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Difference between revisions of "40d:Strange mood"

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(→‎Skills: Table slightly less pretty but much smaller filesize, new skills)
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'''Help! A crazy dwarf is in my metal shop and I need to make giant axe blades to fend off the [[Undead|skeletal]] [[carp]]!'''
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Periodically, individual dwarves in your fortress will be 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. An overview of the entire process:
  
Periodically, individual dwarves in your fortress will be 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 single-mindedlyThey 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 three months or so, they will go [[#Failure|insane]] and die soon afterward.
+
# Strange moods can only occur when the below necessary [[#Conditions|conditions]] are met.
 +
# The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange mood.  The [[#Types|types of mood]] are listed below.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).
 +
# The dwarf will claim a workshop, kick out any dwarf who was using it, and render it unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not existSee [[#Skills and workshops|skills and workshops]] below to determine which workshop(s) might be required.
 +
# 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.
 +
# 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 gain a legendary 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.
  
However, if a dwarf does manage to create an artifact, he or she will gain one [[legendary]] [[skill]] (with one exception: "possessed" dwarves will create an artifact but gain no skill from it).
 
  
For a mood to start, you should not have more than the maximum of (items created / 200) and (underground squares revealed / (48*48)) artifacts already created.
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== Conditions ==
 +
Strange moods can only occur when there is no currently active strange mood, there are eligible dwarves, and the maximum number of artifacts is not met.  If all three of these conditions are true, the game may trigger a strange mood according to the frequency below.
  
== Strange-mood behavior ==
+
=== Eligibility ===
 +
Military and civilian dwarves, and children, may enter strange moods regardless of what skills they have.  Dwarves who have created an artifact are not eligible to create another, and since every mood ends in either death or an artifact, every dwarf may enter at most one mood.  Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods. Appointed [[nobles]] may create artifacts, but immigrated nobles may not{{verify}}.
  
When a dwarf is struck by a strange mood, the game will automatically center the map on the moody dwarf, pause, and alert you to his or her particular mood.  While in a mood, a dwarf will display a blinking exclamation point (see [[status icons]]).
+
=== Maximum number of artifacts ===
 +
The maximum number of artifacts in any one fortress is limited by the lower of:
 +
* The number of items created divided by 200
 +
* The number of revealed [[subterranean]] tiles divided by 2308 (this is an area equivalent to a 48x48 square).
  
=== Workshops ===
+
=== Frequency ===
 +
When a fortress is started, an internal counter is set to 1000.  Around 11 or 12 times per day, this counter is decremented by 1.  When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike.  This means there is approximately a 2.7% chance of a strange mood per day, and a 48.97% chance of a strange mood per month, when all conditions are met.
  
After entering a mood, a dwarf will stop whatever he or she is doing, head to a [[workshop]], and "claim" it, kicking out any other dwarf who may be using it.  The workshop a dwarf takes over will usually depend upon the dwarf's highest [[skill]]: a Bone Carver, for instance, will generally take over a [[craftsdwarf's workshop]]; a Jeweler will take over a [[jeweler's workshop]]; a Mechanic will take over a [[mechanic's workshop]]; and a Metalsmith will take over a [[forge]]. 
 
  
If the right workshop is not available, a moody dwarf will stand idle instead (in their bedroom, outside the fort, in a [[sculpture garden]] or [[meeting hall]], etc.) waiting for you to construct the right workshop.  You can usually tell which workshop a moody dwarf wants by {{key|v}}iewing their skills; their highest relevant skill will dictate which workshop you should build for them. Be warned, however, that a moody dwarf will not help you construct a workshop. If you do not have another dwarf with the skills to construct it, you must enable the relevant skill on another dwarf.
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== Types ==
 +
The first message in the following sections is how the mood is 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.
  
Moody Glassmakers will require a [[glass furnace]] instead of a workshop, but Furnace Operators will require a [[forge]]If your miners have found any [[magma]], a dwarf requiring a forge might insist on a [[magma forge]] rather than a regular charcoal-powered forge.  Glassmakers may specifically require a charcoal-fueled glass furnace, and possibly a magma-fueled one{{verify}}.
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=== Fey ===
 +
* ''Taken by a fey mood!''
 +
* ''Has the aspect of one fey!''
 +
 
 +
This is the most basic strange moodFey dwarves will clearly state their demands when the workshop they are in is examined.
  
=== Skills ===
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=== Secretive ===
 +
* ''Withdraws from society...''
 +
* ''Peculiarly secretive...''
 +
 
 +
Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands.
 +
 
 +
=== Possessed ===
 +
* ''Has been possessed!''
 +
* ''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.  It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive mods.
 +
 
 +
=== Fell ===
 +
* ''Looses a roaring laughter, fell and terrible!''
 +
* ''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]]. 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]].  Strangely, none of the other dwarves seem to mind the murder.  Only unhappy dwarves may enter a fell mood.
 +
 
 +
Aside from the potential loss of an 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.
 +
 
 +
=== Macabre ===
 +
* ''Begins to stalk and brood...''
 +
* ''Brooding darkly...''
 +
 
 +
Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to "make" some, or let the moody dwarf go insane.  Like fell moods, only unhappy dwarves can enter macabre moods.
 +
 
 +
 
 +
== Skills and workshops ==
 
{| class="wikitable" cellpadding="4" style="border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;"
 
{| class="wikitable" cellpadding="4" style="border:1px solid black;border-collapse:collapse;text-align:left;float:right;margin:0 0 20px 30px;"
 
|-  
 
|-  
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| [[Glassmaker]]
 
| [[Glassmaker]]
 
| [[Glass furnace]] or [[Magma glass furnace]]
 
| [[Glass furnace]] or [[Magma glass furnace]]
 +
|- style="border-top:1px solid #aaa;vertical-align:top;"
 +
| [[Leatherworker]]
 +
| [[Leatherworks]]
 
|- style="border-top:1px solid #aaa;vertical-align:top;"
 
|- style="border-top:1px solid #aaa;vertical-align:top;"
 
| [[Mason]]
 
| [[Mason]]
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|}
 
|}
  
A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain experience in that skill. The table to the right describes all applicable skills and their potential workshop requirements. If a dwarf does not possess one of the listed skills, they will take over a [[craftdwarf's workshop]] and gain one of the [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills.  Skills which fall under this catch-all include:
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A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 experience in that skill (excepting possessed dwarves). This will give the dwarf a legendary-level skill and a number of attribute gains.  The table to the right describes all applicable skills and their potential workshop requirements. When multiple workshops are listed, the dwarf may require one or the other, so ensure both are available (if possible). '''If a dwarf does not possess one of the listed skills''', they will take over a [[craftdwarf's workshop]] and gain one of the [[bonecarver]], [[stone crafter]], or [[wood crafter]] skills.  Skills which fall under this catch-all include:
 
* [[Animal trainer]]
 
* [[Animal trainer]]
 
* [[Brewer]]
 
* [[Brewer]]
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* No skills
 
* No skills
  
Active [[soldiers]] can enter a strange mood if they have any relevant skills from before they were conscripted.  A soldier will be removed from his or her [[squad]] during the course of a mood and returned to it upon successful completion of an artifact.  If a soldier has gained a legendary skill, you may wish to make use of it by removing that dwarf from the military.
 
 
If a dwarf manages to successfully complete an artifact, the dwarf's highest skill will usually be elevated to "legendary".  More specifically, 20,000 [[experience]] will be added to that skill.  This will also give the dwarf several [[attribute]] boosts ("Possessed" dwarves, however, gain no experience). There have been a few exceptions in older versions, details for the current version have to be worked out yet (38c).
 
  
 
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a "dabbling" skill is the highest they have, that is the skill that will be used.
 
This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want.  Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a "dabbling" skill is the highest they have, that is the skill that will be used.
  
The type of artifact created will depend on the dwarf's highest skill.  Masons will always create some kind of [[stone]] object; Bone Carvers, a [[bone]] or [[shell]] object; Carpenters, a [[wood]] object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; furnace operators, a metal craft or piece of furniture; Weavers, an article of clothing.
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<br style="clear:both;" />
  
Dwarves with no skills whatsoever (including [[children]], sometimes) can go into strange moodsSuch dwarves generally gain one of the crafting skills (wood crafter, bone carver, etc.).
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== Demands ==
 +
Once a workshop is claimed, the dwarf will begin collecting materials.  Each artifact will require between one and ten materials to complete.  If the moody dwarf remains idle, then the necessary materials are not available.  [[Forbidden]] items must be reclaimed ({{K|d}} - {{K|c}}) before they may be used, but moody dwarves will ignore settings regarding [[economic stone]]. Press {{K|q}} and highlight the workshop to receive a series of clues about what the dwarf needsHints that stay active for longer than about 2 seconds means multiple pieces of that material will be required. Materials will always be fetched in order, so if at least one item has already been retrieved (the items will show up with "TSK" next to them when the workshop is viewed with the {{K|t}} context menu), it will usually be possible to tell what item is required next.
  
=== Materials ===
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Specific sub types of material may be required{{Verify}}, such as a [[diorite]] [[stone]], [[bronze]] [[bar]]s, or a specific type of raw [[gem]].  For this reason, it is usually a good idea to keep as many types of material on hand as possible, including raw and cut gems and the three different kinds of glass.
  
In addition to requiring a specific workshop, dwarves will also demand specific raw [[material]]s in order to complete their artifact.  Each artifact will require between one and ten items to complete.
+
The various demands are translated here:
  
After claiming a workshop, a moody dwarf will set about collecting these materials.  If the supplies are not at hand, the dwarf will sit in the workshop until the items become available, or go insane if they do not become available before long. A moody dwarf will not fetch forbidden items; you will have to claim them first. If a required item has to be produced (bones or blocks e.g.) or mined (rough gems) first for an idle dwarf, he/she will pick the first available; it seems in this case no material is specified yet. If on the other hand he/she is asking for stone and 10 types are available, it is well possible that the 11th type not yet mined will be asked for.
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{| class="wikitable" style="text-align:left;width:90%;"
 
+
|-
Jewelers will usually require mainly rough gems, but can also demand other materials.
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! Material
 
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! Fey
Glassmakers will always require at least one piece of raw glass, usually clear. Since they will usually take over your glass furnace, you will either have to build another glass furnace or make sure you have the right types of raw glass ahead of time.  The steps involved in glass production are fairly time-consuming: you must first collect sand, which requires an empty [[bag]] and an "Item [[hauling|Haul]]er" who is not busy hauling finished goods, then haul the sand to the furnace and melt it into glass.  Clear glass is even more time consuming (the above steps plus: make [[potash]] out of [[wood]], bake it into [[pearlash]] in a [[kiln]], haul it to the furnace). Glass will only be required if sand is available. In some cases, a moody glassmaker will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a [[Moss agate]] [[coffer]].
+
! Secretive
 
+
! Possessed
The first object grabbed by the dwarf will be the "primary" substance; all other materials will be used to decorate the artifact.  If a dwarf grabs onyx and makes a bed, for instance, it will be an "onyx bed".  In addition to the primary substance, many other materials will often be used to construct an artifact.  An artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once.
+
|-
 
+
|
It is advisable that you keep a small supply of rare materials such as  rough gems and raw glass, as such things are often needed for the artifact's construction.
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| <dwarf> screams "I must have <demand>!"
 
+
| <dwarf> sketches pictures of <demand>.
A moody dwarf will ignore settings concerning [[economic stone]]s.
+
| <dwarf> mutters "<dwarf> needs <demand>..."
 
+
|-
=== Demands ===
+
| [[Stone]]
 
+
| ?
While a moody dwarf is in a workshop, you can get an idea of what materials he or she wants by pressing {{k|q}} and moving the cursor over the workshop. (If the dwarf is busy fetching objects instead of "waiting" for unavailable materials, you can still see this display by catching the dwarf in the workshop just as he or she is dropping off an object.)
+
| a quarry
 
+
| stone... rock
The message will change every few seconds if the dwarf demands several different items. The dwarf will list all the materials he or she demands even if most of them have already been fetched. If a demand lasts longer than about 2 seconds, that means multiple items of that type will be required. Sometimes a dwarf will also mutter an unfamiliar word, such as "Kerging". This word is the name of the artifact he or she intends to create.
+
|-
 
+
| Stone [[block]]
Moody dwarves collect their items in a fixed sequence, so if they have already collected at least one item (it will be lying in the workshop, viewable under the {{k|t}} menu), you can see what item in the sequence they will need next to continue. They may demand but will not pick up forbidden items; you will have to reclaim them first.
+
| rock blocks
 
+
| square blocks
Things dwarves demand include:
+
| blocks... bricks
 
+
|-
* [[Bones]] - "bones... yes", "pictures of skeletons"
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| [[Wood]]
* [[Cloth]] (not thread) - "cloth... thread", "pictures of stacked cloth"
+
| wood logs
* Cut [[gem]]s - "gems... shining", "gems". ''These must be ordinary cut gems, not "large" gems.''
+
| a forest
* [[Leather]] - "leather... skin", "pictures of stacked leather"
+
| tree... life
* Metal [[ore]] - "ore... particular ore", "picture of an ore mine", "the correct ore"
+
|-
* Metal [[bar]]s - "shining bars... metal", "shining bars of metal"
+
| Metal [[bar]]
* Rough [[gem]]s - "rough... color". ''Formerly, when a dwarf requested rough gems, he or she would sometimes be looking for a specific type of raw [[glass]]. It is believed that this no longer occurs however, given that dwarves now specifically indicate what type of glass they need.''
+
| metal bars
* Raw crystal [[glass]] - "raw... crystal", "rough gems and glass" (I think this is right.  I have raw types of both green and clear glass, but not crystal glass)
+
| shining bars of metal
* Raw clear [[glass]] - "raw... clear", "glass with burning wood"
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| bars... metal
* Raw green [[glass]] - "raw... green..."
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|-
* A distinct [[Shell]] (turtle or cave lobster or both) - "a shell"
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| [[Gem]]s (cut)
* [[Stone]] - "stone... rock", "pictures of a quarry", "the right stone"
+
| cut gems
* Stone [[block]]s - "blocks... bricks", "the proper surface to work on", "square blocks"
+
| cut gems
* [[Wood]] - "tree... life", "pictures of a forest", "a tree"
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| gems... shining
* Dwarven bones/[[refuse|remains]] - "things... certain things". ''This demand is only seen during "Macabre" moods.'
+
|-
 
+
| [[Gem]]s (raw)
Once the dwarf has assembled all the materials he or she needs, the game will announce that the dwarf "has begun a mysterious construction!". The artifact should be completed within a day or two.
+
| rough gems
 
+
| rough gems
Dwarves which have created an artifact will no longer hold on to it for a time but drop it instantly (38c). The following events therefore are not likely to happen anymore:
+
| rough... color
 +
|-
 +
| [[Glass]] (green)
 +
| ?
 +
| glass
 +
| raw... green
 +
|-
 +
| [[Glass]] (clear)
 +
| ?
 +
| glass and burning wood
 +
| raw... clear
 +
|-
 +
| [[Glass]] (crystal)
 +
| ?
 +
| rough gems and glass
 +
| raw... crystal
 +
|-
 +
| [[Bone]]
 +
| bones
 +
| skeletons
 +
| bones... yes
 +
|-
 +
| [[Shell]]
 +
| shells
 +
| a shell{{Verify}}
 +
| ?
 +
|-
 +
| [[Leather]]
 +
| ?
 +
| stacked leather
 +
| leather... skin
 +
|-
 +
| [[Cloth]] (silk)
 +
| silk cloth
 +
| stacked cloth
 +
| cloth... thread
 +
|}
  
The dwarf  
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== Artifacts created ==
 +
The type of artifact created will depend on the dwarf's highest skill. Masons will always create some kind of stone object; Bone Carvers, a bone or shell object; Carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; furnace operators, a metal craft or piece of furniture; Weavers, an article of clothing.
  
*can become [[obsessed]] with the item and will keep hold of it until death.{{verify}}
+
The first object grabbed by the dwarf will be the "primary" substance; all other materials will be used to decorate the artifact. If a dwarf grabs onyx and makes a bed, for instance, it will be an "onyx bed", but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once. In some cases, glass makers will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a [[Moss agate]] [[coffer]].
* Become nervous and hide the artifact.{{verify}}
 
* Become uneasy and drop the artifact wherever he currently stands.{{verify}}
 
  
If it is a heavy object (such as a floodgate), it will [[speed|slow]] them substantially unless they have several levels of [[strength]]. This is a bigger problem with a possessed dwarf, as the legendary status resulting from other moods will provide a good [[attributes|attribute]] boost.
+
Once created, the [[artifact]] will be available for use just like a normal item of its type. Artifact furniture is useful for high value [[noble]] rooms, and weapons can be used to great effect in combat.
 
 
=== Failure ===
 
  
 +
== Failure ==
 
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This [[insanity]] can take several forms:
 
If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact.  This [[insanity]] can take several forms:
  
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Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop.
 
Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed) will cause [[insanity]]. Note that the [[insanity]] can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop.
 
== Types of strange moods ==
 
 
The first message in the following sections is how the mood is [[announcements|announced]]; the second message appears in the dwarf's profile when he or she is ['''v''']iewed.  All dwarves in a strange mood will have "Strange Mood" listed as their active task.
 
 
=== Fey ===
 
 
* ''Taken by a fey mood!''
 
* ''Has the aspect of one fey!''
 
 
This is the basic strange mood.  Fey dwarves will clearly state their demands when the workshop they are in is examined.
 
 
=== Secretive ===
 
 
* ''Withdraws from society...''
 
* ''Peculiarly secretive...''
 
 
Secretive moods are the same as fey moods, except instead of loudly proclaiming his demands, a secretive dwarf will sketch his or her ideas.
 
 
=== Possessed ===
 
 
* ''Has been possessed!''
 
* ''Possessed by unknown forces!''
 
 
Possessed dwarves behave the same as fey dwarves, but will not gain any skill once the artifact is complete.  Their thoughts are also cryptic, but even harder to understand than those of dwarves who withdraw from society.
 
 
<small>(please add information, if possible, under what circumstances a dwarf may become posessed)</small>
 
 
=== Fell ===
 
 
* ''Looses a roaring laughter, fell and terrible!''
 
* ''Has a horrible fell look!''
 
 
A dwarf that goes into a fell mood will take over a [[butcher's shop]] or a [[tanner's shop]] instead of one of the craft shops. 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.  Strangely, none of the other dwarves seem to mind the murder.
 
 
Aside from the potential loss of an 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.
 
 
=== Macabre ===
 
 
* ''Begins to stalk and brood...''
 
* ''Brooding darkly...''
 
 
Like a fell mood, above, but the dwarf will not murder a fellow dwarf.  A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to "make" some, or let the moody dwarf go insane.
 
 
Fell and Macabre moods will only happen to dwarves which are [[Thoughts|unhappy]] at the time of entering a mood.
 
 
== Multiple Moods ==
 
 
Toady stated on [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=7&t=000567 this] thread in the forum that two moods at once is a bug. Therefore, it is safe to assume that it is usually impossible to get more than one mood at once. Also, on the buglists: 000317 □ [dwarf mode][moods]  two mood dwarves at once
 
 
== Unresolved questions ==
 
 
* ''Can the same dwarf go into a strange mood more than once?''
 
** They can't.
 
* ''Can an already legendary dwarf go into a strange mood?''
 
** A Legendary dwarf that hasn't acquired legendary status via creating an artifact ''can'' go into a strange mood.
 
* ''How many strange moods can occur in a single fortress?''
 
** The limit is equal to the number of subterranean squares you've unhidden divided by 2304 (48*48), or the quantity of items made divided per 200. The games selects the lowest of the two values.
 
* ''How often do they happen?''
 
** An internal counter is set to 1000 at first, and decremented regularly. When it hits zero, instead of being decremented, the probability to trigger a mood is 1/500 (every time). This process is performed between 11 or 12 times a day.
 
[[Category:Dwarves]]
 
[[Category:Thoughts]]
 

Revision as of 05:18, 10 May 2008

Periodically, individual dwarves in your fortress will be 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 insane and die soon afterward. An overview of the entire process:

  1. Strange moods can only occur when the below necessary conditions are met.
  2. The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange mood. The types of mood are listed below. While in a mood, a dwarf will display a blinking exclamation point (see status icons).
  3. The dwarf will claim a workshop, kick out any dwarf who was using it, and render it unusable until the mood has been resolved. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist. See skills and workshops below to determine which workshop(s) might be required.
  4. 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 section to determine what may be required.
  5. 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 gain a legendary skill (unless the mood type is possessed). See the skills and workshops for information on which skills can be gained, or the artifacts created section for more details on the artifacts themselves.


Conditions

Strange moods can only occur when there is no currently active strange mood, there are eligible dwarves, and the maximum number of artifacts is not met. If all three of these conditions are true, the game may trigger a strange mood according to the frequency below.

Eligibility

Military and civilian dwarves, and children, may enter strange moods regardless of what skills they have. Dwarves who have created an artifact are not eligible to create another, and since every mood ends in either death or an artifact, every dwarf may enter at most one mood. Dwarves who have obtained one or more legendary skills without creating artifacts may enter strange moods. Appointed nobles may create artifacts, but immigrated nobles may not[Verify].

Maximum number of artifacts

The maximum number of artifacts in any one fortress is limited by the lower of:

  • The number of items created divided by 200
  • The number of revealed subterranean tiles divided by 2308 (this is an area equivalent to a 48x48 square).

Frequency

When a fortress is started, an internal counter is set to 1000. Around 11 or 12 times per day, this counter is decremented by 1. When the counter would ordinarily be decremented when it has already reached zero, there is a 1 in 500 chance that a strange mood will strike. This means there is approximately a 2.7% chance of a strange mood per day, and a 48.97% chance of a strange mood per month, when all conditions are met.


Types

The first message in the following sections is how the mood is announced; the second message appears in the dwarf's profile when he or she is viewed with the v key. All moody dwarves will have "Strange Mood" listed as their active task.

Fey

  • Taken by a fey mood!
  • Has the aspect of one fey!

This is the most basic strange mood. Fey dwarves will clearly state their demands when the workshop they are in is examined.

Secretive

  • Withdraws from society...
  • Peculiarly secretive...

Secretive moods are the same as fey moods, except a secretive dwarf will sketch pictures of their required materials instead of clearly stating their demands.

Possessed

  • Has been possessed!
  • 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. It is unknown if controllable circumstances lead to a possessed mood instead of one of the more desirable fey or secretive mods.

Fell

  • Looses a roaring laughter, fell and terrible!
  • 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. 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. Strangely, none of the other dwarves seem to mind the murder. Only unhappy dwarves may enter a fell mood.

Aside from the potential loss of an 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.

Macabre

  • Begins to stalk and brood...
  • Brooding darkly...

Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf. A macabre dwarf may require dwarf bones, skulls, and chunks/remains; if you do not happen to have any, you will have to "make" some, or let the moody dwarf go insane. Like fell moods, only unhappy dwarves can enter macabre moods.


Skills and workshops

Highest skill Workshop used
Armorsmith Magma forge or Metalsmith's forge
Bonecarver Craftdwarf's workshop
Carpenter Carpenter's workshop
Engraver Craftdwarf's workshop or Mason's workshop
Furnace operator Magma forge or Metalsmith's forge
Glassmaker Glass furnace or Magma glass furnace
Leatherworker Leatherworks
Mason Mason's workshop
Metal crafter Magma forge or Metalsmith's forge
Metalsmith Magma forge or Metalsmith's forge
Miner Craftdwarf's workshop or Mason's workshop
Stone crafter Craftdwarf's workshop
Tanner Tanner's shop
Weaponsmith Magma forge or Metalsmith's forge
Weaver Clothier's shop
Wood crafter Craftdwarf's workshop

A dwarf will claim a workshop according to their highest applicable skill, and upon completion of the artifact, gain 20,000 experience in that skill (excepting possessed dwarves). This will give the dwarf a legendary-level skill and a number of attribute gains. The table to the right describes all applicable skills and their potential workshop requirements. When multiple workshops are listed, the dwarf may require one or the other, so ensure both are available (if possible). If a dwarf does not possess one of the listed skills, they will take over a craftdwarf's workshop and gain one of the bonecarver, stone crafter, or wood crafter skills. Skills which fall under this catch-all include:


This fact can be utilized to maximize the possibility of getting a dwarf with a legendary skill you want: where possible, make sure each dwarf's highest skill is one of those you want. Have all your peasants, growers, soldiers (you will have to temporarily deactivate them from the military), and other dwarves without skills do a tiny bit of work in the skill(s) you most want (Armorsmith is possibly the most-desired legendary skill); if a "dabbling" skill is the highest they have, that is the skill that will be used.


Demands

Once a workshop is claimed, the dwarf will begin collecting materials. Each artifact will require between one and ten materials to complete. If the moody dwarf remains idle, then the necessary materials are not available. Forbidden items must be reclaimed (d - c) before they may be used, but moody dwarves will ignore settings regarding economic stone. Press q and highlight the workshop to receive a series of clues about what the dwarf needs. Hints that stay active for longer than about 2 seconds means multiple pieces of that material will be required. Materials will always be fetched in order, so if at least one item has already been retrieved (the items will show up with "TSK" next to them when the workshop is viewed with the t context menu), it will usually be possible to tell what item is required next.

Specific sub types of material may be required[Verify], such as a diorite stone, bronze bars, or a specific type of raw gem. For this reason, it is usually a good idea to keep as many types of material on hand as possible, including raw and cut gems and the three different kinds of glass.

The various demands are translated here:

Material Fey Secretive Possessed
<dwarf> screams "I must have <demand>!" <dwarf> sketches pictures of <demand>. <dwarf> mutters "<dwarf> needs <demand>..."
Stone ? a quarry stone... rock
Stone block rock blocks square blocks blocks... bricks
Wood wood logs a forest tree... life
Metal bar metal bars shining bars of metal bars... metal
Gems (cut) cut gems cut gems gems... shining
Gems (raw) rough gems rough gems rough... color
Glass (green) ? glass raw... green
Glass (clear) ? glass and burning wood raw... clear
Glass (crystal) ? rough gems and glass raw... crystal
Bone bones skeletons bones... yes
Shell shells a shell[Verify] ?
Leather ? stacked leather leather... skin
Cloth (silk) silk cloth stacked cloth cloth... thread

Artifacts created

The type of artifact created will depend on the dwarf's highest skill. Masons will always create some kind of stone object; Bone Carvers, a bone or shell object; Carpenters, a wood object, etc. Miners and engravers will usually turn out a stone craft or piece of furniture; furnace operators, a metal craft or piece of furniture; Weavers, an article of clothing.

The first object grabbed by the dwarf will be the "primary" substance; all other materials will be used to decorate the artifact. If a dwarf grabs onyx and makes a bed, for instance, it will be an "onyx bed", but an artifact can potentially be composed of bone, cloth, gems, leather, metal, shell, stone, and wood all at once. In some cases, glass makers will actually grab the nearest rough gem instead of a piece of raw glass, leading to such odd constructions as a Moss agate coffer.

Once created, the artifact will be available for use just like a normal item of its type. Artifact furniture is useful for high value noble rooms, and weapons can be used to great effect in combat.

Failure

If you can't provide all the required items within a couple of months, the dwarf will go insane and cancel the artifact. This insanity can take several forms:

  • Become melancholy. The dwarf will either refuse to eat or drink until dead, or drown themselves at some point. They may also hurl themselves into the river, chasm, or magma immediately.
  • Become a babbling wreck. A dwarf experiencing this will drop all the items he or she is wearing, one by one, and eventually starve to death.
  • Go on a murderous rampage.

The first two outcomes are harmless (except to the moody dwarf, who will die), but you may want to station a squad nearby or assign a few war dogs to the dwarf on the chance that they will lash out. If you build your workshops inside enclosed rooms (with doors), you can also lock the moody dwarf in the room until he or she starves.

Anything that would cause the dwarf to cancel the strange mood job (like being attacked or having the workshop destroyed) will cause insanity. Note that the insanity can happen even when the dwarf is not deadlocked on an item; there have been observed instances where a dwarf goes insane while in the process of carrying a required item back to the commandeered workshop.