Kenshi.zoneWorld Encyclopedia

PersonalityReport

English:Personality · Game Mechanics

A tag attached to a character that decides which lines they say — and whether they will follow you out after you cut them out of a cage. Traitorous slaves never join you, and there is no exception.

Personality is a tag attached to a character — not a stat. It is what an infobox means by "Personality: Traitorous".

Mostly it decides which variant of a line a character speaks: the same content exists in several versions and the tag picks one. But it is not only flavour. In a few places the tag decides whether something happens at all.

The seven tags

TagFCS number
Honorable1
Traitorous2
Smart5
Dumb6
Brave9
Fearful10
Maniacal14

Unique recruits usually have dialogue written specifically for them. Generic recruits do not — what they say is decided by this tag.

What it changes besides dialogue

Reactions on entering a zone. With a character marked Smart in the squad, entering the Fog Islands produces a comment that Fogmen exist and that the squad should move through quickly. Without one, the character only says they do not like the feel of this fog — same place, two different amounts of information.

Talk after world events. Once major world leaders go down, characters start commenting on the state of the world. A squad full of unique recruits produces conversations that reach back into their backstories; a squad of generic recruits gets the ordinary version.

Interrogation and bribes. A United Cities Samurai Gate Sergeant with an Honorable personality will never accept a bribe. One with a Traitorous personality plants drugs in your bag instead and demands a bribe as blackmail.

Patrol hostility. Patrolling groups of Tech Hunters can turn aggressive towards the player, but only while their leader carries a specific personality.

Freeing slaves: who actually comes with you

This is where personality matters most. Whether a slave becomes a recruitable companion is primarily decided by their personality, with an element of chance on top:

After they have followed you out:

NoteTraitorous characters always run away from you. Everyone else who followed has a 41% chance of joining the squad; Traitorous is 0%. Which means you can never recruit a Traitorous character by breaking them out — not unlikely, impossible.

See also