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Editing v0.31:Attribute

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Attributes are located in the Thoughts and Preferences screen.  Body attributes are listed just above prefstrings, and soul attributes are listed immediately thereafter.  Positive attributes are dark green and negative attributes are red.
 
Attributes are located in the Thoughts and Preferences screen.  Body attributes are listed just above prefstrings, and soul attributes are listed immediately thereafter.  Positive attributes are dark green and negative attributes are red.
  
Attributes are now associated with skills, so that shield use will raise endurance as an attribute, but not attributes like memory.  Attribute gain and rust rates, along with skill gain and rust rates, are moddable in the raws as a [[Creature token]].
+
Attributes are now associated with skills, so that shield use will raise endurance as an attribute, but not attributes like memory.  Attribute gain and rust rates, along with skill gain and rust rates, are moddable in the raws as [[Creature_Tokens]].
 +
 
 +
Attributes can be viewed for individual dwarfs 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}}.
 
  
 
==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. 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.
 
 
{|
 
|-
 
|width=50%|
 
 
 
===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 with which a creature, even a naked creature, may move.
+
Alters the damage done in melee, increases muscle mass, and increases how much a creature can carry. Increasing strength, at least in adventurers, increases movement speed (albeit not as much as agility).
  
{| {{prettytable}}
+
* unbelievably strong
|- style="background:#ddd"
+
* mighty
! style="width:8em" | Value (+)
+
* very strong
! Description
+
* strong
  
|- style="border-top: 3px solid #aaa"
+
* weak
| 2250 - 5000 || unbelievably strong
+
* very weak
|-
+
* unquestionably weak
| 2000 - 2249 || mighty
+
* unfathomably weak
|-
 
| 1750 - 1999 || very strong
 
|-
 
| 1500 - 1749 || strong
 
|-
 
| 751 - 1000 || weak
 
|-
 
| 501 - 750 || very weak
 
|-
 
| 251 - 500 || unquestionably weak
 
|-
 
| 0 - 250 || unfathomably weak
 
|}
 
 
 
|width=50%|
 
  
 
===Agility===
 
===Agility===
This attribute increases the [[speed]] at which a creature works in the same way as strength -- a creature with maximum agility and strength can move around three times faster than a creature with minimum agility and strength.
+
This attribute is directly related to a character's [[Speed]], and the difference between 1000 agility and the maximum 5000 agility is roughly halving the time between each turn you take.
  
{| {{prettytable}}
+
* amazingly agile
|- style="background:#ddd"
+
* extremely agile
! style="width:8em" | Value (-)
+
* very agile
! Description
+
* agile
  
|- style="border-top: 3px solid #aaa"
+
* clumsy
| 1900 - 5000 || amazingly agile
+
* quite clumsy
|-
+
* totally clumsy
| 1650 - 1899 || extremely agile
+
* abysmally clumsy
|-
 
| 1400 - 1649 || very agile
 
|-
 
| 1150 - 1399 || agile
 
|-
 
| 401 - 650 || clumsy
 
|-
 
| 151 - 400 || quite clumsy
 
|-
 
| 0 - 150 || totally clumsy
 
|-
 
| NULL || abysmally clumsy
 
|}
 
 
 
|-
 
|
 
  
 
===Toughness===
 
===Toughness===
 
Reduces physical damage.
 
Reduces physical damage.
  
{| {{prettytable}}
+
* basically unbreakable
|- style="background:#ddd"
+
* incredibly tough
! style="width:8em" | Value (+)
+
* quite durable
! Description
+
* tough
  
|- style="border-top: 3px solid #aaa"
+
* flimsy
| 2250 - 5000 || basically unbreakable
+
* very flimsy
|-
+
* remarkably flimsy
| 2000 - 2249 || incredibly tough
+
* shockingly fragile
|-
 
| 1750 - 1999 || quite durable
 
|-
 
| 1500 - 1749 || tough
 
|-
 
| 751 - 1000 || flimsy
 
|-
 
| 501 - 750 || very flimsy
 
|-
 
| 251 - 500 || remarkably flimsy
 
|-
 
| 0 - 250 || shockingly fragile
 
|}
 
  
|
 
 
===Endurance===
 
===Endurance===
 
Reduces the rate at which dwarves become exhausted.
 
Reduces the rate at which dwarves become exhausted.
  
{| {{prettytable}}
+
* absolutely inexhaustible
|- style="background:#ddd"
+
* indefatigable
! style="width:8em" | Value (AVG)
+
* very slow to tire
! Description
+
* slow to tire
  
|- style="border-top: 3px solid #aaa"
+
* quick to tire
| 2000 - 5000 || absolutely inexhaustible
+
* very quick to tire
|-
+
* extremely quick to tire
| 1750 - 1999 || indefatigable
+
* truly quick to tire
|-
 
| 1500 - 1749 || very slow to tire
 
|-
 
| 1250 - 1499 || slow to tire
 
|-
 
| 501 - 750 || quick to tire
 
|-
 
| 251 - 500 || very quick to tire
 
|-
 
| 1 - 250 || extremely quick to tire
 
|-
 
| 0 || truly quick to tire
 
|}
 
  
|-
+
===Disease Resistance===
|
+
Reduces the risk of disease.  
===Recuperation===
 
Increases the rate of wound healing.
 
  
{| {{prettytable}}
+
* virtually never sick
|- style="background:#ddd"
+
* almost never sick
! style="width:8em" | Value (AVG)
+
* very rarely sick
! Description
+
* rarely sick
  
|- style="border-top: 3px solid #aaa"
+
* susceptible to disease
| 2000 - 5000 || possessed of amazing recuperative powers
+
* quite susceptible to disease
|-
+
* really susceptible to disease
| 1750 - 1999 || incredibly quick to heal
+
* stunningly susceptible to disease
|-
 
| 1500 - 1749 || quite quick to heal
 
|-
 
| 1250 - 1499 || quick to heal
 
|-
 
| 501 - 750 || slow to heal
 
|-
 
| 251 - 500 || very slow to heal
 
|-
 
| 1 - 250 || really slow to heal
 
|-
 
| 0 || shockingly slow to heal
 
|}
 
  
|
+
===Recuperation===
===Disease Resistance===
+
Increases the rate of wound healing.
Reduces the risk of disease.  
 
  
{| {{prettytable}}
+
* possessed of amazing recuperative powers
|- style="background:#ddd"
+
* incredibly quick to heal
! style="width:8em" | Value (AVG)
+
* quite quick to heal
! Description
+
* quick to heal
  
|- style="border-top: 3px solid #aaa"
+
* slow to heal
| 2000 - 5000 || virtually never sick
+
* very slow to heal
|-
+
* really slow to heal
| 1750 - 1999 || almost never sick
+
* shockingly slow to heal
|-
 
| 1500 - 1749 || very rarely sick
 
|-
 
| 1250 - 1499 || rarely sick
 
|-
 
| 501 - 750 || susceptible to disease
 
|-
 
| 251 - 500 || quite susceptible to disease
 
|-
 
| 1 - 250 || really susceptible to disease
 
|-
 
| 0 || stunningly susceptible to disease
 
|}
 
|}
 
  
 
==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.
 
  
 
From [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312 this post by Toady One]
 
From [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312 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.
+
With respect to skills: most of these attributes only effect duration, when that is the only available skill effect to begin with, but they are factored into outcomes when it applies.
  
 
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.
  
{|
 
|-
 
|width=50%|
 
 
===Analytical Ability===
 
===Analytical Ability===
{| {{prettytable}}
+
*awesome intellectual powers
|- style="background:#ddd"
+
*great analytical abilities
! style="width:8em" | Value (+)
+
*a sharp intellect
! Description
+
*a good intellect
  
|- style="border-top: 3px solid #aaa"
+
*poor analytical abilities
| 2250 - 5000 || awesome intellectual powers
+
*very bad analytical abilities
|-
+
*a lousy intellect
| 2000 - 2249 || great analytical abilities
+
*a stunning lack of analytical ability
|-
 
| 1750 - 1999 || a sharp intellect
 
|-
 
| 1500 - 1749 || a good intellect
 
|-
 
| 751 - 1000 || poor analytical abilities
 
|-
 
| 501 - 750 || very bad analytical abilities
 
|-
 
| 251 - 500 || a lousy intellect
 
|-
 
| 0 - 250 || a stunning lack of analytical ability
 
|}
 
  
|width=50%|
+
===Memory===
===Focus===
+
*an astonishing memory
{| {{prettytable}}
+
*an amazing memory
|- style="background:#ddd"
+
*a great memory
! style="width:8em" | Value (++)
+
*a good memory
! Description
 
 
 
|- style="border-top: 3px solid #aaa"
 
| 2542 - 5000 || unbreakable focus
 
|-
 
| 2292 - 2541 || a great ability to focus
 
|-
 
| 2042 - 2291 || very good focus
 
|-
 
| 1792 - 2041 || the ability to focus
 
|-
 
| 1043 - 1292 || poor focus
 
|-
 
| 793 - 1042 || quite poor focus
 
|-
 
| 543 - 792 || really poor focus
 
|-
 
| 0 - 542 || the absolute inability to focus
 
|}
 
  
|-
+
*an iffy memory
|
+
*a poor memory
===Willpower===
+
*a really bad memory
Willpower directly reduces exertion and pain effects.
+
*little memory to speak of
  
{| {{prettytable}}
 
|- style="background:#ddd"
 
! style="width:8em" | Value (AVG)
 
! Description
 
 
|- style="border-top: 3px solid #aaa"
 
| 2000 - 5000 || an unbreakable will
 
|-
 
| 1750 - 1999 || an iron will
 
|-
 
| 1500 - 1749 || a lot of willpower
 
|-
 
| 1250 - 1499 || willpower
 
|-
 
| 501 - 750 || little willpower
 
|-
 
| 251 - 500 || a large deficit of willpower
 
|-
 
| 1 - 250 || next to no willpower
 
|-
 
| 0 || absolutely no willpower
 
|}
 
 
|
 
 
===Creativity===
 
===Creativity===
{| {{prettytable}}
+
*a boundless creative imagination
|- style="background:#ddd"
+
*great creativity
! style="width:8em" | Value (+)
+
*very good creativity
! Description
+
*good creativity
  
|- style="border-top: 3px solid #aaa"
+
*meager creativity
| 2250 - 5000 || a boundless creative imagination
+
*poor creativity
|-
+
*lousy creativity
| 2000 - 2249 || great creativity
+
*next to no creative talent
|-
 
| 1750 - 1999 || very good creativity
 
|-
 
| 1500 - 1749 || good creativity
 
|-
 
| 751 - 1000 || meager creativity
 
|-
 
| 501 - 750 || poor creativity
 
|-
 
| 251 - 500 || lousy creativity
 
|-
 
| 0 - 250 || next to no creative talent
 
|}
 
  
|-
 
|
 
 
===Intuition===
 
===Intuition===
{| {{prettytable}}
+
*uncanny intuition
|- style="background:#ddd"
+
*great intuition
! style="width:8em" | Value (AVG)
+
*very good intuition
! Description
+
*good intuition
  
|- style="border-top: 3px solid #aaa"
+
*bad intuition
| 2000 - 5000 || uncanny intuition
+
*very bad intuition
|-
+
*lousy intuition
| 1750 - 1999 || great intuition
+
*horrible intuition
|-
 
| 1500 - 1749 || very good intuition
 
|-
 
| 1250 - 1499 || good intuition
 
|-
 
| 501 - 750 || bad intuition
 
|-
 
| 251 - 500 || very bad intuition
 
|-
 
| 1 - 250 || lousy intuition
 
|-
 
| 0 || horrible intuition
 
|}
 
  
|
+
===Focus===
===Patience===
+
*unbreakable focus
Some non-skill tasks are affected by Patience.
+
*a great ability to focus
{| {{prettytable}}
+
*very good focus
|- style="background:#ddd"
+
*the ability to focus
! style="width:8em" | Value (+)
 
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
*poor focus
| 2250 - 5000 || absolutely boundless patience
+
*quite poor focus
|-
+
*really poor focus
| 2000 - 2249 || a deep well of patience
+
*the absolute inability to focus
|-
 
| 1750 - 1999 || a great deal of patience
 
|-
 
| 1500 - 1749 || a sum of patience
 
|-
 
| 751 - 1000 || a shortage of patience
 
|-
 
| 501 - 750 || little patience
 
|-
 
| 251 - 500 || very little patience
 
|-
 
| 0 - 250 || no patience at all
 
|}
 
  
|-
+
===Willpower===
|
+
Willpower directly resists exertion/pain effects
===Memory===
 
  
{| {{prettytable}}
+
*an unbreakable will
|- style="background:#ddd"
+
*an iron will
! style="width:8em" | Value (+)
+
*a lot of willpower
! Description
+
*willpower
  
|- style="border-top: 3px solid #aaa"
+
*little willpower
| 2250 - 5000 || an astonishing memory
+
*a large deficit of willpower
|-
+
*next to no willpower
| 2000 - 2249 || an amazing memory
+
*absolutely no willpower
|-
 
| 1750 - 1999 || a great memory
 
|-
 
| 1500 - 1749 || a good memory
 
|-
 
| 751 - 1000 || an iffy memory
 
|-
 
| 501 - 750 || a poor memory
 
|-
 
| 251 - 500 || a really bad memory
 
|-
 
| 0 - 250 || little memory to speak of
 
|}
 
  
|
+
===Patience===
 +
Some non-skill tasks are affected by Patience
  
===Linguistic Ability===
+
*absolutely boundless patience
{| {{prettytable}}
+
*a deep well of patience
|- style="background:#ddd"
+
*a great deal of patience
! style="width:8em" | Value (AVG)
+
*a sum of patience
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
*a shortage of patience
| 2000 - 5000 || an astonishing ability with languages and words
+
*little patience
|-
+
*very little patience
| 1750 - 1999 || a great affinity for language
+
*no patience at all
|-
 
| 1500 - 1749 || a natural inclination toward language
 
|-
 
| 1250 - 1499 || a way with words
 
|-
 
| 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===
 
===Spatial Sense===
{| {{prettytable}}
+
*a stunning feel for spatial relationships
|- style="background:#ddd"
+
*an amazing spatial sense
! style="width:8em" | Value (++)
+
*a great feel for the surrounding space
! Description
+
*a good spatial sense
 
 
|- style="border-top: 3px solid #aaa"
 
| 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
 
|-
 
| 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===
 
This attribute doesn't affect any skills as of version .31.25.
 
{| {{prettytable}}
 
|- style="background:#ddd"
 
! style="width:8em" | Value (AVG)
 
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
*a questionable spatial sense
| 2000 - 5000 || an astonishing knack for music
+
*poor spatial senses
|-
+
*an atrocious spatial sense
| 1750 - 1999 || a great musical sense
+
*no sense for spatial relationships
|-
 
| 1500 - 1749 || a natural ability with music
 
|-
 
| 1250 - 1499 || a feel for music
 
|-
 
| 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===
 
===Kinesthetic Sense===
Most skills involving any movement at all (lots of them), and many non-skilled tasks as well are affected by Kinesthetic Sense.
+
Most skills involving any movement at all (lots of them), and non-skilled tasks as well are affected by Kinesthetic Sense
  
{| {{prettytable}}
+
*an astounding feel for the position of own body
|- style="background:#ddd"
+
*a great kinesthetic sense
! style="width:8em" | Value (AVG)
+
*a very good sense of the position of own body
! Description
+
*a good kinesthetic sense
  
|- style="border-top: 3px solid #aaa"
+
*a meager kinesthetic sense
| 2000 - 5000 || an astounding feel for the position of own body
+
*a poor kinesthetic sense
|-
+
*a very clumsy kinesthetic sense
| 1750 - 1999 || a great kinesthetic sense
+
*an unbelievably atrocious sense of the position of own body
|-
 
| 1500 - 1749 || a very good sense of the position of own body
 
|-
 
| 1250 - 1499 || a good kinesthetic sense
 
|-
 
| 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 own body
 
|}
 
  
|
+
===Linguistic Ability===
===Empathy===
+
*an astonishing ability with languages and words
{| {{prettytable}}
+
*a great affinity for language
|- style="background:#ddd"
+
*a natural inclination toward language
! style="width:8em" | Value (AVG)
+
*a way with words
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
*a little difficulty with words
| 2000 - 5000 || an absolutely remarkable sense of others' emotions
+
*little linguistic ability
|-
+
*very little linguistic ability
| 1750 - 1999 || a great sense of empathy
+
*difficulty with words and language
|-
 
| 1500 - 1749 || a very good sense of empathy
 
|-
 
| 1250 - 1499 || an ability to read emotions fairly well
 
|-
 
| 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
 
|}
 
  
|-
+
===Musicality===
|
+
''This attribute doesn't affect any skills as of version .31.11''
===Social Awareness===
 
{| {{prettytable}}
 
|- style="background:#ddd"
 
! style="width:8em" | Value (AVG)
 
! Description
 
 
 
|- style="border-top: 3px solid #aaa"
 
| 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
 
|-
 
| 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 ===
 
{{SkillsBySoulAttribute}}
 
  
== Skills by Associated Attributes ==
+
*an astonishing knack for music
Strength, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:<br />
+
*a great musical sense
[[Miner]], [[Biter]]
+
*a natural ability with music
 +
*a feel for music
  
Agility, Creativity, Spatial Sense, Kinesthetic Sense:<br />
+
*an iffy sense for music
[[Bowyer]], [[Engraver]], [[Gem setter]], [[Bone carver]], [[Clothier]], [[Stone crafter]], [[Weaver]], [[Wood crafter]]
+
*little natural inclination toward music
 +
*next to no natural musical ability
 +
*absolutely no feel for music at all
  
Strength, Agility, Creativity, Spatial Sense, Kinesthetic Sense:<br />
+
===Empathy===
[[Carpenter]]
+
*an absolutely remarkable sense of others' emotions
 +
*a great sense of empathy
 +
*a very good sense of empathy
 +
*an ability to read emotions fairly well
  
Strength, Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:<br />
+
*poor empathy
[[Wood cutter]], [[Swimmer]], [[Wrestler]]
+
*a very bad sense of empathy
 +
*next to no empathy
 +
*the utter inability to judge others' emotions
  
Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense:<br />
+
===Social Awareness===
[[Mason]], [[Armorsmith]], [[Metal crafter]], [[Metalsmith]], [[Weaponsmith]], [[Glassmaker]], [[Leatherworker]]
+
*a shockingly profound feel for social relationships
 +
*a great feel for social relationships
 +
*a very good feel for social relationships
 +
*a good feel for social relationships
  
Agility, Focus, Spatial Sense, Kinesthetic Sense:<br />
+
*a meager ability with social relationships
[[Ambusher]], [[Surgeon]], [[Suturer]], [[Archer]], [[Blowgunner]], [[Bowman]], [[Crossbowman]]
+
*a poor ability to manage or understand social relationships
 +
*a lack of understanding of social relationships
 +
*an absolute inability to understand social relationships
  
Agility, Analytical Ability, Memory, Empathy:<br />
+
=== Skills By Soul Attribute ===
[[Animal caretaker]]
+
{{SkillsBySoulAttribute}}
 
 
Agility, Kinesthetic Sense:<br />
 
[[Animal dissector]], [[Tanner]], [[Fish dissector]]
 
 
 
Agility, Toughness, Endurance, Intuition, Patience, Empathy:<br />
 
[[Animal trainer]]
 
 
 
Agility, Analytical Ability, Creativity, Spatial Sense:<br />
 
[[Trapper]]
 
 
 
Strength, Agility, Focus, Spatial Sense, Kinesthetic Sense:<br />
 
[[Bone doctor]]
 
 
 
Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:<br />
 
[[Crutch walker]]
 
 
 
Analytical Ability, Memory, Intuition:<br />
 
[[Diagnostician]], [[Appraiser]]
 
 
 
Agility, Spatial Sense, Kinesthetic Sense, Empathy:<br />
 
[[Wound dresser]]
 
 
 
Strength, Agility, Kinesthetic Sense:<br />
 
[[Brewer]]<br />
 
[[Balance]], not implemented
 
 
 
Strength, Agility, Endurance, Kinesthetic Sense:<br />
 
[[Butcher]], [[Dyer]], [[Grower]], [[Milker]], [[Miller]], [[Thresher]]
 
 
 
Strength, Agility, Endurance, Analytical Ability, Creativity, Kinesthetic Sense:<br />
 
[[Cheese maker]]
 
 
 
Agility, Analytical Ability, Creativity, Kinesthetic Sense:<br />
 
[[Cook]]
 
 
 
Agility, Memory, Kinesthetic Sense:<br />
 
[[Herbalist]]
 
 
 
Strength, Toughness, Endurance, Kinesthetic Sense:<br />
 
[[Lye maker]], [[Potash maker]], [[Soaper]], [[Wood burner]]
 
 
 
Agility, Endurance, Kinesthetic Sense:<br />
 
[[Fish cleaner]]
 
 
 
Strength, Agility, Focus, Patience, Kinesthetic Sense:<br />
 
[[Fisherdwarf]]
 
 
 
Strength, Toughness, Endurance, Analytical Ability, Kinesthetic Sense:<br />
 
[[Furnace operator]]
 
 
 
Agility, Analytical Ability, Spatial Sense, Kinesthetic Sense:<br />
 
[[Gem cutter]]
 
 
 
Strength, Agility, Endurance, Analytical Ability, Kinesthetic Sense:<br />
 
[[Strand extractor]]
 
 
 
Strength, Agility, Endurance, Analytical Ability, Creativity, Spatial Sense:<br />
 
[[Mechanic]], [[Siege engineer]]
 
 
 
Strength, Toughness, Endurance, Willpower, Kinesthetic Sense:<br />
 
[[Pump operator]], [[Armor user]]
 
 
 
Strength, Toughness, Endurance, Analytical Ability, Focus, Spatial Sense:<br />
 
[[Siege operator]]
 
 
 
Agility, Analytical Ability, Creativity, Intuition:<br />
 
[[Alchemist]], not implemented
 
 
 
Strength, Agility, Analytical Ability, Spatial Sense, Kinesthetic Sense:<br />
 
[[Knapper]]
 
 
 
Analytical Ability, Creativity, Spatial Sense:<br />
 
[[Building designer]]
 
 
 
Analytical Ability, Creativity, Social Awareness:<br />
 
[[Organizer]]
 
 
 
Analytical Ability, Memory, Focus:<br />
 
[[Record keeper]], [[Student]]
 
 
 
Strength, Agility, Toughness, Willpower, Spatial Sense, Kinesthetic Sense:<br />
 
[[Axeman]], [[Fighter]], [[Hammerman]], [[Kicker]], [[Knife user]], [[Lasher]], [[Maceman]], [[Misc. object user]], [[Pikeman]], [[Shield user]], [[Spearman]], [[Striker]], [[Swordsman]],  [[Thrower]]
 
 
 
Agility, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:<br />
 
[[Dodger]]
 
 
 
Agility, Creativity, Kinesthetic Sense, Linguistic Ability:<br />
 
[[Comedian]], unless otherwise prohibited by traits
 
 
 
Linguistic Ability, Empathy, Social Awareness:<br />
 
[[Conversationalist]], [[Flatterer]], [[Negotiator]], [[Persuader]], [[Consoler]], [[Leader]], [[Pacifier]], [[Teacher]], unless otherwise prohibited by traits
 
 
 
Agility, Kinesthetic Sense, Linguistic Ability:<br />
 
[[Intimidator]], unless otherwise prohibited by traits
 
 
 
Intuition, Empathy, Social Awareness:<br />
 
[[Judge of intent]]
 
 
 
Creativity, Linguistic Ability, Social Awareness:<br />
 
[[Liar]], unless otherwise prohibited by traits
 
 
 
Focus, Willpower, Patience:<br />
 
[[Concentration]], not implemented
 
 
 
Intuition, Focus, Spatial Sense:<br />
 
[[Observer]]
 
 
 
Analytical Ability, Creativity, Intuition:<br />
 
[[Military tactics]], not implemented
 
 
 
Agility, Toughness, Endurance, Focus, Willpower, Empathy:<br />
 
[[Druid]], not implemented
 
 
 
Analytical Ability, Focus, Spatial Sense:<br />
 
[[Tracker]], not implemented
 
 
 
Focus, Willpower:<br />
 
[[Discipline]], not implemented
 
 
 
Creativity, Intuition, Linguistic Ability:<br />
 
[[Poet]], [[Wordsmith]], [[Writer]], not implemented
 
 
 
Memory, Focus, Linguistic Ability:<br />
 
[[Reader]], not implemented
 
 
 
Linguistic Ability:<br />
 
[[Speaker]], not implemented
 
 
 
Agility, Spatial Sense, Kinesthetic Sense:<br />
 
[[Coordination]], not implemented
 
 
 
Implemented but unknown:
 
Shearer, Spinner, Presser, Beekeeper, Potter, Glazer, Wax worker
 
 
 
Notes:
 
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). 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.
 
*knowledge_acquisition (student) 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
 
*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''':
 
 
 
Miner, Carpenter, Wood cutter, Mason, Bone doctor, Brewer, Cheese maker, Dyer, Grower, Lye maker, Milker, Miller, Potash Maker, Soaper, 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)
 
 
 
'''Agility''':
 
 
 
Bowyer, Carpenter, Wood cutter, Engraver, Mason, Animal caretaker, Animal trainer, Trapper, Bone doctor, Crutch-walker, Surgeon, Suturer, Wound dresser, Brewer, Butcher, Cheese maker, Cook, Dyer, Grower, Herbalist, Milker, Miller, Tanner, Thresher, Fish cleaner, Fish dissector, Fisherdwarf, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Leatherworker, Stone crafter, 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
 
 
 
'''Endurance''':
 
 
 
Miner, Wood cutter, Mason, Animal trainer, Crutch-walker, Butcher, Cheese maker, Dyer, Grower, Lye maker, Milker, Miller, Potash maker, Soaper, 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
 
 
 
'''Disease Resistance''':
 
 
 
Nothing!
 
 
 
'''Recuperation''':
 
 
 
Nothing!
 
 
 
'''Analytical Ability''':
 
 
 
Animal caretaker, Trapper, Diagnostician, 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, Leatherworker, Stone crafter, 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, 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, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Leatherworker, Stone crafter, 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)
 
 
 
'''Kinesthetic Sense''':
 
 
 
Miner, Bowyer, Carpenter, Wood cutter, Engraver, Mason, Bone doctor, Crutch-walker, Surgeon, Suturer, Wound dresser, Brewer, Butcher, Cheese maker, Cook, Dyer, Grower, Herbalist, Lye maker, Milker, Miller, Potash Maker, Soaper, Tanner, Thresher, Wood burner, Fish cleaner, Fish dissector, Fisherdwarf, Armorsmith, Furnace operator, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Leatherworker, Stone crafter, Weaver, Wood crafter, Strand extractor, Pump operator, Swimmer, 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''':
 
 
 
Nothing!
 
 
 
'''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)
 
 
 
== How Your Dwarf Gets Attributes ==
 
 
 
Each attribute is a number between 0 and 5000, but in dwarven terms 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.
 
 
 
==Special Attributes==
 
Though they are not classified with the above attributes, creatures can have the following attribute(s):
 
 
 
{| {{prettytable}}
 
|- style="background:#ddd"
 
! Attribute
 
! Value Range
 
! Value Points
 
! Effect
 
|- style="border-top: 3px solid #aaa"
 
! rowspan=4 | Psychological Trauma
 
| 100
 
| Doesn't really care about anything anymore.
 
| rowspan=3 | This trait increases as dwarves witness death and suffer tragedy.  The higher it gets, the harder it is for the dwarf to be affected by negative thoughts, so in several ways, this is a useful, if tragic, side effect of running a bloody fort.  This trait often finds its way into experienced [[military|soldiers]], who might watch [[friend|friends]] and comrades die as often as they kill [[goblin|goblins]].
 
|-
 
| 67 - 99
 
| Is a hardened individual.
 
|-
 
| 33 - 66
 
| Is getting used to tragedy.
 
|-
 
| 0 - 32
 
|
 
| Nothing displayed.  Dwarf is not yet traumatized.
 
|}
 

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