11/25/2023 0 Comments Dwarf fortress wiki carpUnlike demons, angels do not seem to be universally immune to fire. Furthermore, they are immune to traps, pain, fear, nausea, stunning, exertion, dizziness, fevers and any sort of poison. All angels share certain traits, however they are fanciful creatures who are all able to swim in and breathe water and destroy buildings. DEATH, MISERY, DARKNESS and NIGHT sphere angels can have dark color alterations. (there are about 30 spheres with material links). The sphere effects on body materials work the same way they do for demons etc., so a muck god will more likely have mud angels, a rainbow god crystal angels, etc. The WAR, VALOR and FORTRESSES spheres boost the natural combat skills of the " Soldier" angel type to 10 from 6. As such, they are disproportionately associated with "dark" or "violent" spheres like deformity and war, and with fittingly vile appearances, but even those associated with neutral or supposedly-positive spheres tend to be utterly bizarre in appearance. The term "angel" is used loosely – after all, they are sent by deities that knowingly released demons into the world. It was created by the human goddess Mudung Deepperplexes and is of a part with fate." ( post)Īngels are randomly generated at worldgen, with appearance, arms, armor, and even material determined by the spheres of their creator. It has two long, spiral horns and it never appears to be perturbed or surprised by any happening. In fortress mode, some memories have the potential to change beliefs over time.Ĭertain beliefs can conflict with personality facets - see below."Mudung's Monster, a towering eyeless grasshopper. 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. Since they can argue for beliefs they don't actually hold, they can convince a person of a belief you want them to hold, get into another argument over said belief, and acquiesce to their (new) position. Beliefs, along with facets, dictate needs and the frequency in which they need to be fulfilled before the focus of the dwarf/adventurer is negatively impacted.īeliefs can also 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 their needs). 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. For example, dwarven civilizations hold craftsdwarfship in the highest regard, whereas goblins hold the ideas of fairness and sacrifice in utter disdain. The value triggers a report on the "thoughts and preferences" screen, depending on where it falls in any of seven levels:īeliefs are also influenced by cultural values via the use of the VALUE entity token. 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.Įach belief has a range from −50–50. 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". For instance, it's possible a dwarf will deeply value romance, even though one of their personality facets prevents him/her from forming romantic bonds. Beliefs and facets are capable of conflicting, but this doesn't mean they are incompatible. So, an especially angry dwarf would have "S/he is in a constant state of internal rage", and one with low altruism would have "S/he feels helping others is an imposition on her time". Personality traits are shown in a dwarf's thoughts and preferences description page, which can be accessed by viewing that dwarf, then p, z, Enter, or from the unit menu with view, Enter.īeliefs are what a creature values examples include things like tradition ("He/she holds the maintenance of tradition as one of the highest ideals"), cooperation (".is thoroughly disgusted by cooperation"), and sacrifice (".believes that those who sacrifice for others should be deeply respected"), but personality facets, on the other hand, are how a creature acts. 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 (or just personalities) are made up of beliefs, goals, and facets, distinct from attributes and mannerisms.
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