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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Nemokara</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-05-23T21:16:53Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Kydo&amp;diff=54833</id>
		<title>User talk:Kydo</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Kydo&amp;diff=54833"/>
		<updated>2009-10-12T06:29:53Z</updated>

		<summary type="html">&lt;p&gt;Nemokara: /* Spontaneous Hypothermia */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Spontaneous Hypothermia==&lt;br /&gt;
I've heard stories of this happening to other players, and it seems to result from corrupted raws leading to the creation of clothing made from &amp;quot; leather&amp;quot; (i.e. no creature name) which has a boiling point of 0, causing both migrants and caravans to be instantly frozen in a cloud of '''boiling leather''' the instant they enter the map. --[[User:Quietust|Quietust]] 23:25, 4 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Really? Neat! I just reinstalled the game, copied my save files over, and everything was oky-doky! Well, you know, except for the pile of dead dwarves. --Kydo 23:42, 4 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:I like to think it was just a really, really cursed island.&lt;br /&gt;
:By the way Kydo, I've been working on my own little geology chart (and learning a whole lot about RL geology along the way). Mine is probably in way rougher condition than yours since I've just started looking into this, although I will point out that I have found it's pretty useful to organize gems into rough families of related gems, especially since many of these relationships aren't immediately apparent (eg., aquamarine, goshenite, heliodor and morganite are all beryls, as are emeralds). I also think the wiki could present this topic with more clarity - give me a shout if you'd like to collaborate a bit.[[User:Nemokara|Nemokara]] 06:29, 12 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nemokara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Experience&amp;diff=54831</id>
		<title>40d:Experience</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Experience&amp;diff=54831"/>
		<updated>2009-10-12T06:02:59Z</updated>

		<summary type="html">&lt;p&gt;Nemokara: /* Gaining experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Experience''' represents how much a certain [[dwarf]] (or other [[humanoid|intelligent creature]]) has learned (about a certain subject, or as a whole). It affects proficiency in [[skills]] and a dwarf's [[attributes]]. Precise points in experience are never displayed directly, except in [[Adventure Mode]].&lt;br /&gt;
&lt;br /&gt;
Every experience point earned is associated with a skill. Skill increases happen when a certain number of points in that skill is reached.  Attribute increases happen when a certain total number of points is reached.&lt;br /&gt;
&lt;br /&gt;
The [[announcement]] &amp;quot;''Dwarfname'' is more experienced&amp;quot; signifies an [[attribute]] increase. Skill increases are not announced unless the increase changes a dwarf's [[profession]], when the announcement will be to the effect of &amp;quot;''Dwarfname'' has become a ''new profession''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Gaining experience ==&lt;br /&gt;
&lt;br /&gt;
Dwarves gain experience by performing tasks. Experience is gained when the task is ''completed''; if a task takes a long time and is frequently interrupted (by the dwarf going off to drink, for instance), the dwarf will gain the skill very slowly. Tasks without an associated skill (such as [[hauling]]) do not give any experience. &lt;br /&gt;
&lt;br /&gt;
Constructing [[building]]s or [[construction]]s does not give experience unless the building requires [[architecture]] to build.  Such buildings give 30 points of experience in [[building designer]] to the architect and a varying amount of experience to whichever dwarf finishes the building once it is designed, given gradually as the structure is built.  The additional experience depends on what material is used to build the building: a building made of [[stone]], stone [[block]]s, or [[glass]] blocks gives [[masonry]] experience; a building made of [[log]]s or wood blocks gives [[carpentry]] experience; a building made of [[metal]] bars or blocks gives [[metalsmith]] experience; and [[soap]] bars appear to give no experience to any skill.&lt;br /&gt;
&lt;br /&gt;
Destroying buildings and constructions of any type gives no experience.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;margin: 0 auto&amp;quot; |'''Known Experience Values'''&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border-left: 1px solid black; border-right: 1px solid black; border-spacing: 0 1px; background: black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | '''Skill'''       || '''Task'''             ||                                              '''XP'''&lt;br /&gt;
|- style=&amp;quot;background: #bbb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Miner]]             || any digging ([[soil]] ''or'' [[stone]])     || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 10 / tile&lt;br /&gt;
|- style=&amp;quot;background: #bbb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Miner]]             || Remove ramp (natural)   || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 10&lt;br /&gt;
|- style=&amp;quot;background: #ff6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Bowyer]]            || Make wooden [[crossbow]]   || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #ff6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Carpenter]]         || Construct [[bed]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #ff6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Wood Cutter]]       || Fell [[tree]]              || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Engraver]]          || [[Smooth]] or detail a [[floor]] or [[wall]] || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 10&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot; &lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Mason]]             || Construct rock object  || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #6b6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Trapper]]      || Construct [[animal trap]]      || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #6b6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Trapper]]      || Bait [[animal trap]]     || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #888&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Armorsmith]]      || Make [[armor]] (any type)     || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #888&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Metalsmith]]      || Make metal [[Block]]     || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #88f&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Stonecrafter]]      || Make stone [[crafts]], [[mug]]s, etc.      || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #88f&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Weaver]]            || Gather [[silk]]            || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #88f&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Weaver]]            || Weave any [[cloth]]        || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #88f&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Wood crafter]]      || Make wooden [[bolt]]s      || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #88f&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Glassmaker]]      || Construct [[block]]s,[[window]]s      || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #880&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Herbalist]]    || Gather plants       || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
{| style=&amp;quot;border-left: 1px solid black; border-right: 1px solid black; border-spacing: 0 1px; background: black&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background: #fff&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | '''Skill'''       || '''Task'''             ||                                              '''XP'''&lt;br /&gt;
|- style=&amp;quot;background: #d00&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Mechanic]]    || Link a building to trigger       || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #d00&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Siege engineer]]    || Construct catapult/ballista parts          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #d00&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Siege engineer]]    || Assemble ballista arrow          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #d00&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Siege operator]]    || Load [[catapult]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #d00&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Siege operator]]    || Fire [[catapult]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Brewer]]            || Brew [[alcohol|drink]]         || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Butcher]]           || Slaughter [[animal]]       || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Cook]]              || Cook easy/fine/lavish [[meal]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Grower]]         || Harvest [[plants]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Grower]]         || Plant [[seeds]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #bb6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Herbalist]]         || Gather [[plants]]          || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #a6a&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Building designer|Building&amp;amp;nbsp;designer]] || Construct [[building]]     || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #a6a&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Organizer]] || Manage Work Order (per task)     || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 10&lt;br /&gt;
|- style=&amp;quot;background: #6bb&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Strand extractor]]  || Extract [[adamantine]]     || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | 30&lt;br /&gt;
|- style=&amp;quot;background: #6b6&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Marksdwarf]]        || Shoot at archery range || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | ≈7.5&lt;br /&gt;
|- style=&amp;quot;background: #288&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | [[Appraisal]]        || View Goods for trade&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt; || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | ≈7.5 / item&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
|- style=&amp;quot;background: #288&amp;quot;&lt;br /&gt;
| style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | &amp;quot;[[Broker]]&amp;quot;&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;        || Successful [[trade]]&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; || align=&amp;quot;right&amp;quot; style=&amp;quot;padding: 0.2em 0.4em&amp;quot; | ≈7.5&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:'''Notes:'''&lt;br /&gt;
::1) ''The first time the {{k|t}}rade button is used at a Depot for any single caravan, the dwarf who responded to do the trading immediately gains this amount, ≈7.5 experience x the number of items.  No further experience can be gained in Appraisal for this caravan for this dwarf or any other, but another dwarf can replace them as [[broker]], respond to the call for a &amp;quot;Trader requested at depot&amp;quot;, and use their ''existing'' skill to see the value of goods and make trades.''&lt;br /&gt;
::2) ''In this context, &amp;quot;Broker&amp;quot; skills include [[Persuader]], [[Negotiator]], [[Judge of Intent]], [[Intimidator]], [[Liar]], [[Conversationalist]], [[Comedian]], and [[Flatterer]]. Which particular skills are used will depend on the [[personality]] of the dwarf in question.''&lt;br /&gt;
::3) ''There seem to be a lot of variables in a &amp;quot;successful trade&amp;quot;, and different skills seem to increase more or less depending on the exact combination of factors. More research is needed, but over trading sessions this average seems to hold true.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:* A dwarf taken by any [[strange mood]] (except a [[Mood#Possessed|possession]]) will gain 20,000 experience in the affected skill upon completion of the artifact.&lt;br /&gt;
&lt;br /&gt;
== Increasing skills ==&lt;br /&gt;
&lt;br /&gt;
If a dwarf has zero experience in a skill, they will have no skill listed (but can still use that skill at an untrained level if a [[labor]] associated with the skill is designated, and will gain experience from completing such tasks).&lt;br /&gt;
&lt;br /&gt;
As soon as a dwarf gets even 1 point of experience in a skill from completing just one [[job]], they attain '''Dabbling''' rank in that skill.  This can be important for [[strange mood]]s.&lt;br /&gt;
&lt;br /&gt;
To reach '''Novice''' level in any skill requires 500 XP. Reaching each successive level requires 500 plus an additional 100 XP per additional rank, so to go from '''Novice''' to '''''(no label)''''' requires 600 XP; '''''(no label)''''' to '''Competent''' requires 700 XP, and so on. The following figures are the ''cumulative'' XP needed to go from unskilled to any given skill level.&lt;br /&gt;
&lt;br /&gt;
As dwarfs gain more experience from completing jobs, they gain more experience in the skill related to those jobs:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;25%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
| '''Novice'''       || align=&amp;quot;right&amp;quot; | 500&lt;br /&gt;
|-&lt;br /&gt;
| ''(no label)'' || align=&amp;quot;right&amp;quot; | 1100&lt;br /&gt;
|-&lt;br /&gt;
| '''Competent'''    || align=&amp;quot;right&amp;quot; | 1800&lt;br /&gt;
|-&lt;br /&gt;
| '''Skilled'''      || align=&amp;quot;right&amp;quot; | 2600&lt;br /&gt;
|-&lt;br /&gt;
| '''Proficient'''*   || align=&amp;quot;right&amp;quot; | 3500&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;25%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-  &lt;br /&gt;
|   &lt;br /&gt;
|-&lt;br /&gt;
| '''Talented'''     || align=&amp;quot;right&amp;quot; | 4500&lt;br /&gt;
|-&lt;br /&gt;
| '''Adept       ''' || align=&amp;quot;right&amp;quot; | 5600&lt;br /&gt;
|-&lt;br /&gt;
| '''Expert      ''' || align=&amp;quot;right&amp;quot; | 6800&lt;br /&gt;
|-&lt;br /&gt;
| '''Professional''' || align=&amp;quot;right&amp;quot; | 8100&lt;br /&gt;
|-&lt;br /&gt;
| '''Accomplished''' || align=&amp;quot;right&amp;quot; | 9500&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;25%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
|   &lt;br /&gt;
|-&lt;br /&gt;
| '''Great       ''' || align=&amp;quot;right&amp;quot; | 11000&lt;br /&gt;
|-&lt;br /&gt;
| '''Master      ''' || align=&amp;quot;right&amp;quot; | 12600&lt;br /&gt;
|-&lt;br /&gt;
| '''High Master'''  || align=&amp;quot;right&amp;quot; | 14300&lt;br /&gt;
|-&lt;br /&gt;
| '''Grand Master''' || align=&amp;quot;right&amp;quot; | 16100&lt;br /&gt;
|-&lt;br /&gt;
| '''Legendary   ''' || align=&amp;quot;right&amp;quot; | 18000&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;25%&amp;quot; style=&amp;quot;border-right: 1px solid black;&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Level        !! XP&lt;br /&gt;
|-&lt;br /&gt;
|   &lt;br /&gt;
|-&lt;br /&gt;
| '''Legendary'''(+1)  || align=&amp;quot;right&amp;quot; | 20000&lt;br /&gt;
|-&lt;br /&gt;
| '''Legendary'''(+2)  || align=&amp;quot;right&amp;quot; | 22100&lt;br /&gt;
|-&lt;br /&gt;
| '''Legendary'''(+3)  || align=&amp;quot;right&amp;quot; | 24300&lt;br /&gt;
|-&lt;br /&gt;
| '''Legendary'''(+4)  || align=&amp;quot;right&amp;quot; | 26600&lt;br /&gt;
|-&lt;br /&gt;
| '''Legendary'''(+5)  || align=&amp;quot;right&amp;quot; | 29000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
::::::''(* &amp;quot;Proficient&amp;quot; is the highest rank that one of your initial seven dwarves can start with.  [[Migrant]]s will arrive with no skills, Novice, or (no label) levels.)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Although '''[[Legendary]]''' is the highest skill level displayed, there are actually five skill levels above that.  Any higher skill levels are known to have an effect on [[item quality]]; a Legendary dwarf will make [[masterpiece]] items 15% of the time, on average, whereas a Legendary+5 dwarf will make masterpieces 27% of the time (and exceptional items the other 73% of the time).  Skill beyond Legendary+5 does not increase the probability of creating a masterpiece item.&lt;br /&gt;
&lt;br /&gt;
You can't find out exactly when a dwarf gets to Legendary+5, but if they have no other skills it will happen 1000 XP before their eighth [[attribute]] -- so when they get eight attributes, they are past Legendary+5.  Although skill is capped at Legendary+5, experience is not capped at any level; a dwarf can keep gaining [[attribute]]s by using a skill that has long since topped out.&lt;br /&gt;
&lt;br /&gt;
== Increasing attributes ==&lt;br /&gt;
&lt;br /&gt;
[[Attribute]] increases are based on total experience gained across all skills, and are not connected to the attainment of specific skill levels.&lt;br /&gt;
&lt;br /&gt;
Dwarves with a single skill will get their first attribute between Competent and Skilled, their second when reaching Talented, a third between Expert and Professional, a fourth when reaching Great, and a fifth between High Master and Grand Master. Further increases can happen after Legendary.&lt;br /&gt;
&lt;br /&gt;
[[Toady]] has stated that although there is no cap on attribute increases, after the fifth increase they are still displayed as 'Ultra-Mighty' 'Perfectly Agile' or 'Superdwarvenly Tough', so an attribute gain message without a change in displayed attributes is possible.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 0 auto; border: 1px solid black; border-spacing: 0; text-align: right&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; style=&amp;quot;border-right: 1px solid black&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Attributes !! style=&amp;quot;padding-left: 35px;&amp;quot;| XP&lt;br /&gt;
|-&lt;br /&gt;
!  1&lt;br /&gt;
| 2000&lt;br /&gt;
|-&lt;br /&gt;
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| 4500&lt;br /&gt;
|-&lt;br /&gt;
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| 7500&lt;br /&gt;
|-&lt;br /&gt;
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| 11000&lt;br /&gt;
|-&lt;br /&gt;
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| 15000&lt;br /&gt;
|-&lt;br /&gt;
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| 19500&lt;br /&gt;
|-&lt;br /&gt;
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| 24500&lt;br /&gt;
|-&lt;br /&gt;
!  8&lt;br /&gt;
| 30000&lt;br /&gt;
|}&lt;br /&gt;
| width=&amp;quot;50%&amp;quot; valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; &lt;br /&gt;
! Attributes !! style=&amp;quot;padding-left: 35px;&amp;quot;| XP&lt;br /&gt;
|-&lt;br /&gt;
!  9&lt;br /&gt;
| 36000&lt;br /&gt;
|-&lt;br /&gt;
! 10&lt;br /&gt;
| 42500&lt;br /&gt;
|-&lt;br /&gt;
! 11&lt;br /&gt;
| 49500&lt;br /&gt;
|-&lt;br /&gt;
! 12&lt;br /&gt;
| 57000&lt;br /&gt;
|-&lt;br /&gt;
! 13&lt;br /&gt;
| 65000&lt;br /&gt;
|-&lt;br /&gt;
! 14&lt;br /&gt;
| 73500&lt;br /&gt;
|-&lt;br /&gt;
! 15&lt;br /&gt;
| 82500&lt;br /&gt;
|-&lt;br /&gt;
! 16&lt;br /&gt;
| 92000&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;/div&gt;</summary>
		<author><name>Nemokara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Bar&amp;diff=54761</id>
		<title>40d Talk:Bar</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Bar&amp;diff=54761"/>
		<updated>2009-10-11T08:58:07Z</updated>

		<summary type="html">&lt;p&gt;Nemokara: /* Own article vs redirect */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Own article vs redirect ==&lt;br /&gt;
&lt;br /&gt;
 this really deserves its own page&lt;br /&gt;
This (now stub) article used to redirect to [[metal]].  Isn't bar:metal like quiver:bolt, something that goes hand in hand.  What does a separate article give that the discussion on metal did not, and more?  A discussion of one is a discussion of them both - same article, neh? For charcoal/coke, a quick line of clarification is sufficient. Is there enough here for its own article? --[[User:Albedo|Albedo]] 17:50, 16 September 2009 (UTC)&lt;br /&gt;
:I personally found it rather confusing that when coal, ash, potash, pearlash, and soap refer to the fact that they come in bars, they redirected to [[metal]], which (rightly) makes absolutely no mention of other materials that come in bars. In other words, a stub article is better than no article at all. --[[User:Quietust|Quietust]] 17:55, 16 September 2009 (UTC)&lt;br /&gt;
::I've just extended the page somewhat, mostly mirroring the layout of [[block]]. --[[User:Quietust|Quietust]] 18:12, 16 September 2009 (UTC)&lt;br /&gt;
:::I'd like to include something on how many bars it takes to make various products (eg a bucket vs a cabinet) ... but as I'm new and don't know that information, could someone else? They don't all take 3 bars, right?[[User:Nemokara|Nemokara]] 08:58, 11 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nemokara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Soil&amp;diff=54712</id>
		<title>40d Talk:Soil</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Soil&amp;diff=54712"/>
		<updated>2009-10-10T07:15:03Z</updated>

		<summary type="html">&lt;p&gt;Nemokara: /* ores in soil */ is jade currently available in an &amp;quot;alluvial&amp;quot; layer, or at all?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==category '''Map tiles'''?==&lt;br /&gt;
Is it worth having a [[map tile]]s category to relate all the individual (non construction) features of a map, such [[soil]], [[sand]], [[floor]]s, [[tree]]s, [[stair]]s, [[ramp]]s, [[sky]], [[rock|unseen rock]], etc.? --[[User:Markavian|Markavian]]&lt;br /&gt;
&lt;br /&gt;
===&amp;quot;No seeds&amp;quot; vs silty loam===&lt;br /&gt;
I have a map with silty loam, but when I build a farm plot on this soil it says I have no seeds to plant there... Is it the soil type or the lack of seeds? It doesn't make sense, because wild plants and trees can grow on that soil type. I'm looking into it.[[User:Schm0|Schm0]] 06:36, 21 November 2007 (EST)&lt;br /&gt;
:I'd have said lack of seeds it will only show the crops that you have seeds for. However if your talking outdoor farms then some [[crops]] will only grow in certain biomes. --[[User:Shades|Shades]] 06:50, 21 November 2007 (EST)&lt;br /&gt;
::So silty loam is an acceptable soil type to have outdoor farming? I get the message &amp;quot;no seeds available for this location&amp;quot;.[[User:Schm0|Schm0]] 12:32, 21 November 2007 (EST)&lt;br /&gt;
:::I'm assuming you haven't modded anything and are playing as Dwarves. Dwarves cannot start out with any above-ground crops or seeds, so you indeed won't have any seeds to plant for any above-ground farm plots without first foraging or buying some. This isn't related to the type of soil you place it on; if it lets you build a farm plot, then you can plant the appropriate crops there as long as they fit the biome. Silty loam underground would be fine for planting plump helmets, or above ground fine for planting rope reed. --[[User:Hesitris|Hesitris]] 12:14, 2 December 2007 (EST)&lt;br /&gt;
::The message &amp;quot;no seeds available for this location&amp;quot; means that nothing can grow at this combination of biome, light/dark status (or is it inside/outside?) and season. In other cases it lists all crops, that can be farmed, even if you don't have seeds.&lt;br /&gt;
:::This is untrue. I've personally embarked to an area with plenty of wild plants, and it still said &amp;quot;No seeds available&amp;quot;. After gathering some plants, however, and obtaining seeds, this message no longer displayed. [[User:G-Flex|G-Flex]] 13:54, 10 August 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
[[User:Dorten|Dorten]] 00:24, 9 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== Sandy Loam ==&lt;br /&gt;
&lt;br /&gt;
All right, the list in the article is &amp;quot;possibly incomplete&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The question is, can '''Sandy Loam''' be [[farm]]ed without being [[irrigation|irrigated]]?&lt;br /&gt;
&lt;br /&gt;
Maybe, even more importantly than the possibly incomplete list of soils which ''can'' be farmed without irrigation, there needs to be a list of soils which ''cannot'' be farmed by irrigation.&lt;br /&gt;
&lt;br /&gt;
Of course, I would have chosen to do this by having an article for each type of soil saying simply:&lt;br /&gt;
&lt;br /&gt;
'''Sandy loam''' is a type of [[soil]].&lt;br /&gt;
&lt;br /&gt;
It may (not?) be [[farm]]ed without being [[irrigation|irrigated]].&lt;br /&gt;
&lt;br /&gt;
(other properties: is it in layers? what icon does it use? etc)&lt;br /&gt;
&lt;br /&gt;
[[:Category:Soils which need irrigation]] or [[:Category:Soils which do not need irrigation]]&lt;br /&gt;
&lt;br /&gt;
[[User:GarrieIrons|GarrieIrons]] 07:28, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:''Anything'' can be farmed with irrigation. Irrigation creates the mud that is then farmed, not the floor under it. --[[User:N9103|Edward]] 20:21, 8 January 2008 (EST)&lt;br /&gt;
:you do not need any irrigation to farm on any soil. it can ''ALL'' be farmed without irrigation [[User:Chariot|Chariot]] 21:59, 8 January 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
::The article already says '''loam''' (''found near rivers'') cannot be farmed without irrigation. What needs clarifying is that ''' (''modifier'') loam ''' ''also'' cannot be farmed without being irrigated. Which I ''guess'' to be the case but I don't source-dive so I won't present it as a fact. Maybe I was doing something wrong bcs I'm a {{tl|newbie}} at this game.[[User:GarrieIrons|GarrieIrons]] 05:54, 9 February 2008 (EST)&lt;br /&gt;
:::loam '''CAN''' be farmed without irrigation, i even just made a new world and fortress to see, they farmed on it fine. likewise, '''(''modifier'') loam''' ''also'' '''CAN''' be farmed on. '''&amp;gt;&amp;gt;ALL&amp;lt;&amp;lt;''' soils can be farmed without irrigation, as said repeatedly before. the only thing that would stop it is being in a BIOME which doesnt support the plant, which is not a property of the soil. -[[User:Chariot|Chariot]] 17:38, 9 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
==Collapsing==&lt;br /&gt;
Are sandy soils more likely to collapse?&lt;br /&gt;
Is [[white sand]] the soil, the same as what is used to make glass? If so I guess I'm on a good map, I've got [[bituminous coal]], trees, and sandy soil from one map edge to the other.[[User:GarrieIrons|GarrieIrons]] 05:54, 9 February 2008 (EST)&lt;br /&gt;
:Soils are basically all the same, sandy or otherwise.  They won't collapse any more than rock will.  I believe the ''(color) sand'' soils (and only those soils) are used for glass, which includes white sand. [[User:LegacyCWAL|LegacyCWAL]] 20:26, 15 February 2009 (EST)&lt;br /&gt;
::If you're talking about caveins, right now cavein physics are just a placeholder. As long as a structure is conncected to the ground by some means, you're fine. You could hold up a nation over an ocean by a catwalk made out of soap. If you mean items made from the sand, there's no difference. Sand colors just make the environment prettirt to look at, and are probably logically derived from whatevr stone they eroded from. --[[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 00:58, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Peat==&lt;br /&gt;
Can it be farmed without irrigation? Peat is not mentioned anywhere on the wiki. [[User:Robje|Robje]] 15:30, 4 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
:is peat a soil? yes. therefore can it be farmed without irrigation? yes. it does need to be added to the soil list -[[User:Chariot|Chariot]] 03:20, 5 April 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
::It is disappointing though - they don't let you use peat as a fuel, nor as a fertilizer, nor does it even come pre-fertilized when farmed.  That all ought to be fixed. [[User:Dorf and Dumb|Dorf and Dumb]] 07:04, 16 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:::There is no need in DF for &amp;quot;fuel&amp;quot; in that sense, just as wood doesn't burn, just as (unprocessed) coal doesn't burn - or if it does, there's nothing that uses it.  &amp;quot;[[Fuel]]&amp;quot; is something that burns MUCH hotter than peat ever could, or even the hottest hardwood fire.  [[Fuel]] is for metal working, not warming the hearth, which is about all peat can do. Where would you burn peat - in a dining room?--[[User:Albedo|Albedo]] 09:05, 16 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Aluminum ==&lt;br /&gt;
&lt;br /&gt;
I just found some Aluminum in Sandy Clay Loam, so I'm adding it to the list of minerals that can be found in soil.&lt;br /&gt;
&lt;br /&gt;
I have a screen shot if needed. --[[User:Hkidnc|Hkidnc]] 20:48, 25 July 2008 (EDT)&lt;br /&gt;
:I just embarked on a map with hematite in the middle of a bunch of sandy clay, so I added that to the list. Perhaps minerals are just much more rare in soil? [[User:AtomicPaperclip|AtomicPaperclip]] 22:40, 26 May 2009 (UTC)&lt;br /&gt;
::I've seen copper bieng extruded into the soil. This is from a rock portion of a layer to a soil portion rather than completely in the soil. It's probably more common on coastlines since the soil generally goes a few layers deeper and the coastline itself (except for sandy beaches) consists of a thick band of rock. So its possible for metals to go into soil in this way.--[[User:Smjjames|Smjjames]] 23:08, 26 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:The information about what minerals spawn in soil is based off of raw game data. If you find anything else then either &lt;br /&gt;
# something else caused it to spawn in by soil that you overlooked or &lt;br /&gt;
# you are seeing some weird bug&lt;br /&gt;
:If you are sure that you aren't looking at a something along the lines of vein sticking out of a nearby stone layer, please take a screenshot and put it in the bug reports section of the forum. Not here. [[User:VengefulDonut|VengefulDonut]] 23:27, 26 May 2009 (UTC)&lt;br /&gt;
::   After thinking about it for a bit, I did notice a couple rocks bordering the soil and I think it might have been spawned from the rocks, not from the soil. [[User:AtomicPaperclip|AtomicPaperclip]] 23:46, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== ores in soil ==&lt;br /&gt;
&lt;br /&gt;
 The only minerals that can be found native to soil are [[gold nuggets|gold]], [[cassiterite]], and [[platinum nuggets|platinum]].&amp;lt;br /&amp;gt;  However, in unusual cases, it's always possible that a vein from a nearby stone layer&amp;lt;br /&amp;gt; could extend into the edge of a soil layer.&lt;br /&gt;
Why delete this? I'm not seeing the problem with the statement.--[[User:Albedo|Albedo]] 21:02, 1 October 2009 (UTC)&lt;br /&gt;
:Mainly because the aforementioned minerals ''never'' occur in soil - they only occur in &amp;quot;alluvial&amp;quot; layers, which don't seem to actually exist as of 40d. --[[User:Quietust|Quietust]] 21:09, 1 October 2009 (UTC)`&lt;br /&gt;
::I thought there was some discussion on that - that some &amp;quot;alluvial&amp;quot; aspects defaulted to &amp;quot;soil&amp;quot; - not sure which. Haven't seen enough soil to say one way or the other.--[[User:Albedo|Albedo]] 23:49, 2 October 2009 (UTC)&lt;br /&gt;
:::I'm a bit unclear on this. In the 40d matgloss files, gold, cassiterite, platinum and all types of jade are listed as available in an &amp;quot;alluvial&amp;quot; environment. But there is no [ALLUVIAL] tag to be found in the stone_layer file (assuming that's where I should be looking). What's more, while gold, tin and platinum can be found elsewhere, jade is ONLY listed as alluvial. Does an alluvial layer exist, and if not, is the unavailability of jade atill an unresolved issue?[[User:Nemokara|Nemokara]] 07:15, 10 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nemokara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Wrestler&amp;diff=54690</id>
		<title>40d Talk:Wrestler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Wrestler&amp;diff=54690"/>
		<updated>2009-10-09T18:35:58Z</updated>

		<summary type="html">&lt;p&gt;Nemokara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Has anybody else noticed, in the latest version (40d) that wrestlers are levelling up much quicker? To put this into perspective: in my current fortress I have 36 champions at the end of year 4. Each and every one of them got from recruit to champion in less than two seasons. And no matter what weapon I equip them with, their experience in that weapon never, ever meets or exceeds that gained in wrestling. Obviously, I shouldn't complain, but it's still slightly vexing, as non-wrestling military elites are considered desirable. If only because grey is such a boring colour. [[User:Aosher|Aosher]] 18:39, 18 March 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Them getting legendary so quick has been reported on the forums a few times, so it's a relatively well-known bug.  As for weapons, do you mean elite wrestlers don't turn into something else when another weapon gets high enough? --[[User:LegacyCWAL|LegacyCWAL]] 19:26, 18 March 2009 (UTC)&lt;br /&gt;
::Oh, good. I searched the Known Bugs list and couldn't find anything, but wanted to be sure before making a forum post. What I meant about the weapon was: say I have just made a new recruit. That recruit has 0XP in both wrestling and whatever weapon I assign them to. The recruit goes off and spars; we know that sparring trains both the weapon skill in question and wrestling, as well as armour user, shield user etc. While sparring with a weapon, the recruit should gain XP in the weapon faster than wrestling, but he doesn't; in every case that I've tried, the dwarf has become a wrestler, then an elite wrestler, then a champion, still gaining XP as a weapon user but never having the XP in that weapon meet or exceed the XP he has in wrestling. It seems that it's just a function of wrestling XP being gained abnormally quickly. [[User:Aosher|Aosher]] 08:48, 19 March 2009 (UTC)&lt;br /&gt;
:::I'm running 40d and I've only had this happen with 1 out of about 20 soldiers (and 1 other whose skill in wrestling was even close to his weapon skill). Now mind you, for about half of my soldiers I assigned them weapons that match their preferences, so that might be a factor, but there are plenty of soldier of &amp;quot;Talented ___dwarf/Competent Wrestler caliber (with no preferences for weapon ____).[[User:Nemokara|Nemokara]] 18:35, 9 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nemokara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Preferences&amp;diff=54689</id>
		<title>40d:Preferences</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Preferences&amp;diff=54689"/>
		<updated>2009-10-09T18:15:13Z</updated>

		<summary type="html">&lt;p&gt;Nemokara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every dwarf is born with a unique [[personality]] that includes likes and dislikes. A dwarf's personality also changes with time; he or she may develop new preferences for food and drink and develop new character traits.&lt;br /&gt;
&lt;br /&gt;
== Possible Objects of Affection or Revulsion ==&lt;br /&gt;
Each dwarf prefers particular materials, objects, animals, and foods.  These types may or may not be generally thought of as preferable, valuable or even useful.  A given dwarf may display many, a few, or (theoretically) even none of these preferences.&lt;br /&gt;
&lt;br /&gt;
Preferences will include:&lt;br /&gt;
:* one type of [[stone]], [[soil]], [[ore]], or [[raw adamantine]]&lt;br /&gt;
:* one type of [[metal]], or [[adamantine]]&lt;br /&gt;
:* one type of [[gem]]&lt;br /&gt;
&lt;br /&gt;
Preferences may also include:&lt;br /&gt;
:* a specific type of [[wood]]&lt;br /&gt;
:* a type of [[glass]]&lt;br /&gt;
:* a type of [[leather]]&lt;br /&gt;
:* a type of decoration material: a specific type of [[bone]], horn, ivory, etc.&lt;br /&gt;
:* a type of [[cloth]] &lt;br /&gt;
:* a color&lt;br /&gt;
:* a design/motif&lt;br /&gt;
:* a [[weapon]] (inc. picks and bolts) &lt;br /&gt;
:* a specific piece of [[armor]] or [[clothing]]&lt;br /&gt;
:* a type of finished goods or craft&lt;br /&gt;
:* a type of [[furniture]] (inc. anvils)&lt;br /&gt;
:* [[trap]] or [[siege weapon]] components&lt;br /&gt;
:* one or more [[domestic animal]]s, [[creature]]s or [[vermin]] ([[domestic animal]]s seem to dominate)&lt;br /&gt;
:* a type of [[crop]]&lt;br /&gt;
:* one or more favourite [[food]]s (new preferences can develop during game; presumably only for food that is actually eaten and probably only if it's not part of a prepared meal{{verify}})&lt;br /&gt;
:* one or more favourite [[alcohol|drink]]s (new preferences can develop during game; presumably only for booze that is actually drunk{{verify}})&lt;br /&gt;
:* detesting a type of [[vermin]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This information can be brought up either by typing {{K|v}} from the unit list, or by showing a dwarf and then typing {{K|p}} for Prefs, {{K|z}} to view profile, and {{K|enter}} to view thoughts and preferences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:{{gametext|Logem Datanamid likes Hematite, Fine pewter, Topaz, crystal glass, giant mole leather, beds, animal traps and horses for their strength. When possible, she prefers to consume turtle and Quarry bush Leaves. She absolutely detests lizards.}}&lt;br /&gt;
:{{gametext|She is quick to anger. She feels strong urges and seeks short-term  rewards. She is somewhat reserved. She finds rules confining. She is self-disciplined. She takes time when making decisions. She needs alcohol to get through the working day. She likes working outdoors and grumbles only mildly at inclement weather.}}&lt;br /&gt;
&lt;br /&gt;
Note that it is guaranteed that each of your initial seven dwarfs &amp;quot;likes working outdoors&amp;quot; and &amp;quot;grumbles only mildly at inclement weather&amp;quot;.  [[Immigrant]]s most likely will not have these preferences.&lt;br /&gt;
&lt;br /&gt;
All dwarfs &amp;quot;need alcohol to get through the working day&amp;quot; - that's part of being a dwarf.&lt;br /&gt;
&lt;br /&gt;
== Effect on Skill Use (Crafting) ==&lt;br /&gt;
A dwarf with a preference for a material or an object will tend to produce higher-quality results for a given skill when working with that raw material or making that object.  This is especially important in cases where you're short of raw materials to train on, as even a dabbling dwarf with the right preferences can occasionally produce quality objects.  The dwarf above is not only an ideal candidate to become a [[glassmaker]], she has real potential as a [[carpenter]] or even [[trapper]] as well.&lt;br /&gt;
&lt;br /&gt;
Note that the material preferences can affect more than one stage in the production chain.  If you're fortunate enough to have a dwarf who likes [[pig tail]] [[cloth]], or [[giant cave spider]] [[silk]], it will improve both their [[weaving]] and [[clothesmaking]] with those materials.  It is unclear exactly how double preferences (steel and axes, obsidian and shortswords, or clear glass and windows, for instance) work, but they do seem to have a cumulative effect when producing those items from that material.&lt;br /&gt;
&lt;br /&gt;
== Effect on Thoughts and Behavior ==&lt;br /&gt;
Dwarves who prefer particular drinks or foods will seek them out instead of choosing whatever's closest or newest, and will get a more intense happiness boost from a given quality of food or drink. Dwarves without a preference for a drink will go for the newest brewed. The dwarf above will be especially grateful if you find some turtles or include quarry bush leaves in your prepared meals. The deciding factor is not the name of the meal but whether one or more of its ingredients is a favored one.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also try to acquire items they like; adopting [[pet]]s, purchasing items from a [[shop]], and in the case of [[noble]]s, [[demand|demanding]] furniture in their [[room]]s or [[mandate|mandating]] construction of items in their favourite metal/stone.&lt;br /&gt;
&lt;br /&gt;
Of particular note, dwarves that like [[cat]]s are more vulnerable to [[Catsplosion|cuddly-wuddly syndrome]].&lt;br /&gt;
&lt;br /&gt;
== Effect on Artifacts and Demands ==&lt;br /&gt;
A dwarf's preferences have a strong impact on their [[artifact]] construction during a [[strange mood]].  If it is possible to create an item from the moody dwarf's preferences with the chosen material and workshop, he usually (but not always) will.  Even in some cases where it's not possible to create an item from a material, the dwarf will go ahead and do it anyway!  This can result in things like [[magnetite]] [[bed]]s (normally only wood can be used to make beds) or [[billon]] [[armor|plate mail]] (normally billon is not suitable for weapons or armor).  &lt;br /&gt;
&lt;br /&gt;
In a similar vein, nobles will usually only demand or prohibit trade of items from their preferences list, occasionally combining them into difficult to fulfill requests (e.g. [[blue shark]] [[bone]] [[instrument|piccolo]]).  Any noble that likes a material you cannot create (for example, one who likes [[green glass]] items on a map without sand) should probably be [[unfortunate accident|dealt with]] at the earliest opportunity.&lt;br /&gt;
&lt;br /&gt;
== Civilian and Military Positions ==&lt;br /&gt;
The preferences screen also contains a short section detailing any positions a dwarf holds, his squad of dwarves and enemies of this particular dwarf. While an entire fortress may be at war with another civilization, specific dwarves only become enemies after entering into direct combat with opponents of these civilizations.  &lt;br /&gt;
&lt;br /&gt;
== Continuing Study ==&lt;br /&gt;
Dwarven [[personality]] is a newer addition to Dwarf Fortress and still a work in progress.  Also &amp;quot;under construction&amp;quot; is our ''knowledge'' of what certain traits mean and how they affect gameplay.  We do know -- because Toady One has said so -- that there are at least a dozen or so places in the game that use personality to determine dwarven actions, so they're worth keeping in mind.  The above dwarf is probably not the best choice for an expedition leader, as she is neither particularly sociable nor good at appeasing, intimidating, or comforting dwarves who come to her with troubles.&lt;/div&gt;</summary>
		<author><name>Nemokara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Nemokara&amp;diff=54430</id>
		<title>User:Nemokara</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Nemokara&amp;diff=54430"/>
		<updated>2009-10-09T06:59:53Z</updated>

		<summary type="html">&lt;p&gt;Nemokara: Created page with 'I'm playing my first fortress right now. Below is a rough workspace intended for personal notes - some might not make sense to someone else.  &amp;lt;br&amp;gt;Notes for next fortress started:…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm playing my first fortress right now. Below is a rough workspace intended for personal notes - some might not make sense to someone else.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Notes for next fortress started:&lt;br /&gt;
&amp;lt;br&amp;gt;more woodcrafting -&amp;gt; bolts&lt;br /&gt;
&amp;lt;br&amp;gt;train marksdwarves earlier/faster&lt;br /&gt;
&amp;lt;br&amp;gt;wrestling/armor training BEFORE weapons&lt;br /&gt;
&amp;lt;br&amp;gt;more drink less food&lt;br /&gt;
&amp;lt;br&amp;gt;more water/magma diverting&lt;br /&gt;
&amp;lt;br&amp;gt;leave LOTS of space for growth&lt;br /&gt;
&amp;lt;br&amp;gt;moat&lt;br /&gt;
&amp;lt;br&amp;gt;straight to military: Animal Dissector, Fish Dissector, Cheese Maker, Milker, ~Peasant, Lye Maker, ~Potash Maker, &lt;br /&gt;
&amp;lt;br&amp;gt;more focus on woodcutting/fuel - no volcano/magma&lt;br /&gt;
&amp;lt;br&amp;gt;flux stone! make sure it's there or civ can access it               calcite, chalk, limestone, marble, dolomite (&amp;quot;I'm waitin' for Dolemite!&amp;quot;)&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;primary metals - &lt;br /&gt;
&amp;lt;br&amp;gt;copper - sandstone/limestone/marble/ignext (andesite, basalt, felsite, rhyolite, obsidian)  &lt;br /&gt;
&amp;lt;br&amp;gt;iron! - sedimentary/ignext&lt;br /&gt;
&amp;lt;br&amp;gt;tin (bronze) - granite&lt;br /&gt;
&amp;lt;br&amp;gt;gold - ignint (granite, diorite, gabbro), ignext (andesite, basalt, felsite, rhyolite, obsidian)&lt;br /&gt;
&amp;lt;br&amp;gt;platinum - olivine (gabbro), magnetite (sedimentary), soil, chromite&lt;br /&gt;
&amp;lt;br&amp;gt;aluminum - ignext small clusters&lt;br /&gt;
&amp;lt;br&amp;gt;~silver&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
To find out/investigate:&lt;br /&gt;
&amp;lt;br&amp;gt;custom stockpiles? (can't get them to work right)&lt;br /&gt;
&amp;lt;br&amp;gt;non-building artifact placement - stockpile then forbid? will dwarves still admire it?&lt;br /&gt;
&amp;lt;br&amp;gt;fertilizing/potash&lt;br /&gt;
&amp;lt;br&amp;gt;combat/sparring mechanics&lt;br /&gt;
&amp;lt;br&amp;gt;announcement settings - &amp;quot;some/most&amp;quot; = which ones?&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Interests/Research:&lt;br /&gt;
&amp;lt;br&amp;gt;effects of personality traits and preferences on profession/other gameplay activities&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Suggestions/ideas (haven't read FOTF in depth so many are probably on there):&lt;br /&gt;
&amp;lt;br&amp;gt;boats? (haven't embarked by ocean/large river yet)&lt;br /&gt;
&amp;lt;br&amp;gt;enable livestock milking&lt;br /&gt;
&amp;lt;br&amp;gt;allow age/birth year viewing&lt;br /&gt;
&amp;lt;br&amp;gt;allow exact experience viewing (utility?)&lt;br /&gt;
&amp;lt;br&amp;gt;make soap useful (use for cleaning? a bit tedious sounding)&lt;br /&gt;
&amp;lt;br&amp;gt;make coins more valuable&lt;br /&gt;
&amp;lt;br&amp;gt;paper/scroll/book production? (from wood+water=pulp?) - could be used by clerk/manager?&lt;br /&gt;
&amp;lt;br&amp;gt;some sort of rudimentary science/research labor - a certain amount would be required to unlock particular advanced technologies/jobs/workshops (eg., ballistics for siege engines, gunpowder for some sort of firebreathing/exploding trap, something food related to reduce spoilage) - labor could benefit from intellectual curiosity -&amp;gt; &amp;quot;inventor&amp;quot;?&lt;br /&gt;
&amp;lt;br&amp;gt;make raw meat inedible/moderate risk of minor stomach/guts injury (to simulate food poisoning) -&amp;gt; would have to prepare meat (dry it to make jerky? cure it with salt?-&amp;gt;from salt water)&lt;br /&gt;
&amp;lt;br&amp;gt;require water for brewing &lt;br /&gt;
&amp;lt;br&amp;gt;allow clothier to make blankets/linens to improve bedroom quality&lt;br /&gt;
&amp;lt;br&amp;gt;increase personality differences (bell curve is currently far too narrow)&lt;br /&gt;
&amp;lt;br&amp;gt;create priest noble position and/or shrine/temple building - incorporate religion more (deities are assigned already)&lt;br /&gt;
&amp;lt;br&amp;gt;make workshops wear out/break down after 10-20+ years, require maintenance from carpenters/masons etc.&lt;br /&gt;
&amp;lt;br&amp;gt;allow guards to be stationed/given patrol routes&lt;br /&gt;
&amp;lt;br&amp;gt;allow property/clothing/weapons/armor to be assigned individually? (and allow crafts to be &amp;quot;given&amp;quot; to them)&lt;br /&gt;
&amp;lt;br&amp;gt;make goblets required for drinking - doesn't have to be personally owned but could be&lt;br /&gt;
&amp;lt;br&amp;gt;allow armor/weapons to be decorated (gems)&lt;br /&gt;
&amp;lt;br&amp;gt;allow specific items be assigned decoration (rather than just &amp;quot;finished goods&amp;quot; &amp;quot;furniture&amp;quot; etc.)&lt;/div&gt;</summary>
		<author><name>Nemokara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dolomite&amp;diff=54428</id>
		<title>40d Talk:Dolomite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dolomite&amp;diff=54428"/>
		<updated>2009-10-09T06:25:13Z</updated>

		<summary type="html">&lt;p&gt;Nemokara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's Dolomite baby! --Bender --[[User:Mey|Mey]] 03:20, 5 May 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I'm waitin' for Dolemite.&amp;quot;&lt;br /&gt;
&amp;quot;For who!&amp;quot;&lt;br /&gt;
&amp;quot;DOLEMITE MUTHAF***A, you heard her!&amp;quot;&lt;br /&gt;
[[User:Nemokara|Nemokara]] 06:25, 9 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nemokara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Dolomite&amp;diff=54427</id>
		<title>40d Talk:Dolomite</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Dolomite&amp;diff=54427"/>
		<updated>2009-10-09T06:24:36Z</updated>

		<summary type="html">&lt;p&gt;Nemokara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It's Dolomite baby! --Bender --[[User:Mey|Mey]] 03:20, 5 May 2008 (EDT)&lt;br /&gt;
;&amp;quot;I'm waitin' for Dolemite.&amp;quot;&lt;br /&gt;
&amp;quot;For who!&amp;quot;&lt;br /&gt;
&amp;quot;DOLEMITE MUTHAF***A, you heard her!&amp;quot;&lt;/div&gt;</summary>
		<author><name>Nemokara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Personality_facet&amp;diff=54424</id>
		<title>40d Talk:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Personality_facet&amp;diff=54424"/>
		<updated>2009-10-09T05:37:37Z</updated>

		<summary type="html">&lt;p&gt;Nemokara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==incoming redirects==&lt;br /&gt;
I tried to add redirects TO this page FROM pages such as &amp;quot;Personality&amp;quot; or &amp;quot;Attitudes&amp;quot; and other likely search strings but I couldn't get it to work. --[[User:DDouble|DDouble]] 00:46, 12 November 2007 (EST)&lt;br /&gt;
:Taking example on other redirects, you'd need to created the page you wish to redirect from and then add ''&amp;lt;nowiki&amp;gt;#REDIRECT [[Name of article]]&amp;lt;/nowiki&amp;gt;''. --[[User:Eagle of Fire|Eagle of Fire]] 00:59, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
==decision-making traits==&lt;br /&gt;
What trait do you suppose &amp;quot;takes time when making decisions&amp;quot;, and &amp;quot;Often does the first thing that comes to mind&amp;quot; fall under? --[[User:GauHelldragon|GauHelldragon]] 16:20, 12 November 2007 (EST)&lt;br /&gt;
:CAUTIOUSNESS. -- [[User:Zaratustra|Zaratustra]] 16:56, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Where did you get all this data?! It is delicious D: --[[User:GauHelldragon|GauHelldragon]] 17:22, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:[[Memory_hacking/v0.27.169.33a]] -- [[User:Zaratustra|Zaratustra]] 17:52, 12 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== Effects of personality traits on gameplay ==&lt;br /&gt;
&lt;br /&gt;
So, do these affect the game at all and if so, how? The article completely fails to mention this.--[[User:Siliziumleben|Siliziumleben]] 17:15, 3 January 2008 (EST)&lt;br /&gt;
:They do affect creature behavior, but only in some places (according to Toady).  What places?  He hasn't said, and we're mostly just guessing.  &amp;quot;More testing is needed!&amp;quot; [[User:Fedor|Fedor]] 23:07, 3 January 2008 (EST)&lt;br /&gt;
::It's been stated that they affect what skills a trader uses when trading --[[User:N9103|Edward]] 23:47, 3 January 2008 (EST)&lt;br /&gt;
:::I've run SOME tests, though it's really hard and the results could be flawed. It involved maxing out, and minimising traits, one at a time, on the starting parties, then doing the same actions repeatedly and seeing what happened. All other traits but the ones to be tested were held at 50%. Activity level has to do with how often they take breaks, I've noticed. Diligence has to do with how hungry/thirsty/tired they have to get before they stop working, I think, and how likely they are to drop a job mid task. The rest are yet to be tested. It's a kinda boring thing to test... Oh, and keep in mind: Random chance could have influenced my results, sadly.[[User:Le Blue Dude|Le Blue Dude]] 11:14, 26 February 2008 (EST)&lt;br /&gt;
::::Thanks for this work though, I am very interested to find out if other anecdotal evidence is true: Does appreciation of nature lead certain dwarves to take their breaks outside? Does artistic inclination create better engravings (&amp;quot;Dwarves speaking with dwarves&amp;quot; compared with really cool engravings describing recent events)? Does anger make the dwarf easier to upset from the loss of a loved one or masterpiece? --[[User:DDouble|DDouble]] 22:04, 27 July 2008 (EDT)&lt;br /&gt;
:::::Pretty sure that if you have &amp;quot;S/he never becomes angry&amp;quot; on your dwarf, then they'll never tantrum regardless of their happiness level. A dwarf from one of my fortresses was kept in the Very Unhappy/Miserable happiness range for quite a long time. I was wondering why he didn't snap until I looked on his personality sheet and saw he had the &amp;quot;Never becomes angry&amp;quot; trait. --[[User:Ancient Thingy|Ancient Thingy]] 15:04, 19 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Grudges? ==&lt;br /&gt;
&lt;br /&gt;
Do grudges affect anything?&lt;br /&gt;
&lt;br /&gt;
:My dwarves get unhappy thoughts when they're forced to talk to their annoying grudge. (If other effects exist, I've not noticed.) --[[User:Fish|Fish]] Aug 30, 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
== Have more been added recently? ==&lt;br /&gt;
&lt;br /&gt;
Do we know if Toady has been adding more in recent versions since they were introduced? --[[User:DDouble|DDouble]] 22:06, 27 July 2008 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Bipolar dwarves AKA &amp;quot;Why so serious?&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
So, by editing the raws, can a dwarf have both &amp;quot;...is in a constant state of internal rage&amp;quot; and &amp;quot;...Often feels filled with joy&amp;quot;?  Or have both &amp;quot;...revels in chaos and disorder&amp;quot; and &amp;quot;...loves to make lists and keep schedules&amp;quot;?  Then just max out the comedian skill and somehow give them &amp;quot;...absolutely detests [[Batmen]]&amp;quot;.  --[[User:Smartmo|Smartmo]] 16:07, 13 January 2009 (EST)&lt;br /&gt;
&lt;br /&gt;
:You would ahve to edit hardcode. Actually not just edit, but write. Also, you'd have to edit how the game interperets these... etc. It just wouldn't work. YOu could suggest on the Bay12 forums that toady make bipolar dwarves who change between attributes. As for &amp;quot;absolutely detests batmen&amp;quot;... it's entierly chance that they detest any given animal. You'd have to make batmen vermin, though, to be elligible. --[[User:Sensei|Sensei: Last seen somewhere in the Basic Jungle of Terror]] 01:04, 27 May 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Managers and intellectual curiosity==&lt;br /&gt;
&lt;br /&gt;
I have been experimenting with the [[manager]] [[exploit]] and noticed that some dwarfs, even with no labors assigned will show &amp;quot;no job&amp;quot; rather than verify items in the queue or work as bookkeepers. I am pretty sure it has to do with intellectual curiosity.  Someone else should verify this.  Simply assign a dwarf with one of the lower value traits as the manager/bookkeeper and queue some tasks.  Make sure they have an office and all labors are disabled. --[[User:Kwieland|Kwieland]] 13:17, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
:Are you sure they haven't gotten the records up to the specified accuracy, and simply don't have more updating to do?  They usually get it all done at once, and then the records only need to be updated every now and then. --[[User:LegacyCWAL|LegacyCWAL]] 13:41, 1 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
::I am certain about the manager, they should verify tasks if tasks exist.  I'm not sure about bookkeepers.  Why do some bookkeepers work diligently (even in advanced fortresses where the levels are &amp;quot;up to par&amp;quot;) and thus level quickly while others take a long time? Perhaps it is tied to how many things are being created (stone/crafts/logs/etc)? Maybe when caravans come they have to spend more time?--[[User:Kwieland|Kwieland]] 14:37, 2 April 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
um..&amp;quot;he is very active&amp;quot; &amp;quot;he lives life at a leisurely pace&amp;quot; &amp;quot;sense of duty&amp;quot; not good enough? --[[User:Koltom|Koltom]] 23:39, 31 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Apathetic dwarf? ==&lt;br /&gt;
&lt;br /&gt;
I noticed one of my dwarfs has a trait that doesn't seem to be on the list.&lt;br /&gt;
&amp;quot;She doesn't really care about anything anymore.&amp;quot; --[[User:Magog|Magog]] 10:11, 18 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yep. I think it's a special case, since there only seems to be a boolean occurrence of this. Either the dorf has seen so much death he doesn't find life exciting anymore, or he hasn't. --[[User:AbuDhabi|AbuDhabi]] 14:35, 31 July 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
I just found a few old threads on the forum that are about this, [http://www.bay12games.com/forum/index.php?topic=10624.0 this one is pretty good.] It seems the trait is acquired by witnessing other creatures die, and ranges from &amp;quot;has witnessed death&amp;quot; at it's lowest point, to &amp;quot;doesn't really care about anything anymore&amp;quot; at it's highest. The higher this trait gets, the less upset a dwarf seems to get when a creature they care about, like a pet, friend, or relative, dies. So I guess it's really a rating on how &amp;quot;desensitized to death&amp;quot; a dwarf is. Not at all a bad thing to have considering how lethal a tantrum spiral can be to a fortress. --[[User:Slowness|Slowness]] 22:10, 4 September 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Merge with...? ==&lt;br /&gt;
&lt;br /&gt;
This page is almost identical to [[Personality modding]], which links here. Perhaps it should be merged/redirected? --[[User:Cthom06|Cthom06]] 03:48, 5 October 2009 (UTC)&lt;br /&gt;
:Wow.  How... pointless.  Looks like a project started that never got past stage one.  I see almost no hard info that exists on that page that's not here. More a deletion, I'd say. If anyone sees something worth saving that I missed, copy it over to here.--[[User:Albedo|Albedo]] 21:52, 5 October 2009 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Social/Broker skills ==&lt;br /&gt;
&lt;br /&gt;
I've added my findings concerning social skills. This was done using an '''unmodded''' fort with about 100 non-baby dwarves - babies don't show/have? broker skill levels. Obviously correlation does not equal causation, but in this case the results matched up so neatly (eg., the ONLY half dozen or so dwarves with below average straightforwardness were the ONLY ones with no experience - not even dabbling -  in Consoler, as well as being the ONLY ones with any experience in Liar ... no other trait was shared by all of them and only them) that it would be very unlikely to be purely by chance, especially since they make so much sense.&lt;br /&gt;
&lt;br /&gt;
If someone wants to do some modding to verify this 100% feel free to do so. You could also simply look at a dwarf or two who fits the personality criteria to confirm they lack/have the associated skill. For the moment though, I think it's safe to include this info. &lt;br /&gt;
&lt;br /&gt;
This is my first major edit, so sorry for any formatting mistakes as I'm a bit unfamiliar with the way tables are laid out. Feedback is welcome!&lt;br /&gt;
[[User:Nemokara|Nemokara]] 05:37, 9 October 2009 (UTC)&lt;/div&gt;</summary>
		<author><name>Nemokara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Personality_facet&amp;diff=54423</id>
		<title>40d:Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Personality_facet&amp;diff=54423"/>
		<updated>2009-10-09T05:17:39Z</updated>

		<summary type="html">&lt;p&gt;Nemokara: added effects on social skills - see discussion page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''(If looking for a &amp;quot;Profile&amp;quot; for a workshop, see [[Workshop]])''&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A dwarf's '''personality traits''' can be seen in that dwarf's '''profile''', which can be viewed by selecting that dwarf on the map with {{k|v}}iew, {{k|p}}, {{k|z}}, {{k|Enter}} ), or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The profile shows (from top to bottom) a dwarf's:&lt;br /&gt;
:* recent good/bad [[thoughts]]&lt;br /&gt;
:* religious preferences &amp;amp; [[deity|dieties]]&lt;br /&gt;
:* citizenship &amp;amp; group memberships &lt;br /&gt;
:* their [[preference]]s&lt;br /&gt;
:* their '''personality traits'''&lt;br /&gt;
- see each of those articles for a more complete discussion of them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The personality traits of a dwarf are rated from 1 (lowest) to 100 (highest), but are categorized as below. A personality value between 40 and 60 is simply not noted in the profile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
:'''List of personality traits:'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | ACTIVITY_LEVEL &lt;br /&gt;
| style=&amp;quot;width:4em&amp;quot; | 91 - 100&lt;br /&gt;
| colspan=2 | Is constantly active and energetic.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Is very energetic and active.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is very active.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Is relaxed.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Lives life at a leisurely pace.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Can't be bothered with frantic, fast-paced living.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | ADVENTUROUSNESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Lives for risk and excitement.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Is a risk-taker and a thrill-seeker.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Loves a good thrill.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Is not a risk-taker.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Doesn't need thrills or risks in life.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Is entirely adverse to risk and excitement.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | ALTRUISM &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Is truly fulfilled by assisting those in need.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Finds helping others very rewarding.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Finds helping others rewarding.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=1 | Does not go out of its/his/her way to help others.&lt;br /&gt;
| rowspan=3 valign=top | Helping a [[injury|wounded]] dwarf&amp;lt;br&amp;gt;is a bad thought&amp;lt;br&amp;gt;at these levels.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=1 | Dislikes helping others.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=1 | Views helping others as an imposition on  own needs to get along with others.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | ANGER &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Is in a constant state of internal rage.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Is very quick to anger.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is quick to anger.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Is slow to anger.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Is very slow to anger.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Never becomes angry.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | ANXIETY &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Is a nervous wreck.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Is always tense and jittery.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is often nervous.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Has a calm demeanor.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Has a very calm demeanor.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Has an incredibly calm demeanor.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | ARTISTIC_INTEREST &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Can easily become absorbed in art and the beauty of the natural world.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Greatly appreciates art and natural beauty.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Appreciates art and natural beauty.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Does not have a great aesthetic sensitivity.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Is not interested in art.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Is completely uninterested in art.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | ASSERTIVENESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Loves to take charge and direct activities.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Is very assertive.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is assertive.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=1 | Is unassertive.&lt;br /&gt;
| rowspan=3 | An unassertive dwarf (under&amp;lt;br&amp;gt;40) never gains experience&amp;lt;br&amp;gt;in the [[Persuader]] skill.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=1 | Prefers that others handle the leadership roles.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=1 | Never speaks out or attempts to direct activities.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | CHEERFULNESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Often feels filled with joy.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Can be very happy and optimistic.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is often cheerful.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Is rarely happy or enthusiastic.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Is a pessimist.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Is never optimistic or enthusiastic about anything.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | COOPERATION &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=1 | Sacrifices its/his/her own needs to get along with others.&lt;br /&gt;
| rowspan=3 | A cooperative dwarf (over 60)&amp;lt;br&amp;gt;never gains experience&amp;lt;br&amp;gt;in the [[Intimidator]] skill.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=1 | Dislikes confrontations.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=1 | Is willing to compromise with others.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=1 | Doesn't like to compromise with others.&lt;br /&gt;
| rowspan=3 | An uncooperative dwarf (under 40)&amp;lt;br&amp;gt;never gains experience&amp;lt;br&amp;gt;in the [[Pacifier]] skill.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=1 | Would rather intimidate others than compromise with them.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=1 | Would never deny its/his/her own needs just to compromise with somebody else.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | DEPRESSION &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Is frequently depressed.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Is often sad and dejected.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Often feels discouraged.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Rarely feels discouraged.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Almost never feels discouraged.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Never feels discouraged.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | DUTIFULNESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Has a profound sense of duty and obligation.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Has a strong sense of duty.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Has a sense of duty.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Finds rules confining.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Dislikes contracts and regulations.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Hates rules, contracts and other confining elements in its/his/her life.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | EXCITEMENT_SEEKING &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Is highly adventurous and loves fresh experiences.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Is eager for new experiences.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Likes to try new things.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Prefers familiar routines.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Is uncomfortable with change.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Is resistant to change.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | FRIENDLINESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Truly treasures the company of others.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Enjoys being in crowds.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Enjoys the company of others.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Tends to avoid crowds.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Prefers to be alone.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Considers spending time alone much more important than associating with others.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | IMAGINATION &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Is bored by reality and has a wonderful imagination.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Is incredibly creative.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Has a fertile imagination.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Isn't given to flights of fancy.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Is grounded in reality.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Is interested only in facts and the real world.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | IMMODERATION &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Is ruled by irresistible cravings and urges.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Feels strong urges and seeks short-term rewards.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Occassionally overindulges.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Doesn't often experience strong cravings or urges.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Only rarely feels strong cravings or urges.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Never feels tempted to overindulge in anything.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | INTELLECTUAL_CURIOSITY &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Is entranced by riddles and puzzles and loves to debate issues and ideas.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Loves new and fresh ideas.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is open-minded to new ideas.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Dislikes intellectual discussions.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Regards intellectual exercises as a waste of energy.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Is completely uninterested in ideas and debates over intellectual issues.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | MODESTY &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Would never claim to be better than somebody else.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Finds immodesty distasteful.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is modest.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Is immodest.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Is very willing to compare itself/himself/herself favorably with others.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Would never shy away from an opportunity to say it/he/she is better than somebody else.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | LIBERALISM &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Revels in chaos and disorder.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Loves to defy convention.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is put off by authority and tradition.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Admires tradition.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Prefers stability and security to ambiguity and disorder.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Is an ardent believer in convention and traditional society.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | ORDERLINESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Loves to make lists and keep schedules.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Tries to live a well-organized life.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is organized.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Is disorganized.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Is very disorganized.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Is completely disorganized.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | SELF_CONSCIOUSNESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=1 | Is socially crippled by thoughts that everyone is watching and judging it/him/her.&lt;br /&gt;
| rowspan=2 valign=top | A very self-conscious dwarf (over 75)&amp;lt;br&amp;gt;never gains experience&amp;lt;br&amp;gt;in the [[Comedian]] skill.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Is concerned about rejection and ridicule.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is self-conscious.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Is comfortable in social situations.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Is very comfortable in social situations.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Is absolutely unfazed by the opinions of others.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | SELF_DISCIPLINE &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Will persist in the face of any difficulty until the task is complete.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Possesses great willpower.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is self-disciplined.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Is occasionally given to procrastination.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Has very little self-discipline.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Rarely completes tasks and is often overcome by distractions.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | STRAIGHTFORWARDNESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=1 | Is incredibly frank and candid in dealings with others.&lt;br /&gt;
| rowspan=3 | A straightforward dwarf (over 60)&amp;lt;br&amp;gt;never gains experience&amp;lt;br&amp;gt;in the [[Flatterer]] skill.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=1 | Is very straightforward with others.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=1 | Is candid and sincere in dealings with others.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=1 | Is guarded in [[relationships]] with others.&lt;br /&gt;
| rowspan=3 | Guarded dwarves (under 40) never&amp;lt;br&amp;gt;gain experience in the [[Consoler]] &amp;lt;br&amp;gt;skill, and are the only ones to&amp;lt;br&amp;gt;gain experience in the [[Liar]] skill.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=1 | Is not straightforward when dealing with others.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=1 | Believes that some deception is necessary in relationships with others.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | GREGARIOUSNESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Genuinely likes others and openly expresses positive feelings toward them.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Makes friends quickly.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is very friendly.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=1 | Is somewhat reserved.&lt;br /&gt;
| rowspan=3 | A reserved dwarf (under 40)&amp;lt;br&amp;gt;never gains experience in&amp;lt;br&amp;gt;the [[Conversationalist]] skill.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=1 | Is very distant and reserved.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=1 | Does not actively seek friendships and is incredibly distant and reserved.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | TRUST &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Is naturally trustful of everybody.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Is very trusting.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is trusting.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Is slow to trust others.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Does not trust others.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Sees others as selfish and conniving.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | VULNERABILITY &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Becomes completely helpless in stressful situations.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Cracks easily under pressure.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Doesn't handle stress well.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Can handle stress.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Is confident under pressure.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Is impervious to the effects of stress.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | ACHIEVEMENT_STRIVING &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Constantly strives for perfection.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Thinks it is incredibly important to strive for excellence.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Strives for excellence.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Doesn't go out of its/his/her way to do more work than necessary.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Very rarely does more work than necessary.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Does the bare minimum necessary to accomplish the task at hand.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | EMOTIONALITY &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Has a profound understanding of its/his/her own emotions.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Has a great awareness of its/his/her own emotions.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Has a good awareness of its/his/her own emotions.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Tends not to openly express emotions.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Is mostly unaware of its/his/her own emotions and rarely expresses them.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Does not display its/his/her own emotions and has no awareness of them.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | SYMPATHY &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | Is incredibly compassionate and feels the pain of others.&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | Is easily moved to pity.&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | Is compassionate.&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | Is not easily moved to pity.&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | Is not affected by the suffering of others.&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | Would never let an objective judgement be tempered by mercy or pity.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | SELF_EFFICACY &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | is incredibly confident&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | is very confident&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | is confident&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | lacks confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | does not feel effective in life&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | always feels as if it/he/she is not in control of its/his/her life&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
| rowspan=6 | CAUTIOUSNESS &lt;br /&gt;
| 91 - 100&lt;br /&gt;
| colspan=2 | thinks through every alternatives and their consequences before acting&lt;br /&gt;
|-&lt;br /&gt;
| 76 - 90&lt;br /&gt;
| colspan=2 | is extremely cautious&lt;br /&gt;
|-&lt;br /&gt;
| 61 - 75&lt;br /&gt;
| colspan=2 | takes time when making decisions&lt;br /&gt;
|-&lt;br /&gt;
| 25 - 39&lt;br /&gt;
| colspan=2 | often does the first thing that comes to mind&lt;br /&gt;
|-&lt;br /&gt;
| 10 - 24&lt;br /&gt;
| colspan=2 | acts impulsively&lt;br /&gt;
|-&lt;br /&gt;
| 0 - 9&lt;br /&gt;
| colspan=2 | always acts without considering alternatives or thinking through possibilities&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note: Races without the tags for a certain field have a full range of values, presumably with an average value of 50.&lt;br /&gt;
&lt;br /&gt;
Personality traits determine the psychological profile of each race. Currently, the file format for personality traits is:&lt;br /&gt;
&lt;br /&gt;
:[PERSONALITY:name:min:avg:max]&lt;br /&gt;
&lt;br /&gt;
:: &amp;quot;name&amp;quot; is the personality trait&lt;br /&gt;
:: &amp;quot;min&amp;quot; is the minimum value for an individual&lt;br /&gt;
:: &amp;quot;avg&amp;quot; is the average for a race&lt;br /&gt;
:: &amp;quot;max&amp;quot; is the maximum value for an individual. &lt;br /&gt;
&lt;br /&gt;
[[Category:Hacking]]&lt;/div&gt;</summary>
		<author><name>Nemokara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Preferences&amp;diff=54420</id>
		<title>40d:Preferences</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Preferences&amp;diff=54420"/>
		<updated>2009-10-09T04:01:27Z</updated>

		<summary type="html">&lt;p&gt;Nemokara: reordered preferences to what I've found to be the order they are listed in&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Every dwarf is born with a unique [[personality]] that includes likes and dislikes. A dwarf's personality also changes with time; he or she may develop new preferences for food and drink and develop new character traits.&lt;br /&gt;
&lt;br /&gt;
== Possible Objects of Affection or Revulsion ==&lt;br /&gt;
Each dwarf prefers particular materials, objects, animals, and foods.  These types may or may not be generally thought of as preferable, valuable or even useful.  A given dwarf may display many, a few, or (theoretically) even none of these preferences.&lt;br /&gt;
&lt;br /&gt;
Preferences will include:&lt;br /&gt;
:* one type of [[stone]], [[soil]], [[ore]], or [[raw adamantine]]&lt;br /&gt;
:* one type of [[metal]], or [[adamantine]]&lt;br /&gt;
:* one type of [[gem]]&lt;br /&gt;
&lt;br /&gt;
Preferences may also include:&lt;br /&gt;
:* a specific type of [[wood]]&lt;br /&gt;
:* a type of [[leather]]&lt;br /&gt;
:* a type of [[glass]]&lt;br /&gt;
:* a type of decoration material: a specific type of [[bone]], horn, ivory, etc.&lt;br /&gt;
:* a type of [[cloth]] &lt;br /&gt;
:* a color&lt;br /&gt;
:* a design/motif&lt;br /&gt;
:* a [[weapon]] (inc. picks and bolts) &lt;br /&gt;
:* a specific piece of [[armor]] or [[clothing]]&lt;br /&gt;
:* a type of finished goods or craft&lt;br /&gt;
:* a type of [[furniture]] (inc. anvils)&lt;br /&gt;
:* [[trap]] or [[siege weapon]] components&lt;br /&gt;
:* one or more [[domestic animal]]s, [[creature]]s or [[vermin]] ([[domestic animal]]s seem to dominate)&lt;br /&gt;
:* a type of [[crop]]&lt;br /&gt;
:* one or more favourite [[food]]s (new preferences can develop during game; presumably only for food that is actually eaten and probably only if it's not part of a prepared meal{{verify}})&lt;br /&gt;
:* one or more favourite [[alcohol|drink]]s (new preferences can develop during game; presumably only for booze that is actually drunk{{verify}})&lt;br /&gt;
:* detesting a type of [[vermin]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This information can be brought up either by typing {{K|v}} from the unit list, or by showing a dwarf and then typing {{K|p}} for Prefs, {{K|z}} to view profile, and {{K|enter}} to view thoughts and preferences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:{{gametext|Logem Datanamid likes Hematite, Fine pewter, Topaz, crystal glass, giant mole leather, beds, animal traps and horses for their strength. When possible, she prefers to consume turtle and Quarry bush Leaves. She absolutely detests lizards.}}&lt;br /&gt;
:{{gametext|She is quick to anger. She feels strong urges and seeks short-term  rewards. She is somewhat reserved. She finds rules confining. She is self-disciplined. She takes time when making decisions. She needs alcohol to get through the working day. She likes working outdoors and grumbles only mildly at inclement weather.}}&lt;br /&gt;
&lt;br /&gt;
Note that it is guaranteed that each of your initial seven dwarfs &amp;quot;likes working outdoors&amp;quot; and &amp;quot;grumbles only mildly at inclement weather&amp;quot;.  [[Immigrant]]s most likely will not have these preferences.&lt;br /&gt;
&lt;br /&gt;
All dwarfs &amp;quot;need alcohol to get through the working day&amp;quot; - that's part of being a dwarf.&lt;br /&gt;
&lt;br /&gt;
== Effect on Skill Use (Crafting) ==&lt;br /&gt;
A dwarf with a preference for a material or an object will tend to produce higher-quality results for a given skill when working with that raw material or making that object.  This is especially important in cases where you're short of raw materials to train on, as even a dabbling dwarf with the right preferences can occasionally produce quality objects.  The dwarf above is not only an ideal candidate to become a [[glassmaker]], she has real potential as a [[carpenter]] or even [[trapper]] as well.&lt;br /&gt;
&lt;br /&gt;
Note that the material preferences can affect more than one stage in the production chain.  If you're fortunate enough to have a dwarf who likes [[pig tail]] [[cloth]], or [[giant cave spider]] [[silk]], it will improve both their [[weaving]] and [[clothesmaking]] with those materials.  It is unclear exactly how double preferences (steel and axes, obsidian and shortswords, or clear glass and windows, for instance) work, but they do seem to have a cumulative effect when producing those items from that material.&lt;br /&gt;
&lt;br /&gt;
== Effect on Thoughts and Behavior ==&lt;br /&gt;
Dwarves who prefer particular drinks or foods will seek them out instead of choosing whatever's closest or newest, and will get a more intense happiness boost from a given quality of food or drink. Dwarves without a preference for a drink will go for the newest brewed. The dwarf above will be especially grateful if you find some turtles or include quarry bush leaves in your prepared meals. The deciding factor is not the name of the meal but whether one or more of its ingredients is a favored one.&lt;br /&gt;
&lt;br /&gt;
Dwarves will also try to acquire items they like; adopting [[pet]]s, purchasing items from a [[shop]], and in the case of [[noble]]s, [[demand|demanding]] furniture in their [[room]]s or [[mandate|mandating]] construction of items in their favourite metal/stone.&lt;br /&gt;
&lt;br /&gt;
Of particular note, dwarves that like [[cat]]s are more vulnerable to [[Catsplosion|cuddly-wuddly syndrome]].&lt;br /&gt;
&lt;br /&gt;
== Effect on Artifacts and Demands ==&lt;br /&gt;
A dwarf's preferences have a strong impact on their [[artifact]] construction during a [[strange mood]].  If it is possible to create an item from the moody dwarf's preferences with the chosen material and workshop, he usually (but not always) will.  Even in some cases where it's not possible to create an item from a material, the dwarf will go ahead and do it anyway!  This can result in things like [[magnetite]] [[bed]]s (normally only wood can be used to make beds) or [[billon]] [[armor|plate mail]] (normally billon is not suitable for weapons or armor).  &lt;br /&gt;
&lt;br /&gt;
In a similar vein, nobles will usually only demand or prohibit trade of items from their preferences list, occasionally combining them into difficult to fulfill requests (e.g. [[blue shark]] [[bone]] [[instrument|piccolo]]).  Any noble that likes a material you cannot create (for example, one who likes [[green glass]] items on a map without sand) should probably be [[unfortunate accident|dealt with]] at the earliest opportunity.&lt;br /&gt;
&lt;br /&gt;
== Civilian and Military Positions ==&lt;br /&gt;
The preferences screen also contains a short section detailing any positions a dwarf holds, his squad of dwarves and enemies of this particular dwarf. While an entire fortress may be at war with another civilization, specific dwarves only become enemies after entering into direct combat with opponents of these civilizations.  &lt;br /&gt;
&lt;br /&gt;
== Continuing Study ==&lt;br /&gt;
Dwarven [[personality]] is a newer addition to Dwarf Fortress and still a work in progress.  Also &amp;quot;under construction&amp;quot; is our ''knowledge'' of what certain traits mean and how they affect gameplay.  We do know -- because Toady One has said so -- that there are at least a dozen or so places in the game that use personality to determine dwarven actions, so they're worth keeping in mind.  The above dwarf is probably not the best choice for an expedition leader, as she is neither particularly sociable nor good at appeasing, intimidating, or comforting dwarves who come to her with troubles.&lt;/div&gt;</summary>
		<author><name>Nemokara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Friend&amp;diff=54401</id>
		<title>40d:Friend</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Friend&amp;diff=54401"/>
		<updated>2009-10-09T03:38:25Z</updated>

		<summary type="html">&lt;p&gt;Nemokara: spelling mistake&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Dwarves]] will sometimes make '''friends''', and this gives them a happy [[thought]]. Be warned though, that although they get happy thoughts from making friends and talking with them, they will become quite sad if a friend dies. This can lead to fort-wide morale problems after a death or series of deaths. Dwarves occasionally stop being friends with one another, although this does not generate a negative thought.&lt;br /&gt;
&lt;br /&gt;
You can see the friends of a dwarf in the relationships screen that can be accessed by pressing {{k|v}} {{k|p}} {{k|z}} {{k|r}}.&lt;br /&gt;
&lt;br /&gt;
An unhappy thought is produced on the death of a friend, and a severe unhappy thought is produced if the friend's [[corpse]] is not buried quickly and rots. &lt;br /&gt;
&lt;br /&gt;
Dwarves attending a [[party]] will sometimes make friends with each other.&lt;br /&gt;
&lt;br /&gt;
Dwarves can also develop other kinds of [[relationships]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>Nemokara</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Friend&amp;diff=54400</id>
		<title>40d:Friend</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Friend&amp;diff=54400"/>
		<updated>2009-10-09T03:37:04Z</updated>

		<summary type="html">&lt;p&gt;Nemokara: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Dwarves]] will sometimes make '''friends''', and this gives them a happy [[thought]]. Be warned though, that although they get happy thoughts from making friends and talking with them, they will become quite sad if a friend dies. This can lead to fort-wide morale problems after a death or series of deaths. Dwarves occasionnally stop being friends with one another, although this does not generate a negative thought.&lt;br /&gt;
&lt;br /&gt;
You can see the friends of a dwarf in the relationships screen that can be accessed by pressing {{k|v}} {{k|p}} {{k|z}} {{k|r}}.&lt;br /&gt;
&lt;br /&gt;
An unhappy thought is produced on the death of a friend, and a severe unhappy thought is produced if the friend's [[corpse]] is not buried quickly and rots. &lt;br /&gt;
&lt;br /&gt;
Dwarves attending a [[party]] will sometimes make friends with each other.&lt;br /&gt;
&lt;br /&gt;
Dwarves can also develop other kinds of [[relationships]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Dwarves]]&lt;br /&gt;
[[Category:Thoughts]]&lt;/div&gt;</summary>
		<author><name>Nemokara</name></author>
	</entry>
</feed>