Personality is a hidden 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, Ferocity1 and Dignity, whose sum was 100%. Dialogue choices are able to 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. 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. However, the game was 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.
|Initial Personality||Trouble may follow, but I use my _____ to overcome it.|
|Charming||50%||25%||25%||Charm — I'm charming. No one can resist me when I'm at my best. I know just what to say to lighten the mood or bolster courage.|
|Honorable||25%||50%||25%||Dignity — I'm dignified even when up to my ears in mud. It's what makes people respect me. A serious, thoughtful demeanor is the route to success.|
|Brute||25%||25%||50%||Ferocity1 — I'm ferocious. Threatening violence gets me further than anything else. I'm a natural, though I do try to use my powers of intimidation for good.|
- 1 Personality-based ferocity is completely unrelated to the stat called ferocity.
There are 10 different personalities a character can take on. Until the April 2014 Feature Pack, the personality icon was next to the class icon on the hero panel and showed which personality the character had at that time. The only way to find out about a character's personality now is through unique dialogue choices with NPCs.