A macabre dwarf may require bones, skulls, or vermin remains if you do not happen to have any, you will have to make some, e.g. Macabre moods are similar to fell moods, but the dwarf will not murder a fellow dwarf. If the murder is witnessed, the moody dwarf will be subject to dwarven justice. If no one is around to witness the murder, whichever dwarf Urist McEmo decides to slaughter will be reported as missing some time after his death. Since the only ingredient used (a dwarf) is available in abundance, a fell mood will only fail if the fell dwarf is completely isolated from other dwarves, or if the proper workshop does not exist. The end result is always an artifact and a legendary craftsdwarf. Only unhappy dwarves may enter a fell mood.Īmusingly, it seems fell dwarves can murder ghosts as well.Īside from the loss of a potentially important dwarf in the wrong place at the wrong time, there doesn't seem to be any downside to a fell mood. 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.In other words, you have to determine where they are on the list of required materials and then provide the next one before they will continue collecting other materials. Important Note: They will only collect these materials in the order that they require them. 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 able 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 ended.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.The conditions necessary for a strange mood to occur are not fully understood, although they may possess even dwarf children.
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