http://dwarffortresswiki.org/api.php?action=feedcontributions&user=Gameboy17&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-29T13:35:26ZUser contributionsMediaWiki 1.35.11http://dwarffortresswiki.org/index.php?title=Digging_designation_canceled&diff=234267Digging designation canceled2017-12-11T21:35:53Z<p>Gameboy17: Linked to script to reveal designated tiles, since only currently linked resource is out of date</p>
<hr />
<div>This error message pauses the game and zooms to the location where the warm or damp stone was located.<br />
<br />
[[File:Damp Stone Butcher.png|thumb|right|In this case, digging the room around the butcher was cancelled due to the last, bottom right tile being below the pool floor. The pool is known since it is in the surface. Note that it was possible to dig below the upper level's damp tiles of clay.]]<br />
<br />
Warm or damp stone is very dangerous as it indicates the presence of nearby [[magma]] or [[water]] respectively. However the stone could be warm/damp because the magma/water is beside the tile, directly above the tile, or directly below the tile - and most of the time ''you don't know which''. You will only know if you are near the surface and you find the damp stone below a known [[Murky pool]]:<br />
<br />
The safest thing to do is back off several tiles, mine up a [[z-level]] then approach the location again. Rinse and repeat until you emerge above the surface of the magma/water. Note that you will not receive warnings when digging staircases upward. If you plan on digging a staircase to a higher z-level, make sure there are no [[aquifers]] or [[magma]] in your way!<br />
<br />
Side Profile: <br />
<br />
Below tile Beside tile Above tile Key<br />
<br />
####### ####### ####### # Unmined stone<br />
↑ __o<font color="blue"><b>#</b>#</font>## ###<font color="red">##</font>## ###<font color="red">##</font>## <font color="red">#</font> Warm stone<br />
z ##<font color="red">#~~#</font># _o<font color="blue"><b>#</b>~~#</font># ##<font color="red">#~~#</font># <font color="blue"><b>#</b></font> Square that was just canceled<br />
axis ##<font color="red">#~~#</font># ##<font color="red">#~~#</font># ##<font color="red">#~~#</font># <font color="red">~</font> Magma<br />
↓ ###<font color="red">##</font>## ###<font color="red">##</font>## __o<font color="blue"><b>#</b>#</font>## _ Floor of the tunnel<br />
####### ####### ####### o Miner<br />
<br />
Only in the middle case would it be unsafe to mine out the square that had just been canceled: In the first and last cases, there would be a floor between you and the fluid.<br />
<br />
The obnoxious recentering and pausing can be stopped by editing [[announcements.txt]] and removing <code>:P:R</code> from the lines concerning the announcement, so they read:<br />
[DIG_CANCEL_WARM:A_D:D_D]<br />
[DIG_CANCEL_DAMP:A_D:D_D]<br />
<br />
The job cancellations can be disabled with the utility on http://www.bay12forums.com/smf/index.php?topic=21892.0 . Note that this can be [[fun]]. (This utility no longer works in recent versions, as the addresses it relies on have changed.)<br />
<br />
Alternatively, there is [http://www.bay12forums.com/smf/index.php?topic=168607.0 a DFhack script to reveal designated tiles] which will prevent those designations from being cancelled (since the tiles will already be revealed). This may reduce [[fun]] if it reveals water or magma that you actually didn't know was there, so please use responsibly.<br />
<br />
{{Category|Errors}}<br />
{{Category|Designations}}</div>Gameboy17http://dwarffortresswiki.org/index.php?title=Digging_designation_canceled&diff=234111Digging designation canceled2017-12-06T19:17:05Z<p>Gameboy17: Noted that utility is out of date</p>
<hr />
<div>This error message pauses the game and zooms to the location where the warm or damp stone was located.<br />
<br />
[[File:Damp Stone Butcher.png|thumb|right|In this case, digging the room around the butcher was cancelled due to the last, bottom right tile being below the pool floor. The pool is known since it is in the surface. Note that it was possible to dig below the upper level's damp tiles of clay.]]<br />
<br />
Warm or damp stone is very dangerous as it indicates the presence of nearby [[magma]] or [[water]] respectively. However the stone could be warm/damp because the magma/water is beside the tile, directly above the tile, or directly below the tile - and most of the time ''you don't know which''. You will only know if you are near the surface and you find the damp stone below a known [[Murky pool]]:<br />
<br />
The safest thing to do is back off several tiles, mine up a [[z-level]] then approach the location again. Rinse and repeat until you emerge above the surface of the magma/water. Note that you will not receive warnings when digging staircases upward. If you plan on digging a staircase to a higher z-level, make sure there are no [[aquifers]] or [[magma]] in your way!<br />
<br />
Side Profile: <br />
<br />
Below tile Beside tile Above tile Key<br />
<br />
####### ####### ####### # Unmined stone<br />
↑ __o<font color="blue"><b>#</b>#</font>## ###<font color="red">##</font>## ###<font color="red">##</font>## <font color="red">#</font> Warm stone<br />
z ##<font color="red">#~~#</font># _o<font color="blue"><b>#</b>~~#</font># ##<font color="red">#~~#</font># <font color="blue"><b>#</b></font> Square that was just canceled<br />
axis ##<font color="red">#~~#</font># ##<font color="red">#~~#</font># ##<font color="red">#~~#</font># <font color="red">~</font> Magma<br />
↓ ###<font color="red">##</font>## ###<font color="red">##</font>## __o<font color="blue"><b>#</b>#</font>## _ Floor of the tunnel<br />
####### ####### ####### o Miner<br />
<br />
Only in the middle case would it be unsafe to mine out the square that had just been canceled: In the first and last cases, there would be a floor between you and the fluid.<br />
<br />
The obnoxious recentering and pausing can be stopped by editing [[announcements.txt]] and removing <code>:P:R</code> from the lines concerning the announcement, so they read:<br />
[DIG_CANCEL_WARM:A_D:D_D]<br />
[DIG_CANCEL_DAMP:A_D:D_D]<br />
<br />
The job cancellations can be disabled with the utility on http://www.bay12forums.com/smf/index.php?topic=21892.0 . Note that this can be [[fun]]. (This utility no longer works in recent versions, as the addresses it relies on have changed.)<br />
<br />
{{Category|Errors}}<br />
{{Category|Designations}}</div>Gameboy17http://dwarffortresswiki.org/index.php?title=Cheese&diff=233433Cheese2017-11-03T18:53:41Z<p>Gameboy17: Added D for Dwarf section from https://www.reddit.com/r/dwarffortress/comments/6zhj8u/dwarven_etymology/?st=j9k96ixi&sh=932b9d3e</p>
<hr />
<div>{{Quality|Superior|09:57, 18 May 2015 (UTC)}}<br />
{{av}}<br />
<br />
'''Cheese''' is a [[food]] item made from [[milk]] at the [[Farmer's workshop]] with the [[cheese making]] labor. It can be eaten as is or cooked into [[prepared meal|prepared meals]].<br />
<br />
A single "Make cheese" job will take a barrel of milk to the workshop and produce several stacks of cheese of size 5 or less - for example, a barrel containing 17 units of milk will produce 3 stacks of 5 cheese and 1 stack of 2 cheese.<br />
<br />
The milk of any milk-producing animal can be converted to cheese. With the exception of dwarven cheese, which is made from [[dwarven milk]], all other cheeses are priced at the value of 10☼.<br />
<br />
Counterintuitively, while milk in a barrel won't rot, cheese outside of a food stockpile will.<br />
<br />
{| class="wikitable"<br />
|+'''Cheese pricing and trade information'''<br />
|-<br />
! Name<br />
! Price<br />
! Dwarven trade good<br />
! Human trade good<br />
! Elven trade good<br />
|-<br />
| Dwarven cheese<br />
| 20☼<br />
| No<sup>1</sup><br />
| No<br />
| No<br />
|-<br />
| Other cheeses<br />
| 10☼<br />
| Yes<br />
| Yes<br />
| No<br />
|}<br />
<br />
<sup>1</sup>: By default, you can't get dwarven milk or cheese from embarkation or dwarven caravans {{Bug|1449}}. See [[Caverns#Caravan and embark item availability|this section]] for a workaround.<br />
<br />
{{Translation<br />
| dwarven = shokmug<br />
| elvish = fetha<br />
| goblin = ursus<br />
| human = anig<br />
}}<br />
<br />
<br />
<br />
<br />
{{D for Dwarf}}<br />
You are likely acquainted with the dwarven fondness for cheese, but did you know that a dwarf actually invented cheese? She was trying to ferment milk and turn it into a new kind of alcohol, and was quite surprised when she ended up with something else entirely.<br />
That's why the dwarven word for cheese is 'shokmug.' She was shocked that it couldn't be drunk from a mug.<br />
<br />
{{Category|Food}}</div>Gameboy17http://dwarffortresswiki.org/index.php?title=Attribute&diff=231335Attribute2017-06-22T04:32:10Z<p>Gameboy17: Typo (furance -> furnace)</p>
<hr />
<div>{{Quality|Exceptional|21:26, 20 September 2016 (UTC)}}<br />
{{av}}<br />
:''"Memory" redirects here. For computer memory, see [[Memory (computing)]].''<br />
A creature has numerous attributes which affect its performance at various tasks. These attributes are split into physical factors associated with the body and mental factors associated with a creature's soul.<br />
<br />
Attributes can be viewed in the Thoughts and Preferences screen. Body attributes are listed just above prefstrings, and soul attributes are listed immediately thereafter. Positive attributes are shown in dark green while negative attributes are shown in red.<br />
<br />
Attributes are associated with skills, so that shield use will raise endurance as an attribute, but not attributes like memory. Different attributes raised by one skill may not be raised by the same amount. Attribute gain and rust rates, along with skill gain and rust rates, are moddable in the raws as a [[Creature token]].<br />
<br />
Attributes can be viewed for individual dwarves by selecting {{k|v}}iew dwarves, {{k|z}}, {{k|enter}} or by going to the {{k|u}}nits menu, {{k|v}}iew, then {{k|enter}}.<br />
<br />
== Descriptions ==<br />
In-game attribute descriptions are calculated based on the difference from the [[creature|species]] average<!-- caste average? -->. [[Human]]s' median attribute values are always 1000. Thus, if the median [[dwarf]] has higher than 1000 for an attribute, that means the median dwarf is better than the median human for that attribute (however, individual humans may be better than individual dwarves due to intraspecies variation). Likewise, if the median dwarf has below 1000 for an attribute, then the median human bests the median dwarf in that contest.<br />
<br />
The tiers at which descriptions change are 250, 500, 750, and 1000 above or below the species median. Interestingly, if a species has an attribute with a median below 1000, such as dwarves' agility, the lowest tier will never be displayed.<br />
<br />
These descriptions are not used in [[adventurer mode]].<br />
<br />
== Body Attributes ==<br />
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different, as they are calculated based on the species average. In almost every case, a higher attribute value is better, as opposed to [[personality trait]]s where one may prefer higher or lower depending on the situation.<br />
<br />
=== Strength ===<br />
Alters the damage done in melee (increases velocity of weapon swings), increases muscle mass (thicker muscle layer also resists damage more), and increases how much a creature can carry. Higher strength also increases the speed of fast [[gait]]s in most creatures, including running, soaring, galloping, and fast swimming. The dwarf median of 1250 is higher than average, but not by much.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 2250&ndash;5000 || unbelievably strong<br />
|-<br />
| 2000&ndash;2249 || mighty<br />
|-<br />
| 1750&ndash;1999 || very strong<br />
|-<br />
| 1500&ndash;1749 || strong<br />
|-<br />
| 1001&ndash;1499 || (no description)<br />
|-<br />
| 751&ndash;1000 || weak<br />
|-<br />
| 501&ndash;750 || very weak<br />
|-<br />
| 251&ndash;500 || unquestionably weak<br />
|-<br />
| 0&ndash;250 || unfathomably weak<br />
|}<br />
<br />
===Agility===<br />
This attribute affects the speed of a creature's fast-moving [[gait]]s in the same way as strength &mdash; a creature with maximum agility and strength can run faster than a creature with minimum agility and strength. The median dwarf agility of 900 is slightly below average.<br />
<br />
Because dwarves in general have below-average agility, and because the descriptions are based off the difference from the racial average, no dwarves will ever display as "abysmally clumsy".<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 1900&ndash;5000 || amazingly agile<br />
|-<br />
| 1650&ndash;1899 || extremely agile<br />
|-<br />
| 1400&ndash;1649 || very agile<br />
|-<br />
| 1150&ndash;1399 || agile<br />
|-<br />
| 651&ndash;1149 || (no description)<br />
|-<br />
| 401&ndash;650 || clumsy<br />
|-<br />
| 151&ndash;400 || quite clumsy<br />
|-<br />
| 0&ndash;150 || totally clumsy<br />
|-<br />
| (never displayed) || abysmally clumsy<br />
|}<br />
<br />
===Toughness===<br />
Reduces physical damage. The dwarf median of 1250 is higher than average, but not by much.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 2250&ndash;5000 || basically unbreakable<br />
|-<br />
| 2000&ndash;2249 || incredibly tough<br />
|-<br />
| 1750&ndash;1999 || quite durable<br />
|-<br />
| 1500&ndash;1749 || tough<br />
|-<br />
| 1001&ndash;1499 || (no description)<br />
|-<br />
| 751&ndash;1000 || flimsy<br />
|-<br />
| 501&ndash;750 || very flimsy<br />
|-<br />
| 251&ndash;500 || remarkably flimsy<br />
|-<br />
| 0&ndash;250 || shockingly fragile<br />
|}<br />
<br />
===Endurance===<br />
Reduces the rate at which dwarves become exhausted. The dwarf median endurance of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|- <br />
| 2000&ndash;5000 || absolutely inexhaustible<br />
|-<br />
| 1750&ndash;1999 || indefatigable<br />
|-<br />
| 1500&ndash;1749 || very slow to tire<br />
|-<br />
| 1250&ndash;1499 || slow to tire<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || quick to tire<br />
|-<br />
| 251&ndash;500 || very quick to tire<br />
|-<br />
| 1&ndash;250 || extremely quick to tire<br />
|-<br />
| 0 || truly quick to tire<br />
|}<br />
<br />
===Recuperation===<br />
Increases the rate of wound healing. The dwarf median recuperation of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 2000&ndash;5000 || possessed of amazing recuperative powers<br />
|-<br />
| 1750&ndash;1999 || incredibly quick to heal<br />
|-<br />
| 1500&ndash;1749 || quite quick to heal<br />
|-<br />
| 1250&ndash;1499 || quick to heal<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || slow to heal<br />
|-<br />
| 251&ndash;500 || very slow to heal<br />
|-<br />
| 1&ndash;250 || really slow to heal<br />
|-<br />
| 0 || shockingly slow to heal<br />
|}<br />
<br />
===Disease Resistance===<br />
Reduces the risk of disease. The dwarf median disease resistance of 1000 is exactly the human average. This also appears to reduce the risk of negative effects from drinking [[alcohol]].<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 2000&ndash;5000 || virtually never sick<br />
|-<br />
| 1750&ndash;1999 || almost never sick<br />
|-<br />
| 1500&ndash;1749 || very rarely sick<br />
|-<br />
| 1250&ndash;1499 || rarely sick<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || susceptible to disease<br />
|-<br />
| 251&ndash;500 || quite susceptible to disease<br />
|-<br />
| 1&ndash;250 || really susceptible to disease<br />
|-<br />
| 0 || stunningly susceptible to disease<br />
|}<br />
<br />
=== Skills By Body Attribute ===<br />
{{SkillsByBodyAttribute}}<br />
<br />
==Soul Attributes==<br />
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different. In almost every case, a higher attribute value is better, as opposed to [[personality trait]]s where one may prefer higher or lower depending on the situation.<br />
<br />
From [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312 this post by Toady One]:<br />
<blockquote><br />
With respect to skills: most of these attributes only affect duration, when that is the only available skill effect to begin with, but they are factored into outcomes when it applies.<br />
</blockquote><br />
<br />
At the [[#Skills By Soul Attribute|bottom]] is a list of which attributes affect which skills. [[:Image:DFmental.PNG|This]] pair of charts provides an easier to read summary of the soul attributes that are useful for doctors and soldiers.<br />
<br />
===Analytical Ability===<br />
The dwarf median analytical ability of 1250 is slightly above average.<br />
<br />
{| {{prettytable}}<br />
! Value <br />
! Description<br />
<br />
|- <br />
| 2250&ndash;5000 || awesome intellectual powers<br />
|-<br />
| 2000&ndash;2249 || great analytical abilities<br />
|-<br />
| 1750&ndash;1999 || a sharp intellect<br />
|-<br />
| 1500&ndash;1749 || a good intellect<br />
|-<br />
| 1001&ndash;1499 || (no description)<br />
|-<br />
| 751&ndash;1000 || poor analytical abilities<br />
|-<br />
| 501&ndash;750 || very bad analytical abilities<br />
|-<br />
| 251&ndash;500 || a lousy intellect<br />
|-<br />
| 0&ndash;250 || a stunning lack of analytical ability<br />
|}<br />
<br />
===Focus===<br />
The dwarf median focus of 1500 is above average.<br />
<br />
{| {{prettytable}}<br />
! Value{{verify}}<br />
! Description<br />
<!-- These values are somewhat suspect... --><br />
|- <br />
| 2542&ndash;5000 || unbreakable focus<br />
|-<br />
| 2292&ndash;2541 || a great ability to focus<br />
|-<br />
| 2042&ndash;2291 || very good focus<br />
|-<br />
| 1792&ndash;2041 || the ability to focus<br />
|-<br />
| 1293&ndash;1791 || (no description)<br />
|-<br />
| 1043&ndash;1292 || poor focus<br />
|-<br />
| 793&ndash;1042 || quite poor focus<br />
|-<br />
| 543&ndash;792 || really poor focus<br />
|-<br />
| 0&ndash;542 || the absolute inability to focus<br />
|}<br />
<br />
===Willpower===<br />
Willpower directly reduces exertion and pain effects. Also prevents creatures from fleeing in battle. The dwarf median willpower of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value <br />
! Description<br />
<br />
|- <br />
| 2000&ndash;5000 || an unbreakable will<br />
|-<br />
| 1750&ndash;1999 || an iron will<br />
|-<br />
| 1500&ndash;1749 || a lot of willpower<br />
|-<br />
| 1250&ndash;1499 || willpower<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || little willpower<br />
|-<br />
| 251&ndash;500 || a large deficit of willpower<br />
|-<br />
| 1&ndash;250 || next to no willpower<br />
|-<br />
| 0 || absolutely no willpower<br />
|}<br />
<br />
===Creativity===<br />
The dwarf median creativity of 1250 is slightly above the human average.<br />
<br />
{| {{prettytable}}<br />
! Value <br />
! Description<br />
<br />
|- <br />
| 2250&ndash;5000 || a boundless creative imagination<br />
|-<br />
| 2000&ndash;2249 || great creativity<br />
|-<br />
| 1751&ndash;1999 || very good creativity<br />
|-<br />
| 1500&ndash;1750 || good creativity<br />
|-<br />
| 1001&ndash;1499 || (no description)<br />
|-<br />
| 751&ndash;1000 || meager creativity<br />
|-<br />
| 501&ndash;750 || poor creativity<br />
|-<br />
| 251&ndash;500 || lousy creativity<br />
|-<br />
| 0&ndash;250 || next to no creative talent<br />
|}<br />
<br />
===Intuition===<br />
The dwarf median intuition of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value <br />
! Description<br />
<br />
|- <br />
| 2000&ndash;5000 || uncanny intuition<br />
|-<br />
| 1750&ndash;1999 || great intuition<br />
|-<br />
| 1500&ndash;1749 || very good intuition<br />
|-<br />
| 1250&ndash;1499 || good intuition<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || bad intuition<br />
|-<br />
| 251&ndash;500 || very bad intuition<br />
|-<br />
| 1&ndash;250 || lousy intuition<br />
|-<br />
| 0 || horrible intuition<br />
|}<br />
<br />
===Patience===<br />
Some non-skill tasks are affected by Patience. The dwarf median patience of 1250 is slightly above the human average.<br />
{| {{prettytable}}<br />
! Value <br />
! Description<br />
<br />
|- <br />
| 2250&ndash;5000 || absolutely boundless patience<br />
|-<br />
| 2000&ndash;2249 || a deep well of patience<br />
|-<br />
| 1750&ndash;1999 || a great deal of patience<br />
|-<br />
| 1500&ndash;1749 || a sum of patience<br />
|-<br />
| 1001&ndash;1499 || (no description)<br />
|-<br />
| 751&ndash;1000 || a shortage of patience<br />
|-<br />
| 501&ndash;750 || little patience<br />
|-<br />
| 251&ndash;500 || very little patience<br />
|-<br />
| 0&ndash;250 || no patience at all<br />
|}<br />
<br />
===Memory===<br />
The dwarf median memory of 1250 is slightly above the human average.<br />
<br />
{| {{prettytable}}<br />
! Value <br />
! Description<br />
<br />
|- <br />
| 2250&ndash;5000 || an astonishing memory<br />
|-<br />
| 2000&ndash;2249 || an amazing memory<br />
|-<br />
| 1750&ndash;1999 || a great memory<br />
|-<br />
| 1500&ndash;1749 || a good memory<br />
|-<br />
| 1001&ndash;1499 || (no description)<br />
|-<br />
| 751&ndash;1000 || an iffy memory<br />
|-<br />
| 501&ndash;750 || a poor memory<br />
|-<br />
| 251&ndash;500 || a really bad memory<br />
|-<br />
| 0&ndash;250 || little memory to speak of<br />
|}<br />
<br />
===Linguistic Ability===<br />
The dwarf median linguistic ability of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value <br />
! Description<br />
<br />
|- <br />
| 2000&ndash;5000 || an astonishing ability with languages and words<br />
|-<br />
| 1750&ndash;1999 || a great affinity for language<br />
|-<br />
| 1500&ndash;1749 || a natural inclination toward language<br />
|-<br />
| 1250&ndash;1499 || a way with words<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || a little difficulty with words<br />
|-<br />
| 251&ndash;500 || little linguistic ability<br />
|-<br />
| 1&ndash;250 || very little linguistic ability<br />
|-<br />
| 0 || difficulty with words and language<br />
|}<br />
<br />
===Spatial Sense===<br />
The dwarf median spacial sense of 1500 is above the human average.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
<br />
|- <br />
| 2542&ndash;5000 || a stunning feel for spatial relationships<br />
|-<br />
| 2292&ndash;2541 || an amazing spatial sense<br />
|-<br />
| 2042&ndash;2291 || a great feel for the surrounding space<br />
|-<br />
| 1792&ndash;2041 || a good spatial sense<br />
|-<br />
| 1293&ndash;1791 || (no description)<br />
|-<br />
| 1043&ndash;1292 || a questionable spatial sense<br />
|-<br />
| 793&ndash;1042 || poor spatial senses<br />
|-<br />
| 543&ndash;792 || an atrocious spatial sense<br />
|-<br />
| 0&ndash;542 || no sense for spatial relationships<br />
|}<br />
<br />
===Musicality===<br />
The dwarf median musicality of 1000 is exactly the human average.<br />
{| {{prettytable}}<br />
! Value <br />
! Description<br />
<br />
|- <br />
| 2000&ndash;5000 || an astonishing knack for music<br />
|-<br />
| 1750&ndash;1999 || a great musical sense<br />
|-<br />
| 1500&ndash;1749 || a natural ability with music<br />
|-<br />
| 1250&ndash;1499 || a feel for music<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || an iffy sense for music<br />
|-<br />
| 251&ndash;500 || little natural inclination toward music<br />
|-<br />
| 1&ndash;250 || next to no natural musical ability<br />
|-<br />
| 0 || absolutely no feel for music at all<br />
|}<br />
<br />
===Kinesthetic Sense===<br />
Most skills involving any movement at all (lots of them), and many non-skilled tasks as well are affected by Kinesthetic Sense. The dwarf median kinesthetic sense of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value <br />
! Description<br />
<br />
|- <br />
| 2000&ndash;5000 || an astounding feel for the position of own body<br />
|-<br />
| 1750&ndash;1999 || a great kinesthetic sense<br />
|-<br />
| 1500&ndash;1749 || a very good sense of the position of own body<br />
|-<br />
| 1250&ndash;1499 || a good kinesthetic sense<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || a meager kinesthetic sense<br />
|-<br />
| 251&ndash;500 || a poor kinesthetic sense<br />
|-<br />
| 1&ndash;250 || a very clumsy kinesthetic sense<br />
|-<br />
| 0 || an unbelievably atrocious sense of the position of own body<br />
|}<br />
<br />
===Empathy===<br />
The dwarf median empathy of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value <br />
! Description<br />
<br />
|- <br />
| 2000&ndash;5000 || an absolutely remarkable sense of others' emotions<br />
|-<br />
| 1750&ndash;1999 || a great sense of empathy<br />
|-<br />
| 1500&ndash;1749 || a very good sense of empathy<br />
|-<br />
| 1250&ndash;1499 || an ability to read emotions fairly well<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || poor empathy<br />
|-<br />
| 251&ndash;500 || a very bad sense of empathy<br />
|-<br />
| 1&ndash;250 || next to no empathy<br />
|-<br />
| 0 || the utter inability to judge others' emotions<br />
|}<br />
<br />
===Social Awareness===<br />
The dwarf median social awareness of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value <br />
! Description<br />
|- <br />
| 2000&ndash;5000 || a shockingly profound feel for social relationships<br />
|-<br />
| 1750&ndash;1999 || a great feel for social relationships<br />
|-<br />
| 1500&ndash;1749 || a very good feel for social relationships<br />
|-<br />
| 1250&ndash;1499 || a good feel for social relationships<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || a meager ability with social relationships<br />
|-<br />
| 251&ndash;500 || a poor ability to manage or understand social relationships<br />
|-<br />
| 1&ndash;250 || a lack of understanding of social relationships<br />
|-<br />
| 0 || an absolute inability to understand social relationships<br />
|}<br />
<br />
=== Skills By Soul Attribute ===<br />
{{SkillsBySoulAttribute}}<br />
<br />
== Skills by Associated Attributes ==<br />
:''If your browser cannot display this table properly you can view the [[Attribute_table_old|legacy version]].''<br />
<br />
{| border="1" cellpadding="2" style="border-spacing: 0; border-width: 1px; border-style: solid; text-align:center;"<br />
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"<br />
! style="text-align:center;" | <br><br><br><br><br><br>Skill<br />
{{Rotated-heading|[[#Agility|Agility]]}}<br />
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}<br />
{{Rotated-heading|[[#Creativity|Creativity]]}}<br />
{{Rotated-heading|[[#Empathy|Empathy]]}}<br />
{{Rotated-heading|[[#Endurance|Endurance]]}}<br />
{{Rotated-heading|[[#Focus|Focus]]}}<br />
{{Rotated-heading|[[#Intuition|Intuition]]}}<br />
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}<br />
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}<br />
{{Rotated-heading|[[#Memory|Memory]]}}<br />
{{Rotated-heading|[[#Patience|Patience]]}}<br />
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}<br />
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}<br />
{{Rotated-heading|[[#Strength|Strength]]}}<br />
{{Rotated-heading|[[#Toughness|Toughness]]}}<br />
{{Rotated-heading|[[#Willpower|Willpower]]}}<br />
|-style="background:#f5f5f5;"<br />
| [[Ambusher]] || {{X}} || || || || || {{X}} || || {{X}} || || || || || {{X}} || || || <br />
|-<br />
| [[Animal caretaker]] ||{{X}}||{{X}}|| ||{{X}}|| || || || || ||{{X}}|| || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Animal dissector]] ||{{X}}|| || || || || || ||{{X}}|| || || || || || || || <br />
|-<br />
| [[Animal trainer]] ||{{X}}|| || ||{{X}}||{{X}}|| ||{{X}}|| || || ||{{X}}|| || || ||{{X}}|| <br />
|-style="background:#f5f5f5;"<br />
| [[Appraiser]] || ||{{X}}|| || || || ||{{X}}|| || ||{{X}}|| || || || || || <br />
|-<br />
| [[Archer]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Armor user]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| {{X}}<br />
|-<br />
| [[Armorsmith]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Beekeeper]] ||{{X}}||{{X}}|| || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Biter]] || || || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}||{{X}}|| {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Blowgunner]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Bone carver]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Bone doctor]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Bowman]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Bowyer]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Brewer]] ||{{X}}|| || || || || || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Building designer]] || ||{{X}}||{{X}}|| || || || || || || || || ||{{X}}|| || || <br />
|-<br />
| [[Butcher]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Carpenter]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Cheese maker]] ||{{X}}||{{X}}||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Clothier]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"<br />
! style="text-align:center;" | <br><br><br><br><br><br>Skill<br />
{{Rotated-heading|[[#Agility|Agility]]}}<br />
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}<br />
{{Rotated-heading|[[#Creativity|Creativity]]}}<br />
{{Rotated-heading|[[#Empathy|Empathy]]}}<br />
{{Rotated-heading|[[#Endurance|Endurance]]}}<br />
{{Rotated-heading|[[#Focus|Focus]]}}<br />
{{Rotated-heading|[[#Intuition|Intuition]]}}<br />
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}<br />
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}<br />
{{Rotated-heading|[[#Memory|Memory]]}}<br />
{{Rotated-heading|[[#Patience|Patience]]}}<br />
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}<br />
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}<br />
{{Rotated-heading|[[#Strength|Strength]]}}<br />
{{Rotated-heading|[[#Toughness|Toughness]]}}<br />
{{Rotated-heading|[[#Willpower|Willpower]]}}<br />
|-<br />
| Combat(*) ||{{X}}|| || || || || || ||{{X}}|| || || || ||{{X}}||{{X}}||{{X}}|| {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Comedian]](**) ||{{X}}|| ||{{X}}|| || || || ||{{X}}||{{X}}|| || || || || || || <br />
|-<br />
| [[Cook]] ||{{X}}||{{X}}||{{X}}|| || || || ||{{X}}|| || || || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Crossbowman]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Crutch walker]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}|| || || {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Diagnostician]] || ||{{X}}|| || || || ||{{X}}|| || ||{{X}}|| || || || || || <br />
|-<br />
| [[Dodger]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Dyer]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Engraver]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Fish cleaner]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || || || || <br />
|-<br />
| [[Fish dissector]] ||{{X}}|| || || || || || ||{{X}}|| || || || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Fisherdwarf]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || ||{{X}}|| || ||{{X}}|| || <br />
|-<br />
| [[Furnace operator]] || ||{{X}}|| || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-style="background:#f5f5f5;"<br />
| [[Gem cutter]] ||{{X}}||{{X}}|| || || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Gem setter]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Glassmaker]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Glazer]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Grower]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Herbalist]] ||{{X}}|| || || || || || ||{{X}}|| ||{{X}}|| || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Intimidator]](**) ||{{X}}|| || || || || || ||{{X}}||{{X}}|| || || || || || || <br />
|-<br />
| [[Judge of intent]] || || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}|| || || || <br />
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"<br />
! style="text-align:center;" | <br><br><br><br><br><br>Skill<br />
{{Rotated-heading|[[#Agility|Agility]]}}<br />
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}<br />
{{Rotated-heading|[[#Creativity|Creativity]]}}<br />
{{Rotated-heading|[[#Empathy|Empathy]]}}<br />
{{Rotated-heading|[[#Endurance|Endurance]]}}<br />
{{Rotated-heading|[[#Focus|Focus]]}}<br />
{{Rotated-heading|[[#Intuition|Intuition]]}}<br />
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}<br />
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}<br />
{{Rotated-heading|[[#Memory|Memory]]}}<br />
{{Rotated-heading|[[#Patience|Patience]]}}<br />
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}<br />
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}<br />
{{Rotated-heading|[[#Strength|Strength]]}}<br />
{{Rotated-heading|[[#Toughness|Toughness]]}}<br />
{{Rotated-heading|[[#Willpower|Willpower]]}}<br />
|-<br />
| [[Knapper]] ||{{X}}||{{X}}|| || || || || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Leatherworker]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Liar]](**) || || ||{{X}}|| || || || || ||{{X}}|| || ||{{X}}|| || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Lye maker]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-<br />
| [[Mason]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Mechanic]] ||{{X}}||{{X}}||{{X}}|| ||{{X}}|| || || || || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Metal crafter]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Metalsmith]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Milker]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Miller]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Miner]] || || || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}||{{X}}|| {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Observer]] || || || || || ||{{X}}||{{X}}|| || || || || ||{{X}}|| || || <br />
|-<br />
| [[Organizer]] || ||{{X}}||{{X}}|| || || || || || || || ||{{X}}|| || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Potash maker]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-<br />
| [[Potter]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
|-<br />
| [[Presser]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Pump operator]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Record keeper]] || ||{{X}}|| || || ||{{X}}|| || || ||{{X}}|| || || || || || <br />
|-<br />
| [[Shearer]] || || || || || || || || || || || || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Siege engineer]] ||{{X}}||{{X}}||{{X}}|| ||{{X}}|| || || || || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Siege operator]] || ||{{X}}|| || ||{{X}}||{{X}}|| || || || || || ||{{X}}||{{X}}||{{X}}|| <br />
|-style="background:#f5f5f5;"<br />
| [[Soaper]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-<br />
| Social(***) || || || ||{{X}}|| || || || ||{{X}}|| || ||{{X}}|| || || || <br />
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"<br />
! style="text-align:center;" | <br><br><br><br><br><br>Skill<br />
{{Rotated-heading|[[#Agility|Agility]]}}<br />
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}<br />
{{Rotated-heading|[[#Creativity|Creativity]]}}<br />
{{Rotated-heading|[[#Empathy|Empathy]]}}<br />
{{Rotated-heading|[[#Endurance|Endurance]]}}<br />
{{Rotated-heading|[[#Focus|Focus]]}}<br />
{{Rotated-heading|[[#Intuition|Intuition]]}}<br />
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}<br />
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}<br />
{{Rotated-heading|[[#Memory|Memory]]}}<br />
{{Rotated-heading|[[#Patience|Patience]]}}<br />
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}<br />
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}<br />
{{Rotated-heading|[[#Strength|Strength]]}}<br />
{{Rotated-heading|[[#Toughness|Toughness]]}}<br />
{{Rotated-heading|[[#Willpower|Willpower]]}}<br />
|-<br />
| [[Spinner]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Stone crafter]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Strand extractor]] ||{{X}}||{{X}}|| || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Student]] || ||{{X}}|| || || ||{{X}}|| || || ||{{X}}|| || || || || || <br />
|-<br />
| [[Surgeon]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Suturer]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Swimmer]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Tanner]] ||{{X}}|| || || || || || ||{{X}}|| || || || || || || || <br />
|-<br />
| [[Thresher]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Trapper]] ||{{X}}||{{X}}||{{X}}|| || || || || || || || || ||{{X}}|| || || <br />
|-<br />
| [[Wax worker]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Weaponsmith]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Weaver]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Wood crafter]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Wood cutter]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Wood burner]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-<br />
| [[Wound dresser]] ||{{X}}|| || ||{{X}}|| || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Wrestler]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || {{X}}<br />
|}<br />
<br />
(*) Combat skills: [[Axeman]], [[Fighter]], [[Hammerman]], [[Kicker]], [[Knife user]], [[Lasher]], [[Maceman]], [[Misc. object user]], [[Pikeman]], [[Shield user]], [[Spearman]], [[Striker]], [[Swordsman]], [[Thrower]]. Does ''not'' include [[Dodger]].{{verify}}<br />
<br />
(**) Unless otherwise prohibited by traits.<br />
<br />
(***) Social skills: [[Conversationalist]], [[Flatterer]], [[Negotiator]], [[Persuader]], [[Consoler]], [[Leader]], [[Pacifier]], [[Teacher]], unless otherwise prohibited by traits. Does ''not'' include [[Comedian]], [[Intimidator]], [[Judge of intent]], or [[Liar]].<br />
<br />
Notes:<br />
This data assumes, without evidence, that the same skills use <i>some</i> of the attributes that they train (i.e. that high agility improves chance of dodging). The data is accurate as of game version 31.18.<br />
<br />
*Spatial Sense and Kinesthetic Sense are almost everywhere<br />
*Nothing trains Disease Resistance, Recuperation, or Musicality<br />
*Intimidation and Comedy, social skills, raise Agility. Dwarven comedy is slapstick/clowning, not stand-up.<br />
*knowledge_acquisition (student) doesn't boost skill gain except for teacher-student relations in a barracks<br />
*Choose high-volume labors that train useful attributes for milita day-jobs/bootcamp<br />
*Fishing, Siege Operating, and Record Keeping are useful for marksdwarves as they train the Focus attribute<br />
*Hunting (ambusher/sneak) has identical attribute gain to Crossbow and Archer skills<br />
*Shearing apparently doesn't train anything<br />
<br />
===Attributes trained by skills===<br />
'''Strength''':<br />
<br />
Miner, Carpenter, Wood cutter, Mason, Bone doctor, Beekeeper, Brewer, Cheese maker, Dyer, Grower, Lye maker, Milker, Miller, Potash Maker, Presser, Soaper, Spinner, Thresher, Wood burner, Fisherdwarf, Armorsmith, Furnace operator, Metal crafter, Metalsmith, Weaponsmith, Glassmaker, Leatherworker, Strand extractor, Mechanic, Pump operator, Siege engineer, Siege operator, Swimmer, all general combat and close combat skills (but not Dodger)<br />
<br />
'''Agility''':<br />
<br />
Bowyer, Carpenter, Wood cutter, Engraver, Mason, Animal caretaker, Animal trainer, Trapper, Bone doctor, Crutch-walker, Surgeon, Suturer, Wound dresser, Beekeeper, Brewer, Butcher, Cheese maker, Cook, Dyer, Grower, Herbalist, Milker, Miller, Presser, Spinner, Tanner, Thresher, Fish cleaner, Fish dissector, Fisherdwarf, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Glazer, Leatherworker, Potter, Stone crafter, Wax worker, Weaver, Wood crafter, Strand extractor, Mechanic, Siege engineer, Alchemist, Swimmer, Comedian, Intimidator, Student, Druid, Coordination, all general combat, close combat, and ranged combat/hunting skills (but not Biter or Armor user)<br />
<br />
'''Toughness''':<br />
<br />
Miner, Animal trainer, Lye maker, Potash maker, Soaper, Wood burner, Furnace operator, Pump operator, Siege operator, Druid, all general combat and close combat skills, Swimming while drowning{{verify}}<br />
<br />
'''Endurance''':<br />
<br />
Miner, Wood cutter, Mason, Animal trainer, Crutch-walker, Beekeeper, Butcher, Cheese maker, Dyer, Grower, Lye maker, Milker, Miller, Potash maker, Presser, Soaper, Spinner, Thresher, Wood burner, Fish cleaner, Armorsmith, Furnace operator, Metal crafter, Metalsmith, Weaponsmith, Glassmaker, Leatherworker, Strand extractor, Mechanic, Pump operator, Siege engineer, Siege operator, Swimmer, Armor user, Biter, Dodger, Druid<br />
<br />
'''Disease Resistance''':<br />
<br />
Nothing!<br />
<br />
'''Recuperation''':<br />
<br />
Swimming while drowning(Slow gain) {{Verify}}, Recovering from wounds {{Verify}}<br />
<br />
'''Analytical Ability''':<br />
<br />
Animal caretaker, Trapper, Diagnostician, Beekeeper, Cheese maker, Cook, Furnace operator, Gem cutter, Strand extractor, Mechanic, Siege engineer, Siege operator, Alchemist, Knapper, Appraiser, Building designer, Organizer, Record keeper, Student, Military tactics, Tracker<br />
<br />
'''Memory''':<br />
<br />
Animal caretaker, Diagnostician, Herbalist, Appraiser, Record keeper, Student, Reader<br />
<br />
'''Creativity''':<br />
<br />
Bowyer, Carpenter, Engraver, Mason, Trapper, Cheese maker, Cook, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Gem setter, Bone carver, Clothier, Glassmaker, Glazer, Leatherworker, Potter, Stone crafter, Wax worker, Weaver, Wood crafter, Mechanic, Siege engineer, Alchemist, Building designer, Organizer, Comedian, Liar, Military tactics, Poet, Wordsmith, Writer<br />
<br />
'''Intuition''':<br />
<br />
Animal trainer, Diagnostician, Alchemist, Appraiser, Observer, Military tactics, Poet, Wordsmith, Writer<br />
<br />
'''Focus''':<br />
<br />
Bone doctor, Surgeon, Suturer, Fisherdwarf, Siege operator, Record keeper, Concentration, Observer, Student, Tracker, Discipline, Reader, ranged combat/hunting skills<br />
<br />
'''Willpower''':<br />
<br />
Miner, Wood cutter, Crutch-walker, Pump operator, Swimmer, Concentration, Discipline, all general combat and close combat skills<br />
<br />
'''Patience''':<br />
<br />
Animal trainer, Fisherdwarf, Concentration<br />
<br />
'''Spatial Sense''':<br />
<br />
Miner, Bowyer, Carpenter, Wood cutter, Engraver, Mason, Trapper, Bone doctor, Crutch-walker, Surgeon, Suturer, Wound dresser, Spinner, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Glazer, Leatherworker, Potter, Stone crafter, Wax worker, Weaver, Wood crafter, Mechanic, Siege engineer, Siege operator, Swimmer, Knapper, Building designer, Observer, Tracker, Coordination, all general combat, close combat, and ranged combat/hunting skills (but not Armor user)<br />
<br />
'''Kinesthetic Sense''':<br />
<br />
Miner, Bowyer, Carpenter, Wood cutter, Engraver, Mason, Bone doctor, Crutch-walker, Surgeon, Suturer, Wound dresser, Beekeeper, Brewer, Butcher, Cheese maker, Cook, Dyer, Grower, Herbalist, Lye maker, Milker, Miller, Potash Maker, Presser, Soaper, Spinner, Tanner, Thresher, Wood burner, Fish cleaner, Fish dissector, Fisherdwarf, Armorsmith, Furnace operator, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Glazer, Leatherworker, Potter, Stone crafter, Wax worker, Weaver, Wood crafter, Strand extractor, Pump operator, Swimmer, Knapper, Comedian, Intimidator, Coordination, all general combat, close combat, and ranged combat/hunting skills<br />
<br />
'''Linguistic Ability''':<br />
<br />
Comedian, Conversationalist, Flatterer, Intimidator, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher, Poet, Wordsmith, Writer, Reader, Speaker (personality traits may preclude access to some of these skills)<br />
<br />
'''Musicality''':<br />
<br />
Quality of musical performances<br />
<br />
'''Empathy''':<br />
<br />
Animal caretaker, Animal trainer, Conversationalist, Flatterer, Judge of intent, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)<br />
<br />
'''Social Awareness''':<br />
<br />
Organizer, Conversationalist, Flatterer, Judge of intent, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)<br />
<br />
== Dwarf Attributes ==<br />
<br />
Each attribute is a number between 0 and 5000, but in dwarven terms anything below 200 is rare [http://dffd.wimbli.com/file.php?id=5882] and anything above 2500 is extraordinary. In the default raws (/raw/objects/creature_standard.txt), dwarven attributes come in four levels. <br />
<br />
Focus and Spatial Sense are referred to as "++", or two steps above default. Their range is defined as [700:1200:1400:1500:1600:1800:2500], which sets out six ranges: 700-1200, 1200-1400, etc. Dwarves have an equal chance of dropping into any of these ranges, and an equal probability again of getting any number in that range. So the bottom one-sixth of your dwarves will be really low, the top one-sixth really high, and the two-thirds in the middle huddled around average. This also means that the median and the mean are slightly different: the mean for ++ is 1516.66... while median is 1500.<br />
<br />
Strength, Toughness, Analytical Ability, Creativity, Patience, and Memory are +, or one step above default. Their ranges are [450:950:1150:1250:1350:1550:2250], and their mean is 1266.66...<br />
<br />
Endurance, Disease Resistance, Recuperation, Intuition, Willpower, Kinesthetic Sense, Linguistic Ability, Musicality, Empathy, and Social Awareness are AVG, or the default. Their ranges are not specified in the raws, but they are [200:700:900:1000:1100:1300:2000] for Physical and [200:800:900:1000:1100:1300:2000] for Mental.<br />
<br />
Agility is "-", the only attribute to be below default. Its ranges are [150:600:800:900:1000:1100:1500], mean 862.5, median 900.<br />
<br />
== Training Attributes == <br />
<br />
It would seem that various skills train various attributes at different rates. For Physical Attributes and Willpower, military training works best. It relatively quickly gives a Dwarf some extra Agility and Strength, making him walk and work faster in all areas (According to [http://www.bay12forums.com/smf/index.php?topic=121573.msg3944723#msg3944723] speed is a factor in determining how fast a labour is completed). <br />
<br />
Attributes are capped in Adventure mode and probably also in Dwarf mode. Those caps are governed by MENT_ATT_CAP_PERC and PHYS_ATT_CAP_PERC. By default the maximum attribute values (barring increases from vampirism and other interactions) are governed by the starting value as well as the median for that caste (that is the middle value in PHYS_ATT_RANGE, for example 1000 for most attributes for Dwarves). <br />
attribute_cap = starting_value + max {starting_value, median} <br />
<br />
The speed of learning attributes is governed by "cost to improve" in PHYS_ATT_RATES and MENT_ATT_RATES. By default CTI for attributes is 500, which means the counter for using that attribute has to be incremented 500 times for the Dwarf to gain 1 in that attribute. The lower the CTI, the faster an attribute increases. According to [http://www.bay12forums.com/smf/index.php?topic=66525.msg3993120#msg3993120] the counter is incremented every ten ticks a skill using that attribute is in use. This means it takes 5000 TUs or just over 4 in-game days of continuous labour to improve an attribute by 1. The improved attribute gain from military training may stem from the fact that sparring and individual combat drills train multiple skills at the same time.<br />
<br />
==Standard Ranges==<br />
<br />
The game comes pre-stocked with several sets of attribute ranges, some better than others. The signs that come after the numeral ranges indicate what level that range represents, but has no effect in of themselves.<br />
<br />
0:0:0:0:0:0:0] unattainable<br />
<br />
0:100:200:300:400:450:500] ---<br />
<br />
0:400:600:750:800:900:1100] --<br />
<br />
150:600:800:900:1000:1100:1500] -<br />
<br />
200:700:900:1000:1100:1300:2000] Default<br />
<br />
450:950:1150:1250:1350:1550:2250] +<br />
<br />
700:1200:1400:1500:1600:1800:2500] ++<br />
<br />
1250:1500:1750:2000:2500:3000:5000] +++<br />
<br />
5000:5000:5000:5000:5000:5000:5000] max</div>Gameboy17