[Notice] Additional Notice of revamp in the personality system
Greetings.
This is Dragon Village Collection.
Since the Notice regarding the revamping of the personality system was posted,
We’ve reviewed opinions sent by many tamers meticulously.
First, the core elements in reorganizing the personality system we informed you of are as follows.
1. The difficulty of achieving personality will be eased, and all personality conditions will also be disclosed.
2. The basis for determining dragon personality is a new system called Affinity level.
Consider Affinity level is a point that can be filled by dragon training and caring..
3. Personality is ultimately determined by actions taken within the affinity level.
If Affinity level 4 is achieved, personality is only resulted within level 4,
Even if the conditions from different Affinity levels overlap, personality from other Affinity levels will not be applied.
4. Training, caring, and special actions conducted on the dragon to achieve personality can all be found through a system called Personality Helper.
In the first notice posted, we tried to reduce misunderstanding factors as much as possible by disclosing why we wanted to reorganize our personality system and how it is planned with examples, images, and conditional tables. However, it caused much worry because so many factors will be changed, and my explanation was insufficient.
Regarding these parts, it's my fault that I couldn't explain them better. I'm so sorry for the confusion.
So, we would like to explain the reorganization of the personality system again through an additional notice
and inform you of the revised details by referring to the many opinions Tamers sent.
If you want to have a specific personality among the first disclosure of personality conditions,
there was a part where you must rely on the probability to achieving the goal.
So, to adjust this part positively as much as possible, we changed the personality condition so that there is no case where you can not exclude unwanted personality conditions due to condition overlapping.
In addition, we plan to add a feature that reduces the affinity level when Dragon gets sick so that you can control the affinity level.
There may be cases in which it's hard to exclude the basic personality,
By minimizing the number of overlapping conditions, We have adjusted the personality results that are probabilities as much as possible,
so please check the condition table below for more information.
Affinity Level | Personality | Revamped Condition |
Basic | Quick Witted | 1. Highest Effort Value is Agility 2. There is the element with same Effort Value |
Naive | 1. Lowest Effort Value is Strength 2. There is no element with same Effort Value | |
Rash | 1. Lowest Effort Value is Focus 2. There is no element with same Effort Value | |
Hasty | 1. Lowest Effort Value is Intellect 2. There is no element with same Effort Value | |
Brave | 1. Highest Effort Value is Strength 2. There is the element with same Effort Value | |
Bold | 1. Highest Effort Value is Strength 2. There is no element with same Effort Value | |
Quirky | 1. Lowest Effort Value is Focus 2. There is the element with same Effort Value | |
Adamant | 1. Lowest Effort Value is Intellect 2. There is the element with same Effort Value | |
Quiet | 1. Highest Effort Value is Focus 2. There is no element with same Effort Value | |
Calm | 1. Lowest Effort Value is Agility 2. There is the element with same Effort Value | |
Hardy | 1. Lowest Effort Value is Strength 2. There is the element with same Effort Value | |
Careful | 1. Highest Effort Value is Focus 2. There is the element with same Effort Value | |
Docile | 1. Lowest Effort Value is Agility 2. There is no element with same Effort Value | |
Bashful | 1. Highest Effort Value is Intellect 2. There is no element with same Effort Value | |
Lax | 1. Highest Effort Value is Agility 2. There is no element with same Effort Value | |
Smart | 1. Highest Effort Value is Intellect 2. There is the element with same Effort Value | |
Mystical | 1. The acquisition is from Evria. | |
Unknown | 1. The acquisition is from Evria. 2. All Effort Values of target is same as 1 | |
Baleful | 1. Personality exclusive to Card code vol.1 dragon | |
Apocalyptic | 1. Personality exclusive to Card code vol.2 dragon | |
Abyssal | 1. Personality exclusive to Card code vol.3 dragon | |
Lunatic | 1. Targeted by Hydragon's special action [Grant Frenzy] once | |
2 | Timid | 1. Care equal or more than once 2. Train equal or more than twice |
Serious | 1. Train equal or more than once 2. Performed only single type of Train | |
Fearful | 1. Disease equal or more than once | |
Lonely | 1. Train 0 time | |
Curious | 1. Opened Treasure chest after set as partner dragon equal or more than 10 times | |
Distracted | 1. All Effort Value are different 2. Focus Train 0 times | |
Sociable | 1. Visited profiles of users in square after set as the partner dragon equal or more than 10 times | |
3 | Dull | 1. All Effort Value same 2. Each Effort Value Equal or Less then 25 |
Silent | 1. Care equal or more than 2 times 2. Train equal or more than 5 times | |
Introvert | 1. Trained 0 time | |
Extrovert | 1. Visited villages of other users after set as the partner dragon equal or more than 10 times 2. View Counts equal or more than 100 times | |
Elegant | 1. Agility Train only once 2. Strength Train only once 3. Focus Train only once 4. Intellect Train only once | |
Arrogant | 1. All Effort Value equal or more than 20 2. View Counts equal or more than 100 | |
Lousy | 1. View Counts equal or more than 50 less than100 | |
Meticulous | 1. All Effort Value has unit digit number 0 | |
Dawn | 1. Special Actions [Cuddle], [Paralysis], [Mind Reading], [Sea Creature Calling], [Inject Venom], [Mist Curtain] Equal or more than 3 times | |
4 | Capable | 1. All Effort Value same 2. All Effort Value more than 25 |
Cheerful | 1. Disease 0 time 2. Care 4 times 3. Train 8 times | |
Lovely | 1. View Counts 200 equal or more than | |
Charming | 1. Care equal or more than 20 times | |
Perfectionist | 1. All Effort Value equal or more than 25 | |
Immersed | 1. One of Effort Value equal or more than 120 | |
Clumsy | 1. Train equal or more than 6 times 2. All Train Results are Equal or Less then 'good' | |
Wild | 1. Disease equal or more than 2 times | |
Frail | 1. Train failed equal or more than 3 times | |
Solitary | 1. View Counts 1 2. All Effort Value End with unit digit 1 | |
Somber | 1. Train 10 times 2. Care 10 times 3. All Train results are 'so-so' | |
Pure | 1. All Grandparents are Gen.1 and same species 2. All Parents are Gen.2 and same species 3. Grandparents, Parents are all different entity | |
Classy | 1. All Grandparents are Gen.1 and same species 2. All Parents are Gen.2 and same species 3. Grandparents, Parents are all different entity 4. All Effort Value가 20 equal or more than | |
Neat | 1. All Grandparents are same species 2. All Parents are same species 3. Grandparents, Parents are all different entity 4. All Grandparents, Parents satisfiying condition 1, 2, 3 | |
Noble | 1. All Grandparents are same species 2. All Parents are same species 3. Grandparents, Parents are all different entity 4. All Grandparents, Parents satisfiying condition 1, 2, 3 5. All Effort Values are equal or more than 20 |
Once again, We apologize to Tamer for the confusion.
Thank you.