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Difference between revisions of "Strange mood"

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Periodically, individual dwarves are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else.  They will not stop to eat, drink, sleep, or even run away from dangerous creatures. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die soon afterward.
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[[File:strange_mood_prev.png|thumb|350px|right|A dwarf losing ownership of his mind.<br><small>''Artwork by Zippy''</small>]]
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Periodically, individual [[Dwarf|dwarves]] are struck with an idea for a [[legendary artifact]] and enter a '''strange mood'''. Dwarves which enter a strange mood will stop whatever they are doing, and pursue the construction of this artifact to the exclusion of all else – they will not stop to eat, drink, or sleep; pretty much the ''only'' thing that can pause a "moody" dwarf is giving birth, after which they will immediately get back to making the artifact. If they do not manage to begin construction of the artifact within a handful of months, they will go [[#Failure|insane]] and die (one way or another) soon afterward.
  
Note: All controllable civilizations are currently able to enter strange moods, though in earlier versions of DF the only civilization this applies to is dwarves.
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Note: Any creature with the {{token|STRANGE_MOODS}} token is able to enter strange moods in [[Legends|history]] and [[fortress mode]], though, by default, this ability is unique to dwarves.
  
 
==Overview==
 
==Overview==
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[[File:mood_announce_v50_x2.png|right]]Once your fortress has at least 20 dwarves, occasionally one of them will be struck by a "strange mood". These largely random events will be seen as an [[announcement]], and will pause the game.
  
# The conditions necessary for a strange mood to occur are not fully understood, although they may possess even dwarf children.
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A dwarf struck by a strange mood will seek an appropriate workshop, immediately claim it for the duration of the mood, attempt to collect the materials to create their [[artifact]] of choice, and, once those have been collected, proceed to do so. Depending on the exact mood (see [[Strange mood#Types of moods|types of moods]], below), both the workshop and the artifact are based on the highest "moodable skill" of that dwarf (see "[[Strange mood#Skills and Workshops|Skills and Workshops]]", below).
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods. The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[Status icon|status icons]]).
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At the end of this process, if successful, the dwarf will '''usually''' gain enough [[experience]] to become Legendary (or higher), and then return to life as normal, but now with a Legendary skill. The "possessed" mood is an exception to this rule, as it does not grant any experience upon completion.
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A dwarf cannot be struck by more than one mood in their lifetime.
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=== In fortress mode ===
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[[File:workshop_claimed_sample.png|thumb|300px|right|Information from a forcefully claimed workshop.]]
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# The game will announce that the dwarf has entered one of five different types of strange moods. The [[#Types of moods|types of moods]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[Status icon|status icons]]).
 
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has ended. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be able to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary. Furnaces are also counted as a workshop.
 
# For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has ended. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist.  (See [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.) A moody dwarf will ''not'' be able to build a needed workshop; another dwarf with the appropriate [[labor]] designation must do so for them, if one is necessary. Furnaces are also counted as a workshop.
 
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.
 
# After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.  If the dwarf remains idle inside the workshop, it's because they cannot find the right material. Reference the [[#Demands|demands]] section to determine what may be required.  Important Note: They will only collect these materials in the order that they require them.  In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials.
# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.
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# Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.  Upon completion, the dwarf will create a semi-random artifact related to the skill affected and gain [[legendary]] (or higher) status in that skill (unless the mood type is [[#Possessed|possessed]]).  See the [[#Skills and workshops|skills and workshops]] for information on which skills can be gained, or the [[#Artifacts created|artifacts created]] section for more details on the artifacts themselves.
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# While you have some control over the skill the dwarf uses, and so some (but less) control over the type of artifact created, and (with some effort) the materials used, you have no control over which dwarf is struck by a mood, nor the type of mood that strikes them, nor the specific type of artifact created.
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# The conditions necessary for a strange mood to occur have been fully understood due to a disassembly of the game; see below for the exact mechanics.
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===In world generation===
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Long before your seven dwarves [[embark]] on their adventure, non-player dwarves may also be struck by strange moods during world generation, albeit these are treated more abstractly. These events are a primary source of non-player artifacts that are scattered across the outside world when the game starts (see [[Mission]]). They have the same properties and quality as any artifact your fortress could have produced, and may be stolen or pillaged just like any other non-player artifact.
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== Skills and workshops ==
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If struck by a Fey, Secretive or Possessed mood, the workshop and artifact will be based on the highest "moodable skill" that a dwarf possesses. Not all skills are moodable. Fell and Macabre moods will either claim a butcher's shop and use Bonecarving, or a tanner's shop and use Tanning (see [[Strange mood#Types of moods|Types of moods]], below).
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{| class="wikitable sortable" cellpadding="4" style="border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;vertical-align:top;"
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|-
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! Highest skill
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! Workshop required
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|- style="background-color:palegreen"
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| [[Armorsmith]]
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| [[Metalsmith's forge]] (or [[Magma forge]])
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|-  style="background-color:palegreen"
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| [[Bone carver]]
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| [[Craftsdwarf's workshop]]
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|-  style="background-color:palegreen"
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| [[Bowyer]]
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| [[Bowyer's workshop]]
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|-  style="background-color:wheat"
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| [[Carpenter]]
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| [[Carpenter's workshop]]
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|-  style="background-color:palegreen"
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| [[Clothier]]
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| [[Clothier's shop]]
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|- style="background-color:lightgray"
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| [[Engraver]]
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| [[Craftsdwarf's workshop]]
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|- style="background-color:wheat"
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| [[Gem cutter]]
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| [[Jeweler's workshop]]
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|- style="background-color:wheat"
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| [[Gem setter]]
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| [[Jeweler's workshop]]
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|- style="background-color:wheat"
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| [[Glassmaker]]
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| [[Glass furnace]] (or [[Magma glass furnace]])
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|-  style="background-color:palegreen"
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| [[Leatherworker]]
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| [[Leather works]]
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|-  style="background-color:wheat"
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| [[Mason]]
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| [[Stoneworker's workshop]]
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|-  style="background-color:palegreen"
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| [[Mechanic]]
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| [[Mechanic's workshop]]
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|-  style="background-color:wheat"
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| [[Metal crafter]]
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| [[Metalsmith's forge]] (or [[Magma forge]])
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|-  style="background-color:wheat"
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| [[Blacksmith|Metalsmith]]
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| [[Metalsmith's forge]] (or [[Magma forge]])
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|-  style="background-color:wheat"
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| [[Miner]]
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| [[Stoneworker's workshop]]
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|- style="background-color:wheat"
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| [[Stone carver]]
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| [[Stoneworker's workshop]]
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|- style="background-color:lightgray"
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| [[Stone crafter]]
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| [[Craftsdwarf's workshop]]
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|- style="background-color:wheat"
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| [[Stonecutter]]
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| [[Stoneworker's workshop]]
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|-  style="background-color:wheat"
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| [[Tanner]]
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| [[Leather works]]
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|-  style="background-color:palegreen"
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| [[Weaponsmith]]
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| [[Metalsmith's forge]] (or [[Magma forge]])
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|- style="background-color:wheat"
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| [[Weaver]]
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| [[Clothier's shop]]
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|- style="background-color:lightgray"
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| [[Wood crafter]]
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| [[Craftsdwarf's workshop]]
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|- style="background-color:lightgray"
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| &lt;none&gt;
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| [[Craftsdwarf's workshop]]
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|}
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A dwarf will claim a workshop according to their highest applicable [[skill]]. If not [[Strange mood#Possessed|possessed]], completion of the artifact grants roughly 10,000 [[experience]] in that skill. This will transform a previously unskilled dwarf to one of Accomplished-level (on average).  The table to the right describes all applicable skills and their potential workshop requirements – there are only 20 skills that determine the workshop and that can be affected by a mood (sometimes referred to as '''moodable''' skills.)  If a dwarf does not possess at least one of the moodable skills listed to the right, they will take over a [[craftsdwarf's workshop]] and gain one of [[bone carver]], [[stone crafter]], or [[wood crafter]] skills, producing an artifact [[craft]].
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When selecting the desired mood skill, only the level itself is checked, and if the highest level found is shared by multiple skills, then one will be selected randomly.
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This fact can be utilized to maximize the possibility of getting a dwarf with the specific legendary skill you want: since ''non''-moodable skills are ignored, whenever possible make sure that each dwarf's highest ''moodable'' skill is one of those you want.  Have all your peasants, [[farmer]]s, non-professional military and other dwarves without any moodable skills do one job each in the skill(s) you most want; if a "[[experience|dabbling]]" skill is the highest moodable skill they have, that is the skill that will be used. [[Guildhall]]s related to moodable skills may both help and hinder, as demonstrations will increase skill levels without any jobs being done.
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[[Scholar]]s may discuss mechanics as part of their work and gain a small amount of experience in it.  This is the only skill that scholars discuss that is moodable.
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=== "Best" skills ===
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Some skills produce generally useful and valuable items, and others produce only trinkets or jewelry. While "best" is very subjective, balancing the artifact itself with the Legendary skill the mood (usually!) produces, and both of those against the needs and goals of the current fortress, generally speaking the skills can be broken down into tiers of usefulness.
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Note that in addition to an artifact, the mood will (usually) raise the dwarf to Legendary in the chosen skill; often this is, from a practical standpoint, more valuable than an artifact, so you might consider trying to push poorly-trained dwarves towards moodable skills you have a need for, instead, in case they are struck by a mood.
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* [[Weaponsmith]] is one of the "best" skills. While the moody dwarf might create a questionable lead spear or lightweight aluminum mace, the odds are they'll create something that is still more deadly than its ☼steel☼ equivalent. And with a little manipulation, you can at least make sure the item ''is'' steel, although they could still give you a non-dwarf weapon. [[Mechanic]] is a close second for reliability and usefulness –- any mechanism's [[quality]] modifies the chance for a trap to hit its target, and an artifact lever or trap in a room will make its value skyrocket (even if not connected to anything!). Note that, despite popular belief, traps made with artifact mechanisms can still jam ([https://www.reddit.com/r/dwarffortress/comments/wj2ego/i_thought_traps_made_with_artifact_mechanisms/ source]).
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* [[Armorsmith]] is similarly valuable, having a decent chance to create something with exceptional value for your military (or at least one member of it), but, similar to weapons, this requires manipulating available material to avoid getting [[Armor#Material|soft]], useless gold or lead [[armor]] pieces. Good luck.
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* Artifact [[furniture]] is unbreakable by building destroyers and creates otherwise-impossible fortress defense options. A dwarf with a preference for doors, hatches, or floodgates will always produce that item, which can then be locked against many enemies that would otherwise break through. It can also have huge monetary worth for improving room value, and placing an artifact item where all can pass by and admire it will be good for general morale. These skills include [[Mason]]s, [[Miner]]s (who are treated the same as masons), [[Carpenter]]s, and [[Blacksmith|Metalsmith]]s. Many of these can also produce items from the lower-utility lists, below. But maybe you'll get an artifact [[mug]] for your tavern. Good luck with that, too.
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These next are (very?) odds-against; chances are good that they'll produce something on one of the ''next'' lists, or at best some nice furniture, but there's only a small chance it'll be something truly useful as well as valuable.
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* While moody [[Bowyer]]s can create artifact wood/bone [[crossbow]]s of great accuracy, they also have an equal chance to give you [[blowgun]]s or [[bow]]s. And any wooden crossbow is not a good melee weapon, if things should come to that, so the skill falls well below the metal equivalent.
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* [[Clothier]]s can make an artifact [[rope]], and [[metal crafter]]s can create [[chain]]s, either of which can be used for your main [[well]].  Similarly with a [[carpenter]] or [[blacksmith]] and [[bucket]]s.  [[Glassmaker]]s can create an artifact trap component. [[Leatherworker]]s and [[tanner]]s can create [[shield]]s, and both they and [[bone carver]]s can create artifact Leather/Bone Armor pieces, which are great if you have Hunters, etc. Which are all better than the next two...
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* Next to last are skills that produce an artifact that could only be worn by one dwarf, and perhaps admired by others they come in contact with. [[Clothier]]s and [[weaver]]s fall just below some of the above: for no ability to produce anything except wearable, non-military items. [[Gem cutter]]s and [[Gem setter]]s can fall on this list too, as creating something of pure monetary value and no practical use in your dwarven society. One exception to the general uselessness of clothing artifacts is [[Adamantine]] clothing, especially cloaks; its material allows it to accord the wearer meaningful protection, and unlike normal Adamantine clothing, its status as an artifact renders it immune to wear (which otherwise renders such clothing impractical.)
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* Last on the list are "crafts" – surprisingly valuable trinkets in the form of amulets, totems, rings, figurines – or, at best, crowns, which at least ''sound'' impressive. These skills are [[engraver]], [[stone crafter]], and [[wood crafter]] (and a distinct chance from several of the skills mentioned earlier: [[bone carver]], [[gem cutter]], [[gem setter]], [[glassmaker]], and [[metalcrafter]].)
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:* Peasants, defined here as having no moodable skill, always produce from the crafts list:  It's always a good idea to have every newly arrived "peasant" migrant craft just one item from the moodable skill of your choice, to avoid such a tragic waste of dwarfcraft.
  
 
== Types of moods ==
 
== Types of moods ==
For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key. All moody dwarves will have "Strange Mood" listed as their active task and are "quite content", regardless of any recent [[thought]]s they may have had.
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For each of the following types of moods, the first message is how the mood is [[Announcement|announced]]; the second message appears in the dwarf's profile when he or she is viewed with the {{K|v}} key. All moody dwarves will have "Strange Mood" listed as their active task and are "quite content", regardless of any recent [[thought]]s they may have had.
  
 
=== Fey ===
 
=== Fey ===
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: ''Possessed by unknown forces!''
 
: ''Possessed by unknown forces!''
  
Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon successful construction of an artifact.  No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods. It is pure luck-based. Possessed dwarves will mutter the name of the artifact they are working on (which, under some circumstances, might end up being ''their own name'') once they have all the materials they need.
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Possessed dwarves have cryptic material requests, and have the unfortunate distinction of not receiving any experience upon the successful construction of an artifact.  No controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive moods, it is purely luck-based. Possessed dwarves will mutter the name of the artifact they are working on (which, under some circumstances, might end up being ''their own name'') once they have all the materials they need.
  
A possession is the only mood that does '''''not''''' result in a jump in [[experience]].
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Possession is the only mood that does '''''not''''' result in a jump in [[experience]].
  
A possessed dwarf that "keeps muttering <name of the artifact>..." has already gathered everything it needs.
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A possessed dwarf that "keeps muttering <name of the artifact>..." has already gathered everything they need.
  
 
=== Fell ===
 
=== Fell ===
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: ''Has a horrible fell look!''
 
: ''Has a horrible fell look!''
  
A dwarf that goes into a fell mood will always take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Only unhappy dwarves may enter a fell mood.
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A dwarf that goes into a fell mood will try to take over a [[butcher's shop]] or a [[tanner's shop]]. If neither are available, any other workshop will be used instead. The dwarf will then ''murder'' the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf [[leather]] or [[bone]]. The unfortunate dwarf is killed on the spot – no dragging to the workshop, just sneaking up behind them, killing them, and dragging their corpse to the workshop. Once the artifact is completed, the fell dwarf will become a legendary [[bone carver]] or [[leatherworker]].  Only unhappy dwarves may enter a fell mood.
  
Amusingly, it seems fell dwarves can murder [[ghost]]s as well.
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Amusingly, it seems fell dwarves can also murder [[ghost]]s. If they do, they will murder a living dwarf as well, since ghosts obviously don't yield a corpse to butcher.{{bug|4681}}
  
 
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.
 
Aside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. The end result is always an artifact and a legendary craftsdwarf. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist.
  
If no one is around to witness the murder, whichever dwarf Urist McEmo decides to slaughter will be reported as missing some time after his death. If the murder is witnessed, the moody dwarf will be subject to dwarven [[justice]].
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If no one is around to witness the murder, whichever dwarf Urist McEmo decides to slaughter will be reported as missing some time after their death. If the murder is witnessed (or if the <s>idiot</s> dwarf in fell mood reports themself), the moody dwarf will be subject to dwarven [[justice]].
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A fell mood "reagent" is not merely limited to dwarves, however. In truth, any intelligent creature can be subjected to the creative imagination of the terrible laughing dwarves. Legends speak of [[werebeast]] attacks being halted by timely appearances of fell dwarves. Indeed, there are even whispers of fell mood dwarves smuggling [[clowns]] from the [[circus]] into their forts to be used in their strange artifice. In cases where an unusual intelligent creature made from a material such as [[vomit]] happens to fall prey to the depredations of a fell dwarf, the resultant crafted object will be selected randomly from the list of craftable [[shell]] items, but will be made from the victim's primary material instead of shell.
  
 
=== Macabre ===
 
=== Macabre ===
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: ''Brooding darkly...''
 
: ''Brooding darkly...''
  
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf. A macabre dwarf may require bones, skulls{{verify}}, or vermin remains; if you do not happen to have any, you will have to make some, e.g. by butchering an animal and/or allowing a [[cat]] to go hunting, or let the moody dwarf go insane. Like fell moods, only unhappy dwarves can enter macabre moods.
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Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf. A macabre dwarf may require [[bone]]s, [[skull]]s, or vermin [[remains]]; if you do not happen to have any, you will have to make some, e.g. by butchering an animal and/or allowing a [[cat]] to go hunting, or let the moody dwarf go [[insane]]. Like fell moods, only unhappy dwarves can enter macabre moods.
  
 
==Caveats==
 
==Caveats==
* Shells are perhaps the most difficult to obtain material for a strange mood, though there are several {{catlink|Shell|creatures}} that produce shells. Some of these, such as [[armadillo]]s and [[common snapping turtle]]s, are butcherable. [[Nautilus]]es can also serve as sources of shells when cleaned at a fishery. Nevertheless, shells are rare and hard to acquire. Currently, the only way of trading for shells is to hope that the [[elven]] caravan brings some tamed shell-producing large creature. Traded [[cave lobster]]s and [[turtle]]s are ''processed'' fish (with the shells already removed). Tamed vermin with shells cannot be butchered for their shells, since the only way to get a vermin's shell is to [[Fish cleaning|clean]] it. Since all shelled non-vermin animals are [[exotic pet|exotic]], only elves will bring them. If you should be fortunate enough to acquire some breeding shelled butcherable animals, it's probably worth keeping a breeding pair around in case of future need. Only dwarves with a [[preference]] for shells will demand shells in a strange mood.
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* Shells are perhaps the most difficult-to-obtain material for a strange mood, though there are several {{catlink|Shell|creatures}} that produce shells. Some of these, such as [[armadillo]]s and [[common snapping turtle]]s, are butcherable. Vermin from [[fishing]] are the easiest and most renewable source of shells.  [[Pond turtle]]s are common in many embarks in [[murky pool]]s, but usually only appear in small numbers, and can go extinct easily.  A stream or river almost guarantees a functionally inexhaustible supply of [[mussel]]s. [[Nautilus]]es can also serve as sources of shells when cleaned at a fishery. Nevertheless, shells are rare and hard to acquire. Currently, the only way of trading for shells is to hope that the [[elven]] caravan brings some tamed shell-producing large creature. Traded [[pond turtle]]s are ''processed'' fish (with the shells already removed). Tamed vermin with shells cannot be butchered for their shells, since the only way to get a vermin's shell is to [[Fish cleaning|clean]] it. Since all shelled non-vermin animals are [[exotic pet|exotic]], only elves will bring them. If you should be fortunate enough to acquire some breeding, shelled, butcherable animals, it's probably worth keeping a breeding pair around in case of future need. Only dwarves with a [[preference]] for shells will demand shells in a strange mood.
* Should the claimed workshop be a [[magma forge]] and lose power due to insufficient magma beneath it, the mood will fail immediately and the dwarf will go [[insanity|insane]]. Should the forge be in danger of losing power, you should forbid it before it is claimed and wait until it is powered up reliably. Once magma forges are built, at least some dwarves will no longer be satisfied with a regular forge.
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* All demands for cloth are for a specific generic type (plant, silk, or yarn). Clothiers and Weavers will demand [[adamantine]] cloth if any is available, otherwise the type will be the generic form of the dwarf's first cloth preference, or a randomly chosen variety if the dwarf has no preference (or if the cloth is for a decoration, not the primary material). Types of cloth your fortress has not produced are '''not''' excluded, so it's best to keep a few bolts of each type of cloth in reserve.
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* Should the claimed workshop be a [[magma forge]] and los