponder, discuss, and research topics. The speaker skill is used while discussing a topic. While researching a topic scholars can make a discovery. A discovery is new knowledge in a topic that was not previously known by your civilization. The topics and discoveries involved currently have no in-game effect, but will be expanded upon at a later date. Making a breakthrough can give a scholar a happy thought.
Scholars can also form master/apprentice relationships. The master will teach his apprentices about topics. A high teaching skill for the master and a high student skill for the apprentice leads to faster skill growth.
Being a scholar is pretty much a full time job. Dwarves will eventually do other things as well but it can take a season or so to get around to it. If you make your mechanic a scholar then it is best to take him off the job when you need him to work. Same goes for doctors.
Involved skills
Discussing and pondering topics trains skills. Some of them are useful in practice, but some of them are only useful in the library.
- Critical thinker
- Logician
- Mathematician
- Astronomer
- Chemist
- Geographer
- Optics engineer
- Fluid engineer
- Tracker
Skills trained that are also useful in practice:
Traits involved
A belief in knowledge is needed for a scholar. A dwarf that thinks knowledge is a waste of time will not engage in scholarly activities.
Being curious and/or inclined to abstract thought is ideal for a scholar. A dwarf that is not curious or inclined to abstract thought is less likely to study in the library.
Professions
While "Scholar" is the default profession, dwarves who gain sufficient scholarship skills can receive one of several titles (in order of preference):
- Sage - High Levels of Critical Thinking + a 2nd skill (Logician, a Medical Skill, or possibly others)
- Mathematician - High Levels of Mathematics
- Philosopher - High Levels of Logician
- Historian - High Levels of Critical Thinking
- Astronomer - High Levels of Astronomy
- Naturalist - High Levels of Tracker
- Chemist - High Levels of Chemistry
- Geographer - High Levels of Geography
- Engineer - High Levels of Optics or Fluid Engineering, can be coupled with Mechanic or Pump Operator.
- Scholar - Low level academic skills
Medical professions work as expected (Surgeon for Surgery, etc.) except when coupled with critical thinking since that will produce a sage, and with multiple medical skills will become a Doctor. It appears that Diagnostician is most important for medical scholars, but relevant topics will increase other medical skills as well - discussing the Suturing topic increases Suturer.
An engineer without experience in optic or fluid topics is simply called Mechanic.
Adventure Mode
During world generation, historical figures who decide to become scholars will relocate to their nearest library (located either in a dwarven fortress or human town) where they will typically remain for the rest of their lives unless they are promoted to nobility. It seems that any creature that can learn can become a scholar, which includes not only civilized races, but also animal people and even plump helmet men (which cannot speak). Only members of human, dwarf, or elf civilizations will become scholars - this explains why kobolds never become scholars, since they never join human civilizations (unlike goblins).
Elf and goblin scholars will effectively live forever within the safety of their libraries, many having seen the entire history of their world come and go after long mastering their chosen field.
"Scholar" in other Languages
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