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{{Quality|Superior}}
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{{Quality|Exceptional|16:12, 23 August 2014 (UTC)}}
 
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[[File:personality_v50_preview.png|thumb|262px|right|Randomly generated personality of a [[gelder]].]]
 
{{Modding}}
 
 
__FORCETOC__
 
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'''Personality traits''' (or just '''personalities''') are made up of beliefs, goals, and facets, distinct from [[attributes]] and [[mannerism]]s. In general, personality traits do not have as important a gameplay effect as attributes, though many of the gameplay effects of personality traits are as yet unknown.
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'''Personality traits''', or just '''personalities''', are made up of beliefs, goals, and facets, distinct from [[attributes]] and [[mannerism]]s. In general, personality traits do not have as important a gameplay effect as attributes, though many of the gameplay effects of personality traits are as yet unknown.
  
Personality traits are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf, then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.
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Personality traits are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.
  
'''Beliefs''' are what a creature values; examples include things like [[Personality_trait#TRADITION|tradition]] ("He/she holds the maintenance of tradition as one of the highest ideals"), [[Personality_trait#COOPERATION|cooperation]] ("...is thoroughly disgusted by cooperation"), and [[Personality_trait#SACRIFICE|sacrifice]] ("...believes that those who sacrifice for others should be deeply respected"), but '''personality facets''', on the other hand, are how a creature acts. So, an especially [[Personality_trait#ANGER_PROPENSITY|angry]] dwarf would have "S/he is in a constant state of internal rage", and one with low [[Personality_trait#ALTRUISM|altruism]] would have "S/he feels helping others is an imposition on her time". Beliefs and facets are capable of conflicting, but this doesn't mean they are incompatible. For instance, it's possible a dwarf will deeply value [[Personality_trait#ROMANCE|romance]], even though one of their personality facets prevents him/her from [[Personality_trait#LOVE_PROPENSITY|forming romantic bonds]]. This particular combination would show up in the thoughts and preferences screen as "S/he never falls in love or develops positive feelings toward anything, and s/he is bothered by this since s/he sees romance as one of the highest ideals". (''Goals, however, are [[DF2014:Personality_trait#Goals|described below]]'').
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'''Beliefs''' are what a creature values; examples include things like [[Personality_trait#TRADITION|tradition]] ("He holds the maintenance of tradition as one of the highest ideals"), [[Personality_trait#COOPERATION|cooperation]] ("...is thoroughly disgusted by cooperation"), and [[Personality_trait#SACRIFICE|sacrifice]] ("...believes that those who sacrifice for others should be deeply respected"), but '''personality facets''', on the other hand, are how a creature acts. So, an especially [[Personality_trait#ANGER_PROPENSITY|angry]] dwarf would have "S/he is in a constant state of internal rage", and one with low [[Personality_trait#ALTRUISM|altruism]] would have "S/he feels helping others is an imposition on her time". Beliefs and facets are capable of conflicting, but this doesn't mean they are incompatible. For instance, it's possible a dwarf will deeply value [[Personality_trait#ROMANCE|romance]] even though one of their personality facets prevents him/her from [[Personality_trait#LOVE_PROPENSITY|forming romantic bonds]]. This particular combination would show up in the thoughts and preferences screen as "He never falls in love or develops positive feelings toward anything, and he is bothered by this since he sees romance as one of the highest ideals". (''Goals, however, are [[DF2014:Personality_trait#Goals|described below]]'').
  
 
{{DFtext|She personally values romance, finds maintaining decorum a silly, fumbling waste of time, values tranquility and a peaceful day and doesn't care about art one way or another.|3:1}}
 
{{DFtext|She personally values romance, finds maintaining decorum a silly, fumbling waste of time, values tranquility and a peaceful day and doesn't care about art one way or another.|3:1}}
  
 
==Beliefs==
 
==Beliefs==
Each belief has a range from −50 to 50. The value triggers a report (except for the -10 to +10 range, which does not) on the "thoughts and preferences" screen, depending on where it falls in any of seven levels:
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Each belief has a range from −50 to 50. The value triggers a report on the "thoughts and preferences" screen, depending on where it falls in these seven levels:
  
 
{| class="wikitable"
 
{| class="wikitable"
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|}
 
|}
  
Beliefs are also influenced by cultural values via the use of the VALUE [[entity token]]. For example, dwarven civilizations hold craftsdwarfship in the highest regard, whereas goblins hold the ideas of fairness and sacrifice in utter disdain. If an individual person's belief differs significantly from the civilization's beliefs, then that belief gets highlighted in cyan in the thoughts and preferences screen. Beliefs, along with facets, dictate [[need]]s and the frequency with which they need to be fulfilled before the focus of the dwarf/adventurer is negatively impacted.
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Beliefs are also influenced by cultural values via the use of the VALUE [[entity token]]. For example, dwarven civilizations hold craftsdwarfship in the highest regard, whereas goblins hold the ideas of fairness and sacrifice in utter disdain. If an individual person's belief differs significantly from the civilization's beliefs, then that belief gets highlighted in cyan in the thoughts and preferences screen. Beliefs, along with facets, dictate [[need]]s and the frequency in which they need to be fulfilled before the focus of the dwarf/adventurer is negatively impacted.
  
Beliefs can also be changed through successful arguments – in adventure mode, this can be used to change the core beliefs of your adventurer (and, consequently, some of their needs). Since they can argue for beliefs they don't actually hold, you can convince a person of a belief you ''want'' your adventurer to hold, get into ''another'' argument over said belief, and acquiesce to that (new) position. Note that facets cannot be changed in this way, although they may be subject to changing due to events that happen in your character's adventures.{{verify}} In fortress mode, some [[Memory (thought)|memories]] have the potential to change beliefs over time.
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Beliefs can be changed through successful arguments. In adventure mode, this can be used to change the core beliefs of your adventurer (and by proxy, some of your needs). Since you can argue for beliefs you don't actually hold, you can convince a person of a belief you want to hold, get into another argument over said belief, and acquiesce to their (new) position. Note that facets cannot be changed in this way, although they may be subject to changing due to events that happen in your adventure. {{verify}} In fortress mode, some [[memories]] have the potential to change beliefs over time.
  
Certain beliefs can conflict with personality facets see below.
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Certain beliefs can conflict with personality facets see below.
 
 
===Belief list===
 
  
 
{| class="wikitable"
 
{| class="wikitable"
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
 
! rowspan=7 | {{text anchor|SELF_CONTROL}}
 
! rowspan=7 | {{text anchor|SELF_CONTROL}}
| +41 to +50 || believes that self-mastery and the denial of impulses are some of the highest ideals
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| +41 to +50 || believes that self-mastery and the denial of impulses are of the highest ideals
 
|-
 
|-
 
| +26 to +40 || finds moderation and self-control to be very important
 
| +26 to +40 || finds moderation and self-control to be very important
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! {{text anchor|IMMORTALITY}}
 
! {{text anchor|IMMORTALITY}}
 
| has become obsessed with his/her own [[Immortality|mortality]]
 
| has become obsessed with his/her own [[Immortality|mortality]]
| Leads to [[necromancer|necromancy]], which renders the necromancer immune to death by old age. Creatures like [[goblin]]s and [[elf|elves]], who are immortal from the start, cannot have this dream.
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| Leads to [[necromancer|necromancy]]
 
|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
 
! {{text anchor|MAKE_A_GREAT_DISCOVERY}}  
 
! {{text anchor|MAKE_A_GREAT_DISCOVERY}}  
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! {{text anchor|BATHE_WORLD_IN_CHAOS}}
 
! {{text anchor|BATHE_WORLD_IN_CHAOS}}
 
|dreams of bathing the world in chaos
 
|dreams of bathing the world in chaos
|- style="border-top: 3px solid #aaa"
 
! {{text anchor|STAY_ALIVE}}
 
|
 
|- style="border-top: 3px solid #aaa"
 
! {{text anchor|MAINTAIN_ENTITY_STATUS}}
 
|
 
 
|}
 
|}
  
 
==Facets==
 
==Facets==
Each personality facet has a value from 0–100. The value triggers a report in "thoughts and preferences" depending on where it falls in any of seven levels (the 40−60 range does not cause a report):
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Each personality facet has a value from 0 to 100. The value triggers a report in "thoughts and preferences" depending on where it falls in these seven levels:
  
 
{| class="wikitable"
 
{| class="wikitable"
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|  0-9 || 10 || 0.4% || Lowest
 
|  0-9 || 10 || 0.4% || Lowest
 
|}
 
|}
Facets are also influenced by species, via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more greedy than average with a median of 55 in that trait, whereas goblins aren't likely to help others out their altruism median is a mere 25, and is capped at 50.
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The 40−60 range does not cause a report.
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 +
Facets are also influenced by species via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more greedy than average with a median of 55 in that trait, whereas goblins aren't likely to help others out — their altruism median is a mere 25, and is capped at 50.
  
 
Facets also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Facets may have other, more subtle effects on creature behavior, which are currently not entirely understood. Like beliefs, memories may change a creature's facets over time.
 
Facets also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Facets may have other, more subtle effects on creature behavior, which are currently not entirely understood. Like beliefs, memories may change a creature's facets over time.
  
Facets which are marked below with "†" also contribute to [[relationship]]s values which are significantly different (i.e. greater than 60 in one creature and less than 40 in the other) will contribute toward the formation of [[grudge]]s.
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Facets which are marked below with "†" also contribute to [[relationship]]s - values which are significantly different (i.e. greather than 60 in one dwarf and less than 40 in the other) will contribute toward the formation of [[grudge]]s.
 
 
Certain facets are capable of conflicting with a creature's beliefs. The effect of this is not yet known.
 
  
===Facet list===
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Certain facets are capable of ''conflicting'' with a creature's beliefs. The effect of this is not yet known.
  
 
{| class="wikitable"
 
{| class="wikitable"
 
! Token
 
! Token
! style="width:5em" | Value
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! style="width:7em" | Value
 
! Description
 
! Description
! colspan=2| Effects
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! Effects
 
|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
 
! rowspan=7 | {{text anchor|LOVE_PROPENSITY}}<br/>Conflicts with [[Personality_trait#ROMANCE|ROMANCE]]
 
! rowspan=7 | {{text anchor|LOVE_PROPENSITY}}<br/>Conflicts with [[Personality_trait#ROMANCE|ROMANCE]]
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|-
 
|-
 
| 25-39 || is rarely happy or enthusiastic
 
| 25-39 || is rarely happy or enthusiastic
| rowspan=3 | Will not generate a positive thought while drunk. <br>'didn't feel anything due to inebriation.'
 
 
|-
 
|-
 
| 10-24 || is dour as a rule
 
| 10-24 || is dour as a rule
| rowspan=2 | Will not generate a positive thought working with a preference. <br>'didn't feel anything at work'
 
 
|-
 
|-
 
| 0-9 || is never the slightest bit cheerful about anything
 
| 0-9 || is never the slightest bit cheerful about anything
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! rowspan=7 | {{text anchor|ANGER_PROPENSITY}}
 
! rowspan=7 | {{text anchor|ANGER_PROPENSITY}}
 
| 91-100 || is in a constant state of internal rage
 
| 91-100 || is in a constant state of internal rage
| rowspan=3 | More likely to throw [[tantrum]]s and go [[Insane|berserk]]. <br>Unmet needs may trigger negative thought 'frustration.' <br> Arguments may trigger negative thought 'angry after getting into an argument.' (subject to PRIDE, DISCORD)
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| rowspan=3 | More likely to throw [[tantrum]]s and go [[Insane|berserk]].
 
|-
 
|-
 
| 76-90 || is very quick to anger
 
| 76-90 || is very quick to anger
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! rowspan=7 | {{text anchor|DISCORD}}†<br/>Conflicts with [[Personality_trait#HARMONY|HARMONY]]
 
! rowspan=7 | {{text anchor|DISCORD}}†<br/>Conflicts with [[Personality_trait#HARMONY|HARMONY]]
 
| 91-100 || revels in chaos and discord, and [he/she] encourages it whenever possible ||! rowspan=2 | cannot learn Consoler or Pacifier <br> can learn Intimidator (subject only to ASSERTIVENESS)
 
| 91-100 || revels in chaos and discord, and [he/she] encourages it whenever possible ||! rowspan=2 | cannot learn Consoler or Pacifier <br> can learn Intimidator (subject only to ASSERTIVENESS)
| rowspan=3 | Arguments can trigger positive thought <br>'satisfied after getting into an argument.'
 
 
|-
 
|-
 
| 76-90 || finds a chaotic mess preferable to the boredom of harmonious living
 
| 76-90 || finds a chaotic mess preferable to the boredom of harmonious living
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! rowspan=7 | {{text anchor|PRIDE}}
 
! rowspan=7 | {{text anchor|PRIDE}}
 
| 91-100 || is absorbed in delusions of self-importance
 
| 91-100 || is absorbed in delusions of self-importance
| rowspan=3 | Arguments may trigger negative thought <br> 'insulted after getting into an argument.' (subject to DISCORD) <br> Teaching at a guildhall may trigger positive thought <br>'proud after teaching ''skill''.'
 
 
|-
 
|-
 
| 76-90 || has an overinflated sense of self-worth
 
| 76-90 || has an overinflated sense of self-worth
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| 10-24 || forms only fleeting and rare emotional bonds with others
 
| 10-24 || forms only fleeting and rare emotional bonds with others
 
|-
 
|-
| 0-9 || does not have feelings of emotional attachment and has never felt even a moment's connection with another being ||! rowspan=1 | Does not feel anything when seeing creatures die. Still experiences trauma or fear based on other personality traits.
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| 0-9 || does not have feelings of emotional attachment and has never felt even a moment's connection with another being ||! rowspan=1 | Does not feel anything when seeing creatures die
  
 
|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
 
! rowspan=7 | {{text anchor|ACTIVITY_LEVEL}}
 
! rowspan=7 | {{text anchor|ACTIVITY_LEVEL}}
| 91-100 || is driven by a bouncing frenetic energy ||! rowspan=4 | has a need to be active
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| 91-100 || is driven by a bouncing frenetic energy
|! rowspan=4 | anything skill related, such as idle conversation counts
 
 
|-
 
|-
 
| 76-90 || lives at a high-energy kinetic pace
 
| 76-90 || lives at a high-energy kinetic pace
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|- style="border-top: 3px solid #aaa"
 
|- style="border-top: 3px solid #aaa"
 
! rowspan=7 | {{text anchor|EXCITEMENT_SEEKING}}†<br/>Conflicts with [[Personality_trait#TRANQUILITY|TRANQUILITY]]
 
! rowspan=7 | {{text anchor|EXCITEMENT_SEEKING}}†<br/>Conflicts with [[Personality_trait#TRANQUILITY|TRANQUILITY]]
| 91-100 || never fails to seek out the most stressful and even dangerous situations ||! rowspan=4 | has a need for exciting actions
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| 91-100 || never fails to seek out the most stressful and even dangerous situations
|! rowspan=4 | exciting actions include engaging in combat
 
 
|-
 
|-
 
| 76-90 || seeks out exciting and adventurous situations
 
| 76-90 || seeks out exciting and adventurous situations

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