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Difference between revisions of "v0.31:Personality trait"
(paste in some information from Toady) |
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! VULNERABILITY | ! VULNERABILITY | ||
|} | |} | ||
+ | |||
+ | == 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 05:28, 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 |
Effects of traits on skills
From a post by Toady at [1]:
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