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If it says "formally" surely, as a wiki, we should call it by the formal name? o.0 --Naut User Naut Dark Blue Monk.png 18:13, 30 June 2010 (UTC)

It says "formerly". pling User Pling sig.png 18:23, 30 June 2010 (UTC)
Sorry /facepalm, I read too quick.--Naut User Naut Dark Blue Monk.png 18:26, 30 June 2010 (UTC)


Whats with the claim that personality is unbalanced? We haven't even played the game yet to be making such judgements. Ramei Arashi 15:21, 4 August 2010 (UTC)

Stating that fact is not making a judgment. Read the citation, the interviewee said that they were still in the process of balancing it. -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк) 16:59, 4 August 2010 (UTC)
Says no such thing. What it says is they're working on how you can change your personality not that the system is unbalanced. Ramei Arashi 14:06, 5 August 2010 (UTC)
"... we are still balancing it out ..." -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк) 16:34, 5 August 2010 (UTC)
You're taking it out of context. Read the entire article. Ramei Arashi 02:50, 6 August 2010 (UTC)
I've reworded the article to suggest it is under development instead of unbalanced. -- Aspectacle User Aspectacle.png 02:57, 6 August 2010 (UTC)
You can't balance something that is balanced, which means that it is unbalanced. There's no context worth mentioning that can't already be understood from the context of this conversation. "Under development" or "balancing" sounds better than unbalanced, since they also imply that something is being done about it. -~=Ϛρѧякγ User Sparky, the Tainted guided sig.png (τѧιк) 06:58, 6 August 2010 (UTC)

ferocity, dignity, and charm[edit]

Shouldn't ferocity, dignity, and charm have their own pages? Ramei Arashi 12:09, 6 August 2010 (UTC)

Once we get more information about them, I imagine. ShadowRunner 12:14, 6 August 2010 (UTC)

Multiple players?[edit]

I have read that the NPCs will react differently depending on your personality, but what I'd like to know is: What would happen if multiple players were in the same area?

For example, one player has an evil personality which the NPCs would respond to by running away, but right next to this player is another player with a good-hearted personality which NPCs would want to follow/praise/whatever they do. How would the NPCs react to these sort of situations?

Only respond once in a certain time limit I suppose. 02:00, 13 September 2010 (UTC)
They make all run to the side with the person they like.
For what I know anet is leting you to be a brute or a scoundrel, but never evil alligned. You are the hero of the story after all and the bad guys will be really bad. So probably NPCs won't have a neccesity to run away from you.Lokheit 13:04, 9 November 2010 (UTC)
^This. I think you'll just intimidate certain people into giving you more information or better prices or something, whereas charming people will, y'know, charm people into it. It'll hopefully be an even system. -- Kyoshi User Kyoshi sig.png 14:36, 9 November 2010 (UTC)
Some of the more dramatic shifts in NPC behaviour will likely occur in the home instance (or instances in general) and as such will be tailed to the party leader in these cases. ShadowRunner 19:35, 9 November 2010 (UTC)


It should be noted that even though page says for example 'Diplomatic - 100% charm' you will get that title after passing 75% of the bar.
So '100%' should really be read as 'over 75%'.
While '0%' is in fact 'below 25%'.
Also: It took me around 15 'charm interactions' to go from full bar 'Noble' to 'Militant' Gorribal 21:35, 1 May 2012 (UTC)
Added mix of different screenshots I made during BWE, personality names, bars and icons that you see on your character panel next to your class icon. Sorry for the way it looks. Gorribal 22:23, 2 May 2012 (UTC)
In BWE2 it took me 40 'charming interactions' to go from 100% Barbaric to 100% Captivating.
Shift from Barbaric to Scoundrel occurred at 14th charm interaction.
From this we can see that you get Diplomatic/Scoundrel/Militant personality when two qualities are at 35% or above.
Shift from Scoundrel to Captivating occurred at 27th charm interaction.
From this we can see that you get extreme personality when one quality is at 67.5% or above. Gorribal 21:05, 12 June 2012 (UTC)
There actually is a possibility to get a "balanced" personality, it's called unpredictable (I got it with my level 30 norn) and the simbol for it is three drama masks; a smiley one, a sad one and an evil one.[[:File:Personalities.jpg|File:gw007.jpg]]

The "perfect" personality[edit]

I wonder... would it be possible to get 33% (roughly) on all three personality traits, and what would that become? Hmm. Konig/talk 19:41, 2 May 2012 (UTC)

My guess would be: it would be your initial personality. Your initial personality doesnt seam to change unless one of the bars gets above 75% or below 25%. But I guess there's plenty of room to experiment with next BWE Gorribal 19:52, 2 May 2012 (UTC)
Initial personality is determined by the bio and will be either Brute (Ferocity), Charming (Charm), or Dignified (Dignity). You'd have to give responses with the three personality traits to get even. Konig/talk 20:48, 2 May 2012 (UTC)
It's impossible; personality is determined by the last 100 responses to NPCs that offer personality dialogues. Because you always start with a distribution, 33,3333333333333% can never be reached. - Infinite - talk 21:09, 2 May 2012 (UTC)
As 'roughly' I understand that Konig meant 34/33/33, and yeah I believe it will be same as initial personality, since it doesnt seam to be posible to go from Charming to Dignified or Brute Gorribal 21:16, 2 May 2012 (UTC)
I reckon it would take the two highest values and base your personality on those. - Infinite - talk 21:18, 2 May 2012 (UTC)
While I haven't looked in depth at the system, it seems to have set placements on the bars for where things trigger, rather than "highest values" - as the section above states, you technically get Diplomatic at reaching 75% charm, not 100%. I'd assume that the programming is basically akin to checking something like: Personality = Scoundrel if charm = 25-74%, dignity <= to 24%, ferocity = 25-74%. Under that assumption, all three being 25-74% should dictate a "balanced" personality. Konig/talk 21:36, 2 May 2012 (UTC)
Assuming it works like that, here's a nice way to display everything. Here I assumed that it's Noble iff dignity>75%, Diplomatic iff F<12.5% & not noble & not captivating, and if nothing is under 12.5% or over 75.0% it'll choose whichever is highest. These assumptions are probably wrong to some degree, but the point here is that a triangle graph is a good way to display this. Excuse my utterly nonexistent photoshop skills. -- NilePenguin 12:55, 5 May 2012 (UTC)
Triangles are forever -- NilePenguin 12:55, 5 May 2012 (UTC)
That image seems to be missing Unpredictable, else I'd start using it everywhere. -- DrakeWurrum 18:39, 29 September 2012 (UTC)

(Reset indent) I have knowledge of at least one personality that is not listed (honorable, ~50% dignity, 25% charm, 25% ferocity), so I would like to advocate from making diagrams, etc. until we actually understand the entire system. Aqua (T|C) 18:22, 19 May 2012 (UTC)

Dignified is listed - it's in the first chart, which lists the three default personalities obtained from the biography. Konig/talk 02:06, 20 May 2012 (UTC)
It's not called dignified, the one I'm referring to is called honorable. Aqua (T|C) 01:47, 22 May 2012 (UTC)
But the percents you give is already there, so either your percentages are off or that would be the "even across all three" personality (all 3 above 25% but below 50%). Konig/talk 07:47, 22 May 2012 (UTC)

Yeah, choosing dignity at character creation gives Honorable personality, dunno if it was changed from dignified or is dignified something else. Also, the "perfect" personality is called Unpredictable (around 33/33/34) Gorribal 18:44, 11 June 2012 (UTC)

Default table order[edit]

User TEF Personality Venn.jpg
User TEF Personality Bar chart.jpg
User TEF Personality Venn 2.png

What about this?

Personality Charisma Dignity Ferocity
Captivating 100% 0% 0%
Noble 0% 100% 0%
Barbaric 0% 0% 100%
Diplomatic 50% 50% 0%
Scoundrel 50% 0% 50%
Militant 0% 50% 50%

Show all the 100% personalities first, then all the 50/50 ones, with a left-to-right progression of table values. If not, I'm fine with alphabetical. —Dr Ishmael User Dr ishmael Diablo the chicken.png 00:59, 3 May 2012 (UTC)

The way I went, which TEF just reverted, was going from 1 extreme to another in increments - 100% of fierce, 50/50 of fierce and charm, 100% of charm, 50/50 of charm and dignity, 100% of dignity, 50/50 of dignity and fierce (which would lead back to beginning). It made more sense to me than alphabetical, as with alphabetical it looks like there's almost a set, but it breaks with just two of them (which was what I thought was the case, as "alphabetical order" did not register in my head when I read that). Konig/talk 01:08, 3 May 2012 (UTC)
I don't see any advantage in defaulting to anything other than alpha-order. Some people will be interested in extremes (the top three), some will be interested in balanced (the biography-based), some on focused (the last three above)... but at-a-glance, non-alpha-order tables don't make intuitive sense unless they includes an explanation of what order it uses.
I'm not against the principle behind the two above ideas, i.e. that we also make it easier to see the extremes and/or the evolution, but maybe we can do that using a color scheme instead (e.g. by mapping Charisma/Dignity/Charm to some sort of RGB scale, so that each row is appropriately colored based on its degree of each personality dimension. The color blender is probably well-suited to helping us find something that looks nice. (I'd create a mock up, but I'm afraid it would send anyone viewing it into epileptic grand mal seizures.)
Another way we could go is to use some sort of 3D graph or venn diagram. (see above — the venn needs a lot more work, specifically a color code and the putting appropriate names in the overlap sections) – Tennessee Ernie Ford (TEF) 05:51, 3 May 2012 (UTC)
I favour the Venn diagram setup, mostly because the order suddenly stops mattering altogether. That said, as per TEF's own words; the current example would need some work before implementation. - Infinite - talk 11:58, 3 May 2012 (UTC)
I would rather see it as 'Personality = Scoundrel if charm = 25-74%, dignity <= to 24%, ferocity = 25-74%.' that Konig wrote on above section, not necesary in table form even. Gorribal 20:08, 3 May 2012 (UTC)
my Econ and Marketing instructors would have had a fit charts and tables should be organized \ Diagonally
Personality Charisma Dignity Ferocity
Captivating 100% 0% 0%
Diplomatic 50% 50% 0%
Noble 0% 100% 0%
Scoundrel 50% 0% 50%
Militant 0% 50% 50%
Barbaric 0% 0% 100%

with the opposite poles at each end of the chart and the range \ diagonal between them Rudhraighe 18:04, 19 May 2012 (UTC)

The problem with the diagonal-chart above is that there are three dimensions to personality — no single table (with only two dimensions) is going to be able to capture the full effect. I also agree with Gorribal that it might be useful to specify a range (and use a hidden number for sorting, e.g. span style="display:none;").
So, I advocate a single, colorized, alpha-order table so that people can easily find a personality type by name (with or without 3-color bars showing the blend) and one or two diagrams (Venn or otherwise) which visually show each of the three extremes. I don't own MS Powerpoint, but I'll see if Google or another free alternative allows me to put together a better mock up than what Excel allows. – Tennessee Ernie Ford (TEF) 01:25, 22 May 2012 (UTC)
I've added a second version of the venn diagram (see top of section). (I'm terrible with colors, but anyone can reproduce this using the free tools at creately or similar sites).
I don't think there's a single presentation method that's going to be easy for every player to follow, so I'm now thinking we should have a 2D table, a bar chart, and a venn diagram. (The first two can be combined, since they are displaying the same data.)
  • The text version is easy to read; the bar chart provides a visual tool to compare the ratios (and some people find that easier).
  • The venn is the most popular method of displaying overlap among three extremes (the center is unlabeled since the 33/33/33 combo doesn't appear to have a name).
(That said, it might turn out that none of this matters much, unless the NPCs react differently to each personality type. From what I've seen so far, NPCs react to different amounts of each aspect, e.g. NPC A cares if you have > 25% Charisma regardless of your Ferocity/Dignity scores, NPC B reacts to dignified types, and NPC C is scared of fierce toons — so, NPC A notices captivating/diplomatic/scoundrel types. While both the nuanced and simplex methods are equally easy to program, the first requires writing 9+ sets of dialogue and the second only 3 sets.)Tennessee Ernie Ford (TEF) 03:25, 23 May 2012 (UTC)


So upon looking at this page, I came across this line: "Several achievements are related to one's personality type." I looked through each existing achievement, but have yet to find any relevant to personality. Anyone else have any info on the matter? The preceding unsigned comment was added by Stusoap (talkcontribs).

There are some achievements which are hidden, such as a "Speedy Reader" achievement for reading all of The Founding books, or a "Crash Landing" achievement for having the Claw of Jormag land on you. Konig/talk 05:44, 12 September 2012 (UTC)

The way the personality affects the game[edit]

I was very interested in how the personality affects the gameplay so I made a few characters and I made them all in different ways , one barbaric one noble etc.. I have not seen any important differences or effects on the game. For example on the noble one random npcs would bow to you and wave and stuff like that while on the barbaric one they'd do nothing. Something else that needs mentioning is that there are some npcs that open up some more dialogues if you speak to them in a ,for example, barbaric way , or rather close up their dialogues if you speak to them otherwise. So all in all the personality is just something to make the game more fun for those who love interacting with random npcs and hearing funny stories. Ashendar 20:13, 15 September 2012 (UTC)

Divinity's Reach Exploit[edit]

quick way to get any personality you wish is to go to the inner city of DR, where the 6 or so speed boost guys are and you just quick talk to them, boost w/e personality you want, then zone into the throne room, rezone (so they reset), and repeat. just for anyone who wants to change their personality or do quick research or what have you. just thought i'd help 17:57, 25 September 2012 (UTC)

It's not an exploit, as this is the case with any NPC that gives personality options, so long as talking to them again doesn't alter their dialogue (which is usually only for event or personal story NPCs). Konig/talk 18:24, 25 September 2012 (UTC)
That's probably an intended (unmentioned) feature for players who are seriously intent on changing their personality. It doesn't affect combat, so it's not a big deal. --JunBerry 01:42, 7 October 2012 (UTC)
You can change your personality much quicker by going to Snaff Lab in Rata Sum, and talk to the Krewe Leader over and over. 06:44, 28 April 2013 (UTC)

Character voice[edit]

I don't have spare character slots to test this, but does choice of personality affect the way your character speaks? I chose Dignity for my norn and she always speaks so.. dignified, also I chose charm for my human and she always speaks softly and smoothly, like a charmer. Does anyone else have input? Maybe those are just coincidences... but I would love to hear feedback. Puk 09:57, 13 November 2012 (UTC)

NPC Catalogue[edit]

Should we later on create catalogues so we know which NPC gives dialogue for either of the personalities and where they are? --Hencovic 02:51, 7 December 2012 (UTC)


Can someone work on getting all the personality icons up on this wiki? I have been looking and I can't find just the icons uploaded in as a picture or template anywhere. Have this sort of table/template like there is for map icons or order icons. I would do it myself but I am not really skilled at that. Shades 22:12, 6 February 2013 (UTC)

Parameter Icon
Noble Personality noble.png
Captivating Personality captivating.png
Barbaric Personality barbaric.png
Diplomatic Personality diplomatic.png
Militant Personality militant.png
Scoundrel Personality scoundrel.png
Unpredictable Personality unpredictable.png
Charming Personality charming.png
Honorable Personality honorable.png
Brute Personality brute.png
We don't have a template for this because it's not needed for mainspace articles. I assume you want to use these icons on your userpage? I can upload the icons, but there really isn't a need for a template. —Dr Ishmael User Dr ishmael Diablo the chicken.png 22:28, 6 February 2013 (UTC)
Yes I was thinking about putting them on my user page. I guess understand why there is no need for the template itself. I would still appreciate having the icons though and perhaps other people would like them for their user pages as well. Shades 23:45, 6 February 2013 (UTC)
Looks like you found them right as I was about to start uploading them. —Dr Ishmael User Dr ishmael Diablo the chicken.png 00:40, 7 February 2013 (UTC)
Ya I found them in the packs on your userpage. So thank you. Shades 00:47, 7 February 2013 (UTC)

Needs a rewrite[edit]

Having played this game since launch and levelled 5 characters, I can't say those personality traits affect gameplay in any way. There are some instances (for example a heart task with friendly ettins) where you get a choice of response based on all 3 traits, and where the NPC reacts... randomly in terms of turning hostile (not consistently, at least from my experience). As to the dialog options having those choices more often encountered with friendly npc's, they seem to be there for you to increase one or the other traits. However, there seems to be no purpose for increasing them. Furthermore, I doubt very much (although I haven't verified this) that regular conversation choices you make while adventuring, or simple behavior based on a player's actions in the bulk of the game content, will affect those three traits. This article needs a rewrite. (The word "Charm" was still being used instead of "Charisma" until today.) --Alad 23:29, 17 April 2013 (UTC)

Where is the personality display now?[edit]

Where is the personality display now? The April update must have moved it, but I can't find it any more. Daddicus (talk)

I think it's actually removed completely... Making this historical content. Sjacie User:Sjacie 12:52, 20 April 2014 (UTC)
I removed your tag unless/until we have official word somewhere. I didn't see any - did you actually have a source? Orenwolf (talk) 22:41, 21 April 2014 (UTC)

Ferocity (stat) vs Ferocity (personality)[edit]

It is very important to somehow differentiate between Personality's "Ferocity", and the combat stat of Ferocity that increases critical damage. I think it was a mistake from ANet to symbolize the Brute personality with the quality of "ferocity" while also including the same label for a combat offensive stat, and until ANet does something about this, or perhaps takes off the Personality mechanic from the game altogether (which seems to be planned or something from the recent changes), it would be prudent to point this difference out on the Wiki pages; but I don't want to assume that I can change the actual page now myself. Someone with more experience on this Wiki may want to add a note about this, though (Update: actually I just added a bullet point about this under Notes, thought it's safe and worth it); especially because in conversation options, if a player hovers their mouse cursor over the Brute dialogue option, they see a pop-up note saying "Increases ferocity", and even a few experience players may go like, "Oh, that's cool...I want more critical damage!" and go ahead choosing Brute options always, thinking that they're improving their combat stats! Hope this makes sense. --Wisdawn (talk) 11:15, 9 October 2014 (UTC)

Good point. I don't understand why ANet didn't disable the personality screen during character creation; it has no current value except to confuse. – Tennessee Ernie Ford (TEF) 17:18, 9 October 2014 (UTC)

New Effects when doing personality dialogue?[edit]

Not sure how long this has been a thing, but I've noticed within the last month that saying a personality trait dialogue line causes an effect around the player if zoomed in far enough. For example, I currently have found [[File:Charisma (effect).jpg]], [[File:Nobility (effect).jpg]], and [[File:Ferrocity (personality effect).jpg]]. ~~Trevor95251 01:18, 7 October 2018 (UTC)

That always appeared, if I recall correctly. —Ventriloquist 12:21, 7 October 2018 (UTC)
Ah. I've probably never noticed it because I'm never zoomed in. Should it be added to the wiki then? ~~Trevor95251 02:27, 8 October 2018 (UTC)
The images? Perhaps, but I'd crop them more tightly and zoom in more on the character to make it more visible. —Ventriloquist 19:36, 8 October 2018 (UTC)
Yeah, the images weren't that great. It's hard pressing the next dialogue line and then immediately hidding ui and taking a screenshot. These were just for example, someone else should take the pics. ~~Trevor95251 21:30, 8 October 2018 (UTC)