Adventures of Conquest

Personalities

Table of contents

    Personality types

    Here you will find a list of all the default personality types in Adventures of Conquest. The vanilla game contains 6 of them, but more can be modded in.

    Virtuous
    "I will conquer these lands for the good of mankind. I will strive forward with great courage."
    "I will help those in need, and I treat others with kindness."

    Evil
    "I will rule these lands. Nothing will stand in my way. Obey me or pay the price."
    "I do not care for your petty needs. I do not leave survivors."

    Crazy
    "I won't rest until I have completed my potato collection. Also, where are we going again?"
    "When villains hold speeches, I like to throw random garbage at them for no reason."

    Intelligent
    "The lost knowledge hiding among the ruins of this old continent could be invaluable."
    "I have read about this before. This is a device to measure the relative flow of time."

    Mischievous
    "I know an opportunity when I see one. I will take everything I can and make my way out."
    "When is your closing time again? Just asking."

    Mysterious
    "In my dreams something deep within these lands is calling me. Spirits will give me guidance."
    "This chest has undergone a long journey. It spoke to me, saying it contains something valuable."

    In Dialogues

    Dialogues always consider all personality types. The dialogue system was created from the ground up to have different sentences & responses for all types accordingly. It is also possible to have multiple dialogue variations for a single personality.

    NPCs can respond in a way that matches the currently speaking player character's personality type. A merchant may respond politely to a virtuous or intelligent player character, and bluntly to an evil or mischievous one.

    Player characters can talk to each other in dialogues. They are able to address each others personality, name and class.

    In Gameplay

    Personality types can also be used as Requirement. A certain quest or event can be tied to the group's personality types.