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== Training attributes == | == Training attributes == | ||
− | 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 them 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 | + | 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 them 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 labor is completed). |
Attributes are capped in Adventure mode and probably also in dwarf mode. Those caps are governed by {{token|MENT_ATT_CAP_PERC}} and {{token|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 {{token|PHYS_ATT_RANGE}}, for example 1000 for most attributes for dwarves). | Attributes are capped in Adventure mode and probably also in dwarf mode. Those caps are governed by {{token|MENT_ATT_CAP_PERC}} and {{token|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 {{token|PHYS_ATT_RANGE}}, for example 1000 for most attributes for dwarves). | ||
attribute_cap = starting_value + max {starting_value, median} | attribute_cap = starting_value + max {starting_value, median} | ||
− | The speed of learning attributes is governed by "cost to improve" in {{token|PHYS_ATT_RATES}} and {{token|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 | + | The speed of learning attributes is governed by "cost to improve" in {{token|PHYS_ATT_RATES}} and {{token|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 labor 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. |
==Standard ranges== | ==Standard ranges== |
Revision as of 13:30, 16 June 2024
This article is about an older version of DF. |
A creature has numerous attributes which affect its performance at various tasks, split into physical factors associated with the body, and mental factors associated with the soul.
Attributes can be viewed in the thoughts and preferences screen. Body attributes are listed directly before prefstrings; soul attributes directly after. Positive attributes are shown in green, negative attributes are shown in red, and average attributes are omitted. Said attributes may be listed on the thoughts and preferences screen as follows (may have to be highlighted to be seen):
He is slow to tire and agile, but he is quite susceptible to disease.
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 and skill gain and rust rates are moddable in the raws as a creature token.
Attributes can be viewed for individual dwarves by selecting (view dwarves, z, enter), or by going to the (units menu, view, then enter).
Descriptions
In-game attribute descriptions are calculated based on the difference from the species average. Humans' 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.
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.
These descriptions are not used in adventurer mode.
Body attributes
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 traits where one may prefer higher or lower depending on the situation.
Strength
Alters the damage done in melee (increases velocity of weapon swings), increases muscle mass (a thicker muscle layer also resists damage more), and increases how much a creature can carry. Higher strength also increases the speed of fast gaits in most creatures, including running, soaring, galloping, and fast swimming, however, proportionate gains in muscle mass can eventually reduce speed enough to overtake the gains (more so with larger creatures than dwarves). The dwarven median of 1250 is higher than average.
Value | Description |
---|---|
2250–5000 | unbelievably strong |
2000–2249 | mighty |
1750–1999 | very strong |
1500–1749 | strong |
1001–1499 | (no description) |
751–1000 | weak |
501–750 | very weak |
251–500 | unquestionably weak |
0–250 | unfathomably weak |
Agility
This attribute affects the speed of a creature's fast-moving gaits in the same way as strength — 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.
Because dwarves in general have below-average agility, and because the descriptions are based on the difference from the racial average, no dwarves will ever display as "abysmally clumsy".
Value | Description |
---|---|
1900–5000 | amazingly agile |
1650–1899 | extremely agile |
1400–1649 | very agile |
1150–1399 | agile |
651–1149 | (no description) |
401–650 | clumsy |
151–400 | quite clumsy |
0–150 | totally clumsy |
(never displayed) | abysmally clumsy |
Toughness
Reduces physical damage of all kinds, including bleeding and suffocation. The dwarf median of 1250 is higher than average.
Value | Description |
---|---|
2250–5000 | basically unbreakable |
2000–2249 | incredibly tough |
1750–1999 | quite durable |
1500–1749 | tough |
1001–1499 | (no description) |
751–1000 | flimsy |
501–750 | very flimsy |
251–500 | remarkably flimsy |
0–250 | shockingly fragile |
Endurance
Reduces the rate at which dwarves become exhausted, as well as increasing pain tolerance. The dwarven median endurance of 1000 is exactly the human average.
Value | Description |
---|---|
2000–5000 | absolutely inexhaustible |
1750–1999 | indefatigable |
1500–1749 | very slow to tire |
1250–1499 | slow to tire |
751–1249 | (no description) |
501–750 | quick to tire |
251–500 | very quick to tire |
1–250 | extremely quick to tire |
0 | truly quick to tire |
Recuperation
Increases the rate of wound healing and reduces fat. The dwarven median recuperation of 1000 is exactly the human average.
Value | Description |
---|---|
2000–5000 | possessed of amazing recuperative powers |
1750–1999 | incredibly quick to heal |
1500–1749 | quite quick to heal |
1250–1499 | quick to heal |
751–1249 | (no description) |
501–750 | slow to heal |
251–500 | very slow to heal |
1–250 | really slow to heal |
0 | shockingly slow to heal |
Disease resistance
Reduces the risk of contracting syndromes, and their negative effects when active, including the alcohol-induced ones. The dwarven median disease resistance of 1000 is exactly the human average. Having a disease resistance of 5000 does not grant immunities.
Value | Description |
---|---|
2000–5000 | virtually never sick |
1750–1999 | almost never sick |
1500–1749 | very rarely sick |
1250–1499 | rarely sick |
751–1249 | (no description) |
501–750 | susceptible to disease |
251–500 | quite susceptible to disease |
1–250 | really susceptible to disease |
0 | stunningly susceptible to disease |
Skills by body attribute
Soul attributes
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 traits where one may prefer higher or lower depending on the situation.
From this post by Toady One:
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.
At the bottom is a list of which attributes affect which skills. This pair of charts provides an easier to read summary of the soul attributes that are useful for doctors and soldiers.
Analytical ability
The dwarven median analytical ability of 1250 is slightly above average.
Value | Description |
---|---|
2250–5000 | awesome intellectual powers |
2000–2249 | great analytical abilities |
1750–1999 | a sharp intellect |
1500–1749 | a good intellect |
1001–1499 | (no description) |
751–1000 | poor analytical abilities |
501–750 | very bad analytical abilities |
251–500 | a lousy intellect |
0–250 | a stunning lack of analytical ability |
Focus
The dwarven median focus of 1500 is above average.
Value[Verify] | Description |
---|---|
2542–5000 | unbreakable focus |
2292–2541 | a great ability to focus |
2042–2291 | very good focus |
1792–2041 | the ability to focus |
1293–1791 | (no description) |
1043–1292 | poor focus |
793–1042 | quite poor focus |
543–792 | really poor focus |
0–542 | the absolute inability to focus |
Willpower
Willpower directly reduces exertion and pain effects, and also affects the threshold before creatures flee in battle and the effects of stress. The dwarven median willpower of 1000 is exactly the human average.
Value | Description |
---|---|
2000–5000 | an unbreakable will |
1750–1999 | an iron will |
1500–1749 | a lot of willpower |
1250–1499 | willpower |
751–1249 | (no description) |
501–750 | little willpower |
251–500 | a large deficit of willpower |
1–250 | next to no willpower |
0 | absolutely no willpower |
Creativity
The dwarven median creativity of 1250 is slightly above the human average.
Value | Description |
---|---|
2250–5000 | a boundless creative imagination |
2000–2249 | great creativity |
1751–1999 | very good creativity |
1500–1750 | good creativity |
1001–1499 | (no description) |
751–1000 | meager creativity |
501–750 | poor creativity |
251–500 | lousy creativity |
0–250 | next to no creative talent |
Intuition
The dwarven median intuition of 1000 is exactly the human average.
Value | Description |
---|---|
2000–5000 | uncanny intuition |
1750–1999 | great intuition |
1500–1749 | very good intuition |
1250–1499 | good intuition |
751–1249 | (no description) |
501–750 | bad intuition |
251–500 | very bad intuition |
1–250 | lousy intuition |
0 | horrible intuition |
Patience
Some non-skill tasks are affected by Patience. The dwarven median patience of 1250 is slightly above the human average.
Value | Description |
---|---|
2250–5000 | absolutely boundless patience |
2000–2249 | a deep well of patience |
1750–1999 | a great deal of patience |
1500–1749 | a sum of patience |
1001–1499 | (no description) |
751–1000 | a shortage of patience |
501–750 | little patience |
251–500 | very little patience |
0–250 | no patience at all |
Memory
The dwarven median memory of 1250 is slightly above the human average.
Value | Description |
---|---|
2250–5000 | an astonishing memory |
2000–2249 | an amazing memory |
1750–1999 | a great memory |
1500–1749 | a good memory |
1001–1499 | (no description) |
751–1000 | an iffy memory |
501–750 | a poor memory |
251–500 | a really bad memory |
0–250 | little memory to speak of |
Linguistic ability
The dwarven median linguistic ability of 1000 is exactly the human average.
Value | Description |
---|---|
2000–5000 | an astonishing ability with languages and words |
1750–1999 | a great affinity for language |
1500–1749 | a natural inclination toward language |
1250–1499 | a way with words |
751–1249 | (no description) |
501–750 | a little difficulty with words |
251–500 | little linguistic ability |
1–250 | very little linguistic ability |
0 | difficulty with words and language |
Spatial sense
The dwarven median spatial sense of 1500 is above the human average.
Value | Description |
---|---|
2542–5000 | a stunning feel for spatial relationships |
2292–2541 | an amazing spatial sense |
2042–2291 | a great feel for the surrounding space |
1792–2041 | a good spatial sense |
1293–1791 | (no description) |
1043–1292 | a questionable spatial sense |
793–1042 | poor spatial senses |
543–792 | an atrocious spatial sense |
0–542 | no sense for spatial relationships |
Musicality
Musicality affects performances, such as playing music with instruments and singing. The dwarven median musicality of 1000 is exactly the human average.
Value | Description |
---|---|
2000–5000 | an astonishing knack for music |
1750–1999 | a great musical sense |
1500–1749 | a natural ability with music |
1250–1499 | a feel for music |
751–1249 | (no description) |
501–750 | an iffy sense for music |
251–500 | little natural inclination toward music |
1–250 | next to no natural musical ability |
0 | absolutely no feel for music at all |
Kinesthetic sense
Most skills involving any movement at all (lots of them), and many non-skilled tasks as well, are affected by Kinesthetic Sense. The dwarven median kinesthetic sense of 1000 is exactly the human average.
Value | Description |
---|---|
2000–5000 | an astounding feel for the position of [his/her] own body |
1750–1999 | a great kinesthetic sense |
1500–1749 | a very good sense of the position of [his/her] own body |
1250–1499 | a good kinesthetic sense |
751–1249 | (no description) |
501–750 | a meager kinesthetic sense |
251–500 | a poor kinesthetic sense |
1–250 | a very clumsy kinesthetic sense |
0 | an unbelievably atrocious sense of the position of [his/her] own body |
Empathy
The dwarven median empathy of 1000 is exactly the human average.
Value | Description |
---|---|
2000–5000 | an absolutely remarkable sense of others' emotions |
1750–1999 | a great sense of empathy |
1500–1749 | a very good sense of empathy |
1250–1499 | an ability to read emotions fairly well |
751–1249 | (no description) |
501–750 | poor empathy |
251–500 | a very bad sense of empathy |
1–250 | next to no empathy |
0 | the utter inability to judge others' emotions |
Social awareness
The dwarven median social awareness of 1000 is exactly the human average.
Value | Description |
---|---|
2000–5000 | a shockingly profound feel for social relationships |
1750–1999 | a great feel for social relationships |
1500–1749 | a very good feel for social relationships |
1250–1499 | a good feel for social relationships |
751–1249 | (no description) |
501–750 | a meager ability with social relationships |
251–500 | a poor ability to manage or understand social relationships |
1–250 | a lack of understanding of social relationships |
0 | an absolute inability to understand social relationships |
Skills by soul attribute
Skills by associated attributes
- If your browser cannot display this table properly, you can view the legacy version.
Notes:
- Skills have both Primary attributes (labeled "A") and Secondary attributes (labeled "B" and "C"). Primary attributes give a bonus for every 100 points, while secondary attributes give a bonus for every 250 points.
- Spatial Sense and Kinesthetic Sense are almost everywhere
- Nothing trains Disease Resistance or Recuperation
- Intimidator and Comedian, both social skills, raise Agility. Dwarven comedy is slapstick/clowning, not stand-up.
- Student skill doesn't boost skill gain except for teacher-student relations in a barracks, and demonstrations in a guildhall
- Choose high-volume labors that train useful attributes for militia day-jobs/bootcamp
- Fishing, Siege Operating, and Record Keeping are useful for marksdwarves as they train the Focus attribute
- Hunting (ambusher/sneak) has identical attribute gain to Crossbow and Archer skills
Attributes trained by skills
Strength:
- Primary: Miner, Wood cutter, Carpenter, Mason, Butcher, Brewer, Miller, Milker, Grower, Furnace operator, Weaponsmith, Armorsmith, Metalsmith, Metal crafter, Glassmaker, Leatherworker, Axeman, Swordsman, Maceman, Hammerman, Spearman, Shield user, Armor user, Siege engineer, Siege operator, Pikeman, Thrower, Wood burner, Lye maker, Soaper, Potash maker, Dyer, Pump operator, Swimmer, Intimidator, Wrestler, Biter, Striker, Kicker, Misc. object user, Presser, Gelder, Papermaker
- Secondary: Thresher, Cheese maker, Fisherdwarf, Strand extractor, Knife user, Lasher, Mechanic, Bone doctor, Balance, Fighter, Knapper, Shearer, Spinner, Beekeeper, Climber, Dancer, Percussionist
Agility:
- Primary: Engraver, Animal trainer, Animal caretaker, Fish dissector, Animal dissector, Fish cleaner, Trapper, Tanner, Weaver, Alchemist, Clothier, Thresher, Cheese maker, Cook, Herbalist, Fisherdwarf, Strand extractor, Gem cutter, Gem setter, Wood crafter, Stone crafter, Bone carver, Knife user, Crossbowman, Bowyer, Lasher, Bowman, Blowgunner, Mechanic, Ambusher, Wound dresser, Surgeon, Bone doctor, Suturer, Crutch-walker, Comedian, Coordination, Balance, Fighter, Archer, Dodger, Knapper, Shearer, Spinner, Potter, Glazer, Beekeeper, Wax worker, Dancer, Keyboardist, Stringed instrumentalist, Wind instrumentalist, Percussionist, Bookbinder, Rider
- Secondary: Wood cutter, Carpenter, Mason, Butcher, Brewer, Miller, Milker, Grower, Weaponsmith, Armorsmith, Metalsmith, Metal crafter, Axeman, Swordsman, Maceman, Hammerman, Spearman, Shield user, Siege engineer, Pikeman, Thrower, Druid, Dyer, Swimmer, Intimidator, Wrestler, Striker, Kicker, Misc. object user, Presser, Climber, Gelder, Papermaker
Toughness:
- Primary: none
- Secondary: Miner, Animal trainer, Furnace operator, Axeman, Swordsman, Knife user, Maceman, Hammerman, Spearman, Shield user, Armor user, Siege operator, Pikeman, Lasher, Thrower, Druid, Wood burner, Lye maker, Soaper, Potash maker, Pump operator, Fighter, Biter, Striker, Kicker, Dodger, Misc. object user
Endurance:
- Primary: Druid, Climber
- Secondary: Miner, Wood cutter, Mason, Animal trainer, Fish cleaner, Butcher, Miller, Thresher, Cheese maker, Milker, Grower, Furnace operator, Strand extractor, Weaponsmith, Armorsmith, Metalsmith, Metal crafter, Glassmaker, Leatherworker, Armor user, Siege engineer, Siege operator, Mechanic, Crutch-walker, Wood burner, Lye maker, Soaper, Potash maker, Dyer, Pump operator, Swimmer, Wrestler, Biter, Dodger, Shearer, Spinner, Presser, Beekeeper, Gelder, Dancer, Wind instrumentalist, Percussionist
Disease Resistance:
- Nothing!
Recuperation:
- Nothing!
Analytical Ability:
- Primary: Animal caretaker, Trapper, Alchemist, Siege engineer, Mechanic, Building designer, Diagnostician, Appraiser, Organizer, Record keeper, Tracker, Tactician, Beekeeper, Critical thinker, Logician, Mathematician, Astronomer, Chemist
- Secondary: Cheese maker, Cook, Furnace operator, Strand extractor, Gem cutter, Siege operator, Student, Knapper, Geographer, Optics engineer, Fluid engineer
Focus:
- Primary: Fisherdwarf, Concentration
- Secondary: Crossbowman, Siege operator, Bowman, Blowgunner, Druid, Ambusher, Surgeon, Bone doctor, Suturer, Record keeper, Student, Discipline, Observer, Reader, Archer, Musician, Singer, Keyboardist, Stringed instrumentalist, Wind instrumentalist, Percussionist, Schemer
Willpower:
- Primary: Discipline
- Secondary: Miner, Wood cutter, Axeman, Swordsman, Knife user, Maceman, Hammerman, Spearman, Shield user, Armor user, Pikeman, Lasher, Thrower, Druid, Crutch-walker, Pump operator, Swimmer, Concentration, Fighter, Wrestler, Biter, Striker, Kicker, Dodger, Misc. object user, Climber, Rider
Creativity:
- Primary: none
- Secondary: Carpenter, Engraver, Mason, Trapper, Weaver, Alchemist, Clothier, Cheese maker, Cook, Weaponsmith, Armorsmith, Metalsmith, Gem setter, Wood crafter, Stone crafter, Metal crafter, Glassmaker, Leatherworker, Bone carver, Siege engineer, Bowyer, Mechanic, Building designer, Organizer, Liar, Comedian, Wordsmith, Writer, Poet, Tactician, Potter, Glazer, Wax worker, Musician, Singer, Keyboardist, Stringed instrumentalist, Wind instrumentalist, Percussionist, Schemer
Intuition:
- Primary: none
- Secondary: Animal trainer, Alchemist, Diagnostician, Judge of Intent, Appraiser, Tracker, Observer, Wordsmith, Writer, Poet, Tactician, Schemer
Patience:
- Primary: none
- Secondary: Animal trainer, Fisherdwarf, Concentration
Memory:
- Primary: Student
- Secondary: Animal caretaker, Herbalist, Diagnostician, Appraiser, Record keeper, Reader, Mathematician, Astronomer, Chemist, Geographer
Linguistic Ability:
- Primary: Persuader, Negotiator, Liar, Intimidator, Conversationalist, Comedian, Flatterer, Pacifier, Wordsmith, Writer, Poet, Reader, Speaker
- Secondary: Consoler, Leader, Teacher
Spatial Sense:
- Primary: Crossbowman, Siege operator, Bowman, Blowgunner, Ambusher, Observer, Archer, Knapper, Geographer, Optics engineer, Fluid engineer, Bookbinder
- Secondary: Miner, Wood cutter, Carpenter, Engraver, Mason, Trapper, Weaver, Clothier, Weaponsmith, Armorsmith, Metalsmith, Gem cutter, Gem setter, Wood crafter, Stone crafter, Metal crafter, Glassmaker, Leatherworker, Bone carver, Axeman, Swordsman, Knife user, Maceman, Hammerman, Spearman, Shield user, Siege engineer, Bowyer, Pikeman, Lasher, Mechanic, Building designer, Wound dresser, Surgeon, Bone doctor, Suturer, Crutch-walker, Swimmer, Tracker, Coordination, Fighter, Wrestler, Biter, Striker, Kicker, Dodger, Misc. object user, Shearer, Spinner, Potter, Glazer, Beekeeper, Wax worker, Climber, Dancer, Mathematician, Astronomer, Papermaker
Musicality:
- Primary: Musician, Singer, Keyboardist, Stringed instrumentalist, Wind instrumentalist, Percussionist
- Secondary: Dancer
Kinesthetic Sense:
- Primary: Miner, Wood cutter, Carpenter, Engraver, Mason, Fish dissector, Animal dissector, Fish cleaner, Butcher, Tanner, Weaver, Brewer, Clothier, Miller, Thresher, Cheese maker, Milker, Cook, Grower, Herbalist, Furnace operator, Strand extractor, Weaponsmith, Armorsmith, Metalsmith, Gem cutter, Gem setter, Wood crafter, Stone crafter, Metal crafter, Glassmaker, Leatherworker, Bone carver, Axeman, Swordsman, Knife user, Maceman, Hammerman, Spearman, Shield user, Armor user, Bowyer, Pikeman, Lasher, Wound dresser, Surgeon, Bone doctor, Suturer, Crutch-walker, Wood burner, Lye maker, Soaper, Potash maker, Dyer, Pump operator, Swimmer, Coordination, Balance, Fighter, Wrestler, Biter, Striker, Kicker, Dodger, Misc. object user, Shearer, Spinner, Potter, Glazer, Presser, Wax worker, Climber, Gelder, Dancer, Papermaker, Rider
- Secondary: Fisherdwarf, Crossbowman, Bowman, Blowgunner, Thrower, Ambusher, Intimidator, Comedian, Archer, Knapper, Beekeeper, Bookbinder
Empathy:
- Primary: Animal trainer, Druid, Judge of intent, Consoler, Leader, Teacher
- Secondary: Animal caretaker, Wound dresser, Persuader, Negotiator, Conversationalist, Flatterer, Pacifier, Speaker, Rider
Social Awareness:
- Primary: Schemer
- Secondary: Persuader, Negotiator, Judge of intent, Organizer, Liar, Conversationalist, Flatterer, Consoler, Pacifier, Speaker, Leader, Teacher
Dwarf attributes
Each attribute is a number between 0 and 5000, but in dwarven terms anything below 200 is rare [1] and anything above 2500 is extraordinary. In the default raws (/raw/objects/creature_standard.txt), dwarven attributes come in four levels.
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.
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...
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.
Agility is "-", the only attribute to be below default. Its ranges are [150:600:800:900:1000:1100:1500], mean 862.5, median 900.
Training attributes
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 them walk and work faster in all areas (According to [2] speed is a factor in determining how fast a labor is completed).
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).
attribute_cap = starting_value + max {starting_value, median}
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 [3] 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 labor 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.
Standard ranges
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 have no effect in and of themselves.
[0:0:0:0:0:0:0] | unattainable |
[0:100:200:300:400:450:500] | --- |
[0:400:600:750:800:900:1100] | -- |
[150:600:800:900:1000:1100:1500] | - |
[200:700:900:1000:1100:1300:2000] | Default |
[450:950:1150:1250:1350:1550:2250] | + |
[700:1200:1400:1500:1600:1800:2500] | ++ |
[1250:1500:1750:2000:2500:3000:5000] | +++ |
[5000:5000:5000:5000:5000:5000:5000] | max |