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Difference between revisions of "Attribute"

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(→‎Skills by Associated Attributes: New research implemented)
(Some testing in the arena with custom syndromes seems to indicate that it directly reduces the stress effects of trauma?)
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{{Quality|Fine|14:23, 18 July 2014 (UTC)}}
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{{Quality|Exceptional|21:26, 20 September 2016 (UTC)}}
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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.
+
:''"Memory" redirects here. For computer memory, see [[Memory (computing)]].''
 +
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 just above prefstrings, and soul attributes are listed immediately thereafter. Positive attributes are shown in dark green while negative attributes are shown in red.
+
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):<br />
 +
{{DFtext|He is slow to tire and agile, |2:0}}{{DFtext|but he is quite susceptible to disease.|4:0}}
  
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]].
+
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 {{k|v}}iew dwarves, {{k|z}}, {{k|enter}} or by going to the {{k|u}}nits menu, {{k|v}}iew, then {{k|enter}}.
+
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}}).
  
 
== Descriptions ==
 
== Descriptions ==
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These descriptions are not used in [[adventurer mode]].
 
These descriptions are not used in [[adventurer mode]].
  
== Body Attributes ==
+
== 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 trait]]s where one may prefer higher or lower depending on the situation.
 
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.
  
 
=== Strength ===
 
=== Strength ===
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.
+
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, however proportionate gains in muscle mass can eventually reduce speed enough to overtake the gains (moreso with larger creatures than dwarves.). The dwarf median of 1250 is higher than average.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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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.
 
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.
  
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".
+
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".
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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===Toughness===
 
===Toughness===
Reduces physical damage. The dwarf median of 1250 is higher than average, but not by much.
+
Reduces physical damage of all kinds, including bleeding and suffocation. The dwarf median of 1250 is higher than average.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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===Recuperation===
 
===Recuperation===
Increases the rate of wound healing. The dwarf median recuperation of 1000 is exactly the human average.
+
Increases the rate of wound healing and reduces fat. The dwarf median recuperation of 1000 is exactly the human average.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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|}
 
|}
  
===Disease Resistance===
+
===Disease resistance===
Reduces the risk of disease. The dwarf median disease resistance of 1000 is exactly the human average.
+
Reduces the risk of contracting syndromes and their negative effects when active, including the [[alcohol]]-induced ones. The dwarf median disease resistance of 1000 is exactly the human average.  
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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|}
 
|}
  
=== Skills By Body Attribute ===
+
== Skills by body attribute ==
 
{{SkillsByBodyAttribute}}
 
{{SkillsByBodyAttribute}}
  
==Soul Attributes==
+
==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 trait]]s where one may prefer higher or lower depending on the situation.
 
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.
  
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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.
 
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.
  
===Analytical Ability===
+
===Analytical ability===
 
The dwarf median analytical ability of 1250 is slightly above average.
 
The dwarf median analytical ability of 1250 is slightly above average.
  
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===Willpower===
 
===Willpower===
Willpower directly reduces exertion and pain effects. The dwarf median willpower of 1000 is exactly the human average.
+
Willpower directly reduces exertion and pain effects, and also affects the threshold before creatures flee in battle. The dwarf median willpower of 1000 is exactly the human average.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
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|}
 
|}
  
===Linguistic Ability===
+
===Linguistic ability===
 
The dwarf median linguistic ability of 1000 is exactly the human average.
 
The dwarf median linguistic ability of 1000 is exactly the human average.
  
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|}
 
|}
  
===Spatial Sense===
+
===Spatial sense===
 
The dwarf median spacial sense of 1500 is above the human average.
 
The dwarf median spacial sense of 1500 is above the human average.
  
 
{| {{prettytable}}
 
{| {{prettytable}}
! Value{{verify}}
+
! Value
 
! Description
 
! Description
  
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===Musicality===
 
===Musicality===
This attribute doesn't affect any skills. The dwarf median musicality of 1000 is exactly the human average.
+
Musicality affects performances such as playing music with instruments and singing. The dwarf median musicality of 1000 is exactly the human average.  
 
{| {{prettytable}}
 
{| {{prettytable}}
 
! Value  
 
! Value  
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|}
 
|}
  
===Kinesthetic Sense===
+
===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 dwarf median kinesthetic sense of 1000 is exactly the human average.
 
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.
  
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|-  
 
|-  
| 2000&ndash;5000 || an astounding feel for the position of own body
+
| 2000&ndash;5000 || an astounding feel for the position of [his/her] own body
 
|-
 
|-
 
| 1750&ndash;1999 || a great kinesthetic sense
 
| 1750&ndash;1999 || a great kinesthetic sense
 
|-
 
|-
| 1500&ndash;1749 || a very good sense of the position of own body
+
| 1500&ndash;1749 || a very good sense of the position of [his/her] own body
 
|-
 
|-
 
| 1250&ndash;1499 || a good kinesthetic sense
 
| 1250&ndash;1499 || a good kinesthetic sense
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| 1&ndash;250 || a very clumsy kinesthetic sense
 
| 1&ndash;250 || a very clumsy kinesthetic sense
 
|-
 
|-
| 0 || an unbelievably atrocious sense of the position of own body
+
| 0 || an unbelievably atrocious sense of the position of [his/her] own body
 
|}
 
|}
  
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|}
 
|}
  
===Social Awareness===
+
===Social awareness===
 
The dwarf median social awareness of 1000 is exactly the human average.
 
The dwarf median social awareness of 1000 is exactly the human average.
  
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|}
 
|}
  
=== Skills By Soul Attribute ===
+
== Skills by soul attribute ==
 
{{SkillsBySoulAttribute}}
 
{{SkillsBySoulAttribute}}
  
== Skills by Associated Attributes ==
+
== Skills by associated attributes ==
:''If your browser cannot display this table properly you can view the [[Attribute_table_old|legacy version]].''
+
:''If your browser cannot display this table properly, you can view the [[Attribute_table_old|legacy version]].''
 
   
 
   
 
{| border="1" cellpadding="2" style="border-spacing: 0; border-width: 1px; border-style: solid; text-align:center;"
 
{| border="1" cellpadding="2" style="border-spacing: 0; border-width: 1px; border-style: solid; text-align:center;"
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{{Rotated-heading|[[#Willpower|Willpower]]}}
 
{{Rotated-heading|[[#Willpower|Willpower]]}}
 
|-
 
|-
 +
| [[Climber]] || || || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || {{X}}
 +
|-style="background:#f5f5f5;"
 
| Combat(*) ||{{X}}|| || || || || || ||{{X}}|| || || || ||{{X}}||{{X}}||{{X}}|| {{X}}
 
| Combat(*) ||{{X}}|| || || || || || ||{{X}}|| || || || ||{{X}}||{{X}}||{{X}}|| {{X}}
 
|-style="background:#f5f5f5;"
 
|-style="background:#f5f5f5;"
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|-style="background:#f5f5f5;"
 
|-style="background:#f5f5f5;"
 
| [[Intimidator]](**) ||{{X}}|| || || || || || ||{{X}}||{{X}}|| || || || || || ||  
 
| [[Intimidator]](**) ||{{X}}|| || || || || || ||{{X}}||{{X}}|| || || || || || ||  
|-
 
| [[Judge of intent]] || || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}|| || || ||
 
 
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"
 
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"
 
! style="text-align:center;" | <br><br><br><br><br><br>Skill
 
! style="text-align:center;" | <br><br><br><br><br><br>Skill
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{{Rotated-heading|[[#Toughness|Toughness]]}}
 
{{Rotated-heading|[[#Toughness|Toughness]]}}
 
{{Rotated-heading|[[#Willpower|Willpower]]}}
 
{{Rotated-heading|[[#Willpower|Willpower]]}}
 +
|-
 +
| [[Judge of intent]] || || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}|| || || ||
 
|-
 
|-
 
| [[Knapper]] ||{{X}}||{{X}}|| || || || || ||{{X}}|| || || || ||{{X}}||{{X}}|| ||  
 
| [[Knapper]] ||{{X}}||{{X}}|| || || || || ||{{X}}|| || || || ||{{X}}||{{X}}|| ||  
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|-style="background:#f5f5f5;"
 
|-style="background:#f5f5f5;"
 
| [[Siege engineer]] ||{{X}}||{{X}}||{{X}}|| ||{{X}}|| || || || || || || ||{{X}}||{{X}}|| ||  
 
| [[Siege engineer]] ||{{X}}||{{X}}||{{X}}|| ||{{X}}|| || || || || || || ||{{X}}||{{X}}|| ||  
|-
 
| [[Siege operator]] || ||{{X}}|| || ||{{X}}||{{X}}|| || || || || || ||{{X}}||{{X}}||{{X}}||
 
|-style="background:#f5f5f5;"
 
| [[Soaper]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}||
 
|-
 
| Social(***) || || || ||{{X}}|| || || || ||{{X}}|| || ||{{X}}|| || || ||
 
 
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"
 
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"
 
! style="text-align:center;" | <br><br><br><br><br><br>Skill
 
! style="text-align:center;" | <br><br><br><br><br><br>Skill
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{{Rotated-heading|[[#Toughness|Toughness]]}}
 
{{Rotated-heading|[[#Toughness|Toughness]]}}
 
{{Rotated-heading|[[#Willpower|Willpower]]}}
 
{{Rotated-heading|[[#Willpower|Willpower]]}}
 +
|-
 +
| [[Siege operator]] || ||{{X}}|| || ||{{X}}||{{X}}|| || || || || || ||{{X}}||{{X}}||{{X}}||
 +
|-style="background:#f5f5f5;"
 +
| [[Soaper]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}||
 +
|-
 +
| Social(***) || || || ||{{X}}|| || || || ||{{X}}|| || ||{{X}}|| || || ||
 
|-
 
|-
 
| [[Spinner]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| ||  
 
| [[Spinner]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| ||  
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*Nothing trains Disease Resistance, Recuperation, or Musicality
 
*Nothing trains Disease Resistance, Recuperation, or Musicality
 
*Intimidation and Comedy, social skills, raise Agility. Dwarven comedy is slapstick/clowning, not stand-up.
 
*Intimidation and Comedy, social skills, raise Agility. Dwarven comedy is slapstick/clowning, not stand-up.
*knowledge_acquisition (student) doesn't boost skill gain except for teacher-student relations in a barracks
+
*Student skill doesn't boost skill gain except for teacher-student relations in a barracks
*Choose high-volume labors that train useful attributes for milita day-jobs/bootcamp
+
*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
 
*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
 
*Hunting (ambusher/sneak) has identical attribute gain to Crossbow and Archer skills
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'''Strength''':
 
'''Strength''':
  
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, Furance 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)
+
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, Climber, all general combat and close combat skills (but not Dodger)
  
 
'''Agility''':
 
'''Agility''':
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'''Toughness''':
 
'''Toughness''':
  
Miner, Animal trainer, Lye maker, Potash maker, Soaper, Wood burner, Furnace operator, Pump operator, Siege operator, Druid, all general combat and close combat skills
+
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}}
  
 
'''Endurance''':
 
'''Endurance''':
  
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
+
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, Climber, Armor user, Biter, Dodger, Druid
  
 
'''Disease Resistance''':
 
'''Disease Resistance''':
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'''Recuperation''':
 
'''Recuperation''':
  
Swimming while drowning(Slow gain) {{Verify}}, Recovering from wounds {{Verify}}
+
Recovering from wounds {{Verify}}
  
 
'''Analytical Ability''':
 
'''Analytical Ability''':
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'''Willpower''':
 
'''Willpower''':
  
Miner, Wood cutter, Crutch-walker, Pump operator, Swimmer, Concentration, Discipline, all general combat and close combat skills
+
Miner, Wood cutter, Crutch-walker, Pump operator, Swimmer, Climber, Concentration, Discipline, all general combat and close combat skills
  
 
'''Patience''':
 
'''Patience''':
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'''Spatial Sense''':
 
'''Spatial Sense''':
  
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)
+
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, Climber, Knapper, Building designer, Observer, Tracker, Coordination, all general combat, close combat, and ranged combat/hunting skills (but not Armor user)
  
 
'''Kinesthetic Sense''':
 
'''Kinesthetic Sense''':
  
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
+
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, Climber, Knapper, Comedian, Intimidator, Coordination, all general combat, close combat, and ranged combat/hunting skills
  
 
'''Linguistic Ability''':
 
'''Linguistic Ability''':
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'''Musicality''':
 
'''Musicality''':
  
Nothing!
+
Quality of musical performances
  
 
'''Empathy''':
 
'''Empathy''':
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Organizer, Conversationalist, Flatterer, Judge of intent, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)
 
Organizer, Conversationalist, Flatterer, Judge of intent, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)
  
== Dwarf Attributes ==
+
== Dwarf attributes ==
  
 
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.  
 
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.  
Line 895: Line 897:
 
Agility is "-", the only attribute to be below default. Its ranges are [150:600:800:900:1000:1100:1500], mean 862.5, median 900.
 
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 ==  
+
== 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 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).   
 
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).   
  
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).  
+
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 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.
+
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 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.
 +
 
 +
==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
 +
 
 +
[[ru:Attribute]]

Revision as of 05:06, 25 October 2020

This article is about the current version of DF.
Note that some content may still need to be updated.

"Memory" redirects here. For computer memory, see Memory (computing).

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 (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 (moreso with larger creatures than dwarves.). The dwarf 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. The dwarf 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 dwarf 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 dwarf median disease resistance of 1000 is exactly the human average.

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 dwarf 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 dwarf 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. The dwarf 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 dwarf 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 dwarf 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 dwarf 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 dwarf 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 dwarf 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 dwarf median spacial 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 dwarf 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 dwarf 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 dwarf 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 dwarf 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.






Skill
Agility Analytical Ability Creativity Empathy Endurance Focus Intuition Kinesthetic Sense Linguistic Ability Memory Patience Social Awareness Spatial Sense Strength Toughness Willpower
Ambusher X X X X
Animal caretaker X X X X
Animal dissector X X
Animal trainer X X X X X X
Appraiser X X X
Archer X X X X
Armor user X X X X X
Armorsmith X X X X X X
Beekeeper X X X X X
Biter X X X X X X
Blowgunner X X X X
Bone carver X X X X
Bone doctor X X X X X
Bowman X X X X
Bowyer X X X X
Brewer X X X
Building designer X X X
Butcher X X X X
Carpenter X X X X X
Cheese maker X X X X X X
Clothier X X X X






Skill
Agility Analytical Ability Creativity Empathy Endurance Focus Intuition Kinesthetic Sense Linguistic Ability Memory Patience Social Awareness Spatial Sense Strength Toughness Willpower
Climber X X X X X
Combat(*) X X X X X X
Comedian(**) X X X X
Cook X X X X
Crossbowman X X X X
Crutch walker X X X X X
Diagnostician X X X
Dodger X X X X X X
Dyer X X X X
Engraver X X X X
Fish cleaner X X X
Fish dissector X X
Fisherdwarf X X X X X
Furnace operator X X X X X
Gem cutter X X X X
Gem setter X X X X
Glassmaker X X X X X X
Glazer X X X X
Grower X X X X
Herbalist X X X
Intimidator(**) X X X






Skill
Agility Analytical Ability Creativity Empathy Endurance Focus Intuition Kinesthetic Sense Linguistic Ability Memory Patience Social Awareness Spatial Sense Strength Toughness Willpower
Judge of intent X X X
Knapper X X X X X
Leatherworker X X X X X X
Liar(**) X X X
Lye maker X X X X
Mason X X X X X X
Mechanic X X X X X X
Metal crafter X X X X X X
Metalsmith X X X X X X
Milker X X X X
Miller X X X X
Miner X X X X X X
Observer X X X
Organizer X X X
Potash maker X X X X
Potter X X X X
Presser X X X X
Pump operator X X X X X
Record keeper X X X
Shearer
Siege engineer X X X X X X






Skill
Agility Analytical Ability Creativity Empathy Endurance Focus Intuition Kinesthetic Sense Linguistic Ability Memory Patience Social Awareness Spatial Sense Strength Toughness Willpower
Siege operator X X X X X X
Soaper X X X X
Social(***) X X X
Spinner X X X X X
Stone crafter X X X X
Strand extractor X X X X X
Student X X X
Surgeon X X X X
Suturer X X X X
Swimmer X X X X X X
Tanner X X
Thresher X X X X
Trapper X X X X
Wax worker X X X X
Weaponsmith X X X X X X
Weaver X X X X
Wood crafter X X X X
Wood cutter X X X X X X
Wood burner X X X X
Wound dresser X X X X
Wrestler X X X X X X

(*) 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]

(**) Unless otherwise prohibited by traits.

(***) 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.

Notes: This data assumes, without evidence, that the same skills use some 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.

  • Spatial Sense and Kinesthetic Sense are almost everywhere
  • Nothing trains Disease Resistance, Recuperation, or Musicality
  • Intimidation and Comedy, 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
  • 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
  • Shearing apparently doesn't train anything

Attributes trained by skills

Strength:

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, Climber, all general combat and close combat skills (but not Dodger)

Agility:

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)

Toughness:

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]

Endurance:

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, Climber, Armor user, Biter, Dodger, Druid

Disease Resistance:

Nothing!

Recuperation:

Recovering from wounds[Verify]

Analytical Ability:

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

Memory:

Animal caretaker, Diagnostician, Herbalist, Appraiser, Record keeper, Student, Reader

Creativity:

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

Intuition:

Animal trainer, Diagnostician, Alchemist, Appraiser, Observer, Military tactics, Poet, Wordsmith, Writer

Focus:

Bone doctor, Surgeon, Suturer, Fisherdwarf, Siege operator, Record keeper, Concentration, Observer, Student, Tracker, Discipline, Reader, ranged combat/hunting skills

Willpower:

Miner, Wood cutter, Crutch-walker, Pump operator, Swimmer, Climber, Concentration, Discipline, all general combat and close combat skills

Patience:

Animal trainer, Fisherdwarf, Concentration

Spatial Sense:

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, Climber, Knapper, Building designer, Observer, Tracker, Coordination, all general combat, close combat, and ranged combat/hunting skills (but not Armor user)

Kinesthetic Sense:

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, Climber, Knapper, Comedian, Intimidator, Coordination, all general combat, close combat, and ranged combat/hunting skills

Linguistic Ability:

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)

Musicality:

Quality of musical performances

Empathy:

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)

Social Awareness:

Organizer, Conversationalist, Flatterer, Judge of intent, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)

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 him walk and work faster in all areas (According to [2] speed is a factor in determining how fast a labour 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 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.

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