Here's a reddit thread where you can provide feedback and ask questions about anything wiki-related. There is also related discussion on the community portal. Please join in!
Notice something wrong, missing, or unsatisfactory? Feel free to edit pages yourself and make use of discussion pages. Wiki content is created, maintained, and administrated by players. See how you can help.
|
[dismiss] |
Personality
Personality is a roleplaying mechanic that affects a character's interactions with NPCs in the world. The initial personality is determined by how the player answers biography questions during character creation and is refined by the most recent 100 encounters with particular NPCs.
The game keeps track of three aspects of personality: Charisma, Ferocity and Dignity, whose sum is 100%. Certain actions[verification requested] and dialogue choices can affect the personality by increasing one aspect and thereby decreasing the others. For example, constant bullying of shopkeepers might increase ferocity to a point that the character becomes barbaric.[verification requested] Similarly, frequent cunning will lead to a reputation as a scoundrel.
Personality affects gameplay by offering certain dialogue options only to some types and altering the reactions of certain NPCs. For example, barbaric characters might have the option to punch some NPCs, while other NPCs might cower when approached[verification requested]. However, the game is designed to avoid extreme consequences, i.e. players are able to take on different personality types without fear of losing out on overall rewards or benefits.
After character creation, there are three methods for altering personality: by making certain dialogue choices, taking certain actions, or using karma to temporarily impose a specific personality.
[edit] Personalities
A character's initial personality is based upon an answer to one of the biographical questions:
| Personality | |
|
|
Option selected |
|---|---|---|---|---|
| Charming | 50% | 25% | 25% | Charisma |
| Honorable | 25% | 50% | 25% | Dignity |
| Brute | 25% | 25% | 50% | Ferocity |
Other personality types can be developed over time based on the character's actions and choices.
| Personality | |
|
|
|---|---|---|---|
| Captivating | 75% | X% | X% |
| Noble | X% | 75% | X% |
| Barbaric | X% | X% | 75% |
| Diplomatic | ~45% | ~45% | X% |
| Militant | X% | ~45% | ~45% |
| Scoundrel | ~45% | X% | ~45% |
| Unpredictable | ~33% | ~33% | ~33% |