![]() ![]() Strangely, none of the other dwarves seem to mind the murder. Once the artifact is completed, the fell dwarf will become a legendary bone carver or leatherworker. The dwarf will then murder the nearest dwarf, drag the corpse into the shop and make some sort of object out of dwarf leather or bone. If neither are available, any other workshop will be used instead. looses a roaring laughter, fell and terrible!Ī dwarf that goes into a fell mood will always take over a butcher's shop or a tanner's shop. All moody dwarves will have "Strange Mood" listed as their active task and are "quite content", regardless of any recent thoughts they may have had. See the skills and workshops for information on which skills can be gained, or the artifacts created section for more details on the artifacts themselves.įor each of the following types of moods, the first message is how the mood is announced the second message appears in the dwarf's profile when he or she is viewed with the v key. Upon completion the dwarf will create a semi-random artifact related to the skill affected and gain legendary (or higher) status in that skill (unless the mood type is possessed). Once all materials have been gathered, the game will once again pause and center, and the moody dwarf will begin construction.Reference the demands section to determine what may be required. If the dwarf remains idle inside the workshop, it's because they cannot find the right material. After claiming a workshop, the dwarf will set about collecting the required materials for their artifact.(See skills and workshops below to determine which workshop(s) might be required.) A moody dwarf will not be available to build a needed workshop another dwarf with the appropriate labor designation must do so for them, if one is necessary. If a moody dwarf does not claim a workshop, it is because the appropriate workshop does not exist. For the duration of the mood, the dwarf will claim a workshop related to the skill that the mood affects (not all skills are eligible), kick out any dwarf who was using it, and render it otherwise unusable until the mood has been resolved.While in a mood, a dwarf will display a blinking exclamation point (see status icons). The game will pause, center on a dwarf, and announce that the dwarf has entered one of five different types of strange moods.Babies and activated Soldiers with military skills cannot enter moods, nor immigrant nobles, but any other dwarf can, including children. Strange moods can only occur when the below necessary conditions are met.The entire process can be summarized as follows: A fortress can have at most one dwarf in a strange mood at any one time. ![]() Upon completion of their artifact they will usually become legendary in that skill, and will then return to their normal life in the fortress with their newfound skill. If they do not manage to begin construction of the artifact within a handful of months, they will go insane and die soon afterward.Ī dwarf will only be struck by a mood once in their lifetime. ![]() They will not stop to eat, drink, sleep, or even run away from dangerous creatures. This will be based on a particular skill that creates a finished end product that can have a quality, rather than intermediary material such as bars of metal or raw food. Dwarves which enter a strange mood will stop whatever they are doing and pursue the construction of this artifact to the exclusion of all else. Periodically, individual dwarves are struck with an idea for a legendary artifact and enter a strange mood.
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