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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 velocity of weapon swings), increases muscle mass (thicker muscle layer also resists damage more), and increases how much a creature can carry. Increasing strength, at least in adventurers, increases movement speed (albeit not as much as agility) due to better carrying capacity.
  
{| {{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}}
 
|- style="background:#ddd"
 
! style="width:8em" | Value (-)
 
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
* amazingly agile
| 1900 - 5000 || amazingly agile
+
* extremely agile
|-
+
* very agile
| 1650 - 1899 || extremely agile
+
* agile
|-
 
| 1400 - 1649 || very agile
 
|-
 
| 1150 - 1399 || agile
 
|-
 
| 401 - 650 || clumsy
 
|-
 
| 151 - 400 || quite clumsy
 
|-
 
| 0 - 150 || totally clumsy
 
|-
 
| NULL || abysmally clumsy
 
|}
 
  
|-
+
* clumsy
|
+
* quite clumsy
 +
* totally clumsy
 +
* 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]
Line 192: Line 98:
 
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
 +
 
 +
*poor analytical abilities
 +
*very bad analytical abilities
 +
*a lousy intellect
 +
*a stunning lack of analytical ability
 +
 
 +
===Memory===
 +
*an astonishing memory
 +
*an amazing memory
 +
*a great memory
 +
*a good memory
  
|- style="border-top: 3px solid #aaa"
+
*an iffy memory
| 2250 - 5000 || awesome intellectual powers
+
*a poor memory
|-
+
*a really bad memory
| 2000 - 2249 || great analytical abilities
+
*little memory to speak of
|-
 
| 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%|
+
===Creativity===
===Focus===
+
*a boundless creative imagination
{| {{prettytable}}
+
*great creativity
|- style="background:#ddd"
+
*very good creativity
! style="width:8em" | Value (++)
+
*good creativity
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
*meager creativity
| 2542 - 5000 || unbreakable focus
+
*poor creativity
|-
+
*lousy creativity
| 2292 - 2541 || a great ability to focus
+
*next to no creative talent
|-
 
| 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
 
|}
 
  
|-
+
===Intuition===
|
+
*uncanny intuition
===Willpower===
+
*great intuition
Willpower directly reduces exertion and pain effects.
+
*very good intuition
 +
*good intuition
  
{| {{prettytable}}
+
*bad intuition
|- style="background:#ddd"
+
*very bad intuition
! style="width:8em" | Value (AVG)
+
*lousy intuition
! Description
+
*horrible intuition
  
|- style="border-top: 3px solid #aaa"
+
===Focus===
| 2000 - 5000 || an unbreakable will
+
*unbreakable focus
|-
+
*a great ability to focus
| 1750 - 1999 || an iron will
+
*very good focus
|-
+
*the ability to focus
| 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
 
|}
 
  
|
+
*poor focus
===Creativity===
+
*quite poor focus
{| {{prettytable}}
+
*really poor focus
|- style="background:#ddd"
+
*the absolute inability to focus
! style="width:8em" | Value (+)
 
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
===Willpower===
| 2250 - 5000 || a boundless creative imagination
+
Willpower directly resists exertion/pain effects
|-
 
| 2000 - 2249 || great creativity
 
|-
 
| 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
 
|}
 
  
|-
+
*an unbreakable will
|
+
*an iron will
===Intuition===
+
*a lot of willpower
{| {{prettytable}}
+
*willpower
|- style="background:#ddd"
 
! style="width:8em" | Value (AVG)
 
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
*little willpower
| 2000 - 5000 || uncanny intuition
+
*a large deficit of willpower
|-
+
*next to no willpower
| 1750 - 1999 || great intuition
+
*absolutely no willpower
|-
 
| 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
 
|}
 
  
|
 
 
===Patience===
 
===Patience===
Some non-skill tasks are affected by Patience.
+
Some non-skill tasks are affected by Patience
{| {{prettytable}}
 
|- style="background:#ddd"
 
! style="width:8em" | Value (+)
 
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
*absolutely boundless patience
| 2250 - 5000 || absolutely boundless patience
+
*a deep well of patience
|-
+
*a great deal of patience
| 2000 - 2249 || a deep well of patience
+
*a sum of patience
|-
 
| 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
 
|}
 
  
|-
+
*a shortage of patience
|
+
*little patience
===Memory===
+
*very little patience
 +
*no patience at all
  
{| {{prettytable}}
+
===Spatial Sense===
|- style="background:#ddd"
+
*a stunning feel for spatial relationships
! style="width:8em" | Value (+)
+
*an amazing spatial sense
! Description
+
*a great feel for the surrounding space
 +
*a good spatial sense
  
|- style="border-top: 3px solid #aaa"
+
*a questionable spatial sense
| 2250 - 5000 || an astonishing memory
+
*poor spatial senses
|-
+
*an atrocious spatial sense
| 2000 - 2249 || an amazing memory
+
*no sense for spatial relationships
|-
 
| 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
 
|}
 
  
|
+
===Kinesthetic Sense===
 +
Most skills involving any movement at all (lots of them), and non-skilled tasks as well are affected by Kinesthetic Sense
  
===Linguistic Ability===
+
*an astounding feel for the position of own body
{| {{prettytable}}
+
*a great kinesthetic sense
|- style="background:#ddd"
+
*a very good sense of the position of own body
! style="width:8em" | Value (AVG)
+
*a good kinesthetic sense
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
*a meager kinesthetic sense
| 2000 - 5000 || an astonishing ability with languages and words
+
*a poor kinesthetic sense
|-
+
*a very clumsy kinesthetic sense
| 1750 - 1999 || a great affinity for language
+
*an unbelievably atrocious sense of the position of own body
|-
 
| 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
 
|}
 
  
|-
+
===Linguistic Ability===
|
+
*an astonishing ability with languages and words
===Spatial Sense===
+
*a great affinity for language
{| {{prettytable}}
+
*a natural inclination toward language
|- style="background:#ddd"
+
*a way with words
! style="width:8em" | Value (++)
 
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
*a little difficulty with words
| 2542 - 5000 || a stunning feel for spatial relationships
+
*little linguistic ability
|-
+
*very little linguistic ability
| 2292 - 2541 || an amazing spatial sense
+
*difficulty with words and language
|-
 
| 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===
 
===Musicality===
This attribute doesn't affect any skills as of version .31.25.
+
''This attribute doesn't affect any skills as of version .31.11''
{| {{prettytable}}
 
|- style="background:#ddd"
 
! style="width:8em" | Value (AVG)
 
! Description
 
 
 
|- style="border-top: 3px solid #aaa"
 
| 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
 
|-
 
| 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.
 
  
{| {{prettytable}}
+
*an astonishing knack for music
|- style="background:#ddd"
+
*a great musical sense
! style="width:8em" | Value (AVG)
+
*a natural ability with music
! Description
+
*a feel for music
  
|- style="border-top: 3px solid #aaa"
+
*an iffy sense for music
| 2000 - 5000 || an astounding feel for the position of own body
+
*little natural inclination toward music
|-
+
*next to no natural musical ability
| 1750 - 1999 || a great kinesthetic sense
+
*absolutely no feel for music at all
|-
 
| 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
 
|}
 
  
|
 
 
===Empathy===
 
===Empathy===
{| {{prettytable}}
+
*an absolutely remarkable sense of others' emotions
|- style="background:#ddd"
+
*a great sense of empathy
! style="width:8em" | Value (AVG)
+
*a very good sense of empathy
! Description
+
*an ability to read emotions fairly well
  
|- style="border-top: 3px solid #aaa"
+
*poor empathy
| 2000 - 5000 || an absolutely remarkable sense of others' emotions
+
*a very bad sense of empathy
|-
+
*next to no empathy
| 1750 - 1999 || a great sense of empathy
+
*the utter inability to judge others' emotions
|-
 
| 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
 
|}
 
  
|-
 
|
 
 
===Social Awareness===
 
===Social Awareness===
{| {{prettytable}}
+
*a shockingly profound feel for social relationships
|- style="background:#ddd"
+
*a great feel for social relationships
! style="width:8em" | Value (AVG)
+
*a very good feel for social relationships
! Description
+
*a good feel for social relationships
 +
 
 +
*a meager ability with social relationships
 +
*a poor ability to manage or understand social relationships
 +
*a lack of understanding of social relationships
 +
*an absolute inability to understand social relationships
  
|- 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 ===
 
=== Skills By Soul Attribute ===
 
{{SkillsBySoulAttribute}}
 
{{SkillsBySoulAttribute}}
  
== Skills by Associated Attributes ==
+
== Skills and associated attributes ==
Strength, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:<br />
+
 
[[Miner]], [[Biter]]
+
I gathered data on what attributes are trained by various skills. I assume, 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.
 +
 
 +
Notes:
 +
 
 +
*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
 +
 
 +
===Military/Adventure skills===
 +
 
 +
Melee weapon skills, including axe, sword, dagger, mace, hammer, spear, pike and whip
 +
* strength
 +
* agility
 +
* toughness
 +
* willpower
 +
* spatial sense
 +
* kinesthetic sense
 +
 
 +
Other fighting skills, including throw, shield (shield user), misc_weapon (inc. shield bash), melee_combat (fighter), grasp_strike (punch/strike), stance_strike (kick)
 +
* strength
 +
* agility
 +
* toughness
 +
* willpower
 +
* spatial sense
 +
* kinesthetic sense
  
Agility, Creativity, Spatial Sense, Kinesthetic Sense:<br />
+
Ranged combat skills, including crossbow, bow, blowgun, sneak (ambusher) and ranged_combat (archer)
[[Bowyer]], [[Engraver]], [[Gem setter]], [[Bone carver]], [[Clothier]], [[Stone crafter]], [[Weaver]], [[Wood crafter]]
+
* agility
 +
* focus
 +
* spatial sense
 +
* kinesthetic sense
  
Strength, Agility, Creativity, Spatial Sense, Kinesthetic Sense:<br />
+
armor (armor user)
[[Carpenter]]
+
* strength
 +
* toughness
 +
* endurance
 +
* willpower
 +
* kinesthetic sense
  
Strength, Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:<br />
+
dodging
[[Wood cutter]], [[Swimmer]], [[Wrestler]]
+
* agility
 +
* toughness
 +
* endurance
 +
* willpower
 +
* spatial sense
 +
* kinesthetic sense
  
Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense:<br />
+
crutch_walk
[[Mason]], [[Armorsmith]], [[Metal crafter]], [[Metalsmith]], [[Weaponsmith]], [[Glassmaker]], [[Leatherworker]]
+
* agility
 +
* endurance
 +
* willpower
 +
* spatial sense
 +
* kinesthetic sense
  
Agility, Focus, Spatial Sense, Kinesthetic Sense:<br />
+
swimming
[[Ambusher]], [[Surgeon]], [[Suturer]], [[Archer]], [[Blowgunner]], [[Bowman]], [[Crossbowman]]
+
* strength
 +
* agility
 +
* endurance
 +
* willpower
 +
* spatial sense
 +
* kinesthetic sense
  
Agility, Analytical Ability, Memory, Empathy:<br />
+
situational_awareness (observer)
[[Animal caretaker]]
+
* focus
 +
* intuition
 +
* spatial sense
  
Agility, Kinesthetic Sense:<br />
+
wrestling
[[Animal dissector]], [[Tanner]], [[Fish dissector]]
+
* strength
 +
* agility
 +
* endurance
 +
* willpower
 +
* spatial sense
 +
* kinesthetic sense
  
Agility, Toughness, Endurance, Intuition, Patience, Empathy:<br />
+
bite
[[Animal trainer]]
+
* strength
 +
* toughness
 +
* endurance
 +
* willpower
 +
* spatial sense
 +
* kinesthetic sense
  
Agility, Analytical Ability, Creativity, Spatial Sense:<br />
+
knapping
[[Trapper]]
+
* strength
 +
* agility
 +
* analytical ability
 +
* spatial sense
 +
* kinesthetic sense
  
Strength, Agility, Focus, Spatial Sense, Kinesthetic Sense:<br />
+
===Labor skills===
[[Bone doctor]]
 
  
Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:<br />
+
mining
[[Crutch walker]]
+
* strength
 +
* toughness
 +
* endurance
 +
* willpower
 +
* spatial sense
 +
* kinesthetic sense
  
Analytical Ability, Memory, Intuition:<br />
+
woodcutting
[[Diagnostician]], [[Appraiser]]
+
* strength
 +
* agility
 +
* endurance
 +
* willpower
 +
* spatial sense
 +
* kinesthetic sense
  
Agility, Spatial Sense, Kinesthetic Sense, Empathy:<br />
+
carpentry
[[Wound dresser]]
+
* strength
 +
* agility
 +
* creativity
 +
* spatial sense
 +
* kinesthetic sense
  
Strength, Agility, Kinesthetic Sense:<br />
+
detailstone (engraver)
[[Brewer]]<br />
+
* agility
[[Balance]], not implemented
+
* creativity
 +
* spatial sense
 +
* kinesthetic sense
  
Strength, Agility, Endurance, Kinesthetic Sense:<br />
+
masonry
[[Butcher]], [[Dyer]], [[Grower]], [[Milker]], [[Miller]], [[Thresher]]
+
* strength
 +
* agility
 +
* endurance
 +
* creativity
 +
* spatial sense
 +
* kinesthetic sense
  
Strength, Agility, Endurance, Analytical Ability, Creativity, Kinesthetic Sense:<br />
+
animaltrain
[[Cheese maker]]
+
* agility
 +
* toughness
 +
* endurance
 +
* intuition
 +
* patience
 +
* empathy
  
Agility, Analytical Ability, Creativity, Kinesthetic Sense:<br />
+
animalcare
[[Cook]]
+
* agility
 +
* analytical ability
 +
* memory
 +
* empathy
  
Agility, Memory, Kinesthetic Sense:<br />
+
dissect_fish
[[Herbalist]]
+
* agility
 +
* kinesthetic sense
  
Strength, Toughness, Endurance, Kinesthetic Sense:<br />
+
dissect_vermin (animal dissection)
[[Lye maker]], [[Potash maker]], [[Soaper]], [[Wood burner]]
+
* agility
 +
* kinesthetic sense
  
Agility, Endurance, Kinesthetic Sense:<br />
+
processfish (fish cleaner)
[[Fish cleaner]]
+
* agility
 +
* endurance
 +
* kinesthetic sense
  
Strength, Agility, Focus, Patience, Kinesthetic Sense:<br />
+
butcher
[[Fisherdwarf]]
+
* strength
 +
* agility
 +
* endurance
 +
* kinesthetic sense
  
Strength, Toughness, Endurance, Analytical Ability, Kinesthetic Sense:<br />
+
trapping
[[Furnace operator]]
+
* agility
 +
* analytical ability
 +
* creativity
 +
* spatial sense
  
Agility, Analytical Ability, Spatial Sense, Kinesthetic Sense:<br />
+
tanner
[[Gem cutter]]
+
* agility
 +
* kinesthetic sense
  
Strength, Agility, Endurance, Analytical Ability, Kinesthetic Sense:<br />
+
weaving
[[Strand extractor]]
+
* agility
 +
* creativity
 +
* spatial sense
 +
* kinesthetic sense
  
Strength, Agility, Endurance, Analytical Ability, Creativity, Spatial Sense:<br />
+
brewing
[[Mechanic]], [[Siege engineer]]
+
* strength
 +
* agility
 +
* kinesthetic sense
  
Strength, Toughness, Endurance, Willpower, Kinesthetic Sense:<br />
+
clothesmaking
[[Pump operator]], [[Armor user]]
+
* agility
 +
* creativity
 +
* spatial sense
 +
* kinesthetic sense
  
Strength, Toughness, Endurance, Analytical Ability, Focus, Spatial Sense:<br />
+
milling
[[Siege operator]]
+
* strength
 +
* agility
 +
* endurance
 +
* kinesthetic sense
  
Agility, Analytical Ability, Creativity, Intuition:<br />
+
processplants (thresher)
[[Alchemist]], not implemented
+
* strength
 +
* agility
 +
* endurance
 +
* kinesthetic sense
  
Strength, Agility, Analytical Ability, Spatial Sense, Kinesthetic Sense:<br />
+
cheesemaking
[[Knapper]]
+
* strength
 +
* agility
 +
* endurance
 +
* analytical ability
 +
* creativity
 +
* kinesthetic sense
  
Analytical Ability, Creativity, Spatial Sense:<br />
+
milk
[[Building designer]]
+
* strength
 +
* agility
 +
* endurance
 +
* kinesthetic sense
  
Analytical Ability, Creativity, Social Awareness:<br />
+
cook
[[Organizer]]
+
* agility
 +
* analytical ability
 +
* creativity
 +
* kinesthetic sense
  
Analytical Ability, Memory, Focus:<br />
+
plant (farmer)
[[Record keeper]], [[Student]]
+
* strength
 +
* agility
 +
* endurance
 +
* kinesthetic sense
  
Strength, Agility, Toughness, Willpower, Spatial Sense, Kinesthetic Sense:<br />
+
herbalism (plant gathering)
[[Axeman]], [[Fighter]], [[Hammerman]], [[Kicker]], [[Knife user]], [[Lasher]], [[Maceman]], [[Misc. object user]], [[Pikeman]], [[Shield user]], [[Spearman]], [[Striker]], [[Swordsman]],  [[Thrower]]
+
* agility
 +
* memory
 +
* kinesthetic sense
  
Agility, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:<br />
+
fish
[[Dodger]]
+
* strength
 +
* agility
 +
* focus
 +
* patience
 +
* kinesthetic sense
  
Agility, Creativity, Kinesthetic Sense, Linguistic Ability:<br />
+
smelt (furnace operator)
[[Comedian]], unless otherwise prohibited by traits
+
* strength
 +
* toughness
 +
* endurance
 +
* analytical ability
 +
* kinesthetic sense
  
Linguistic Ability, Empathy, Social Awareness:<br />
+
extract_strand
[[Conversationalist]], [[Flatterer]], [[Negotiator]], [[Persuader]], [[Consoler]], [[Leader]], [[Pacifier]], [[Teacher]], unless otherwise prohibited by traits
+
* strength
 +
* agility
 +
* endurance
 +
* analytical ability
 +
* kinesthetic sense
  
Agility, Kinesthetic Sense, Linguistic Ability:<br />
+
forge_weapon, forge_armor, forge_furniture, metalcraft
[[Intimidator]], unless otherwise prohibited by traits
+
* strength
 +
* agility
 +
* endurance
 +
* creativity
 +
* spatial sense
 +
* kinesthetic sense
  
Intuition, Empathy, Social Awareness:<br />
+
cutgem
[[Judge of intent]]
+
* agility
 +
* analytical ability
 +
* spatial sense
 +
* kinesthetic sense
  
Creativity, Linguistic Ability, Social Awareness:<br />
+
encrustgem, woodcraft, stonecraft, bonecarve, bowyer (makes crossbows)
[[Liar]], unless otherwise prohibited by traits
+
* agility
 +
* creativity
 +
* spatial sense
 +
* kinesthetic sense
  
Focus, Willpower, Patience:<br />
+
glassmaker, leatherwork
[[Concentration]], not implemented
+
* strength
 +
* agility
 +
* endurance
 +
* creativity
 +
* spatial sense
 +
* kinesthetic sense
  
Intuition, Focus, Spatial Sense:<br />
+
siegecraft (siege engineer)
[[Observer]]
+
* strength
 +
* agility
 +
* endurance
 +
* analytical ability
 +
* creativity
 +
* spatial sense
  
Analytical Ability, Creativity, Intuition:<br />
+
siegeoperate
[[Military tactics]], not implemented
+
* strength
 +
* toughness
 +
* endurance
 +
* analytical ability
 +
* focus
 +
* spatial sense
  
Agility, Toughness, Endurance, Focus, Willpower, Empathy:<br />
+
mechanics
[[Druid]], not implemented
+
* strength
 +
* agility
 +
* endurance
 +
* analytical ability
 +
* creativity
 +
* spatial sense
  
Analytical Ability, Focus, Spatial Sense:<br />
+
designbuilding (architect)
[[Tracker]], not implemented
+
* analytical ability
 +
* creativity
 +
* spatial sense
  
Focus, Willpower:<br />
+
dress_wounds
[[Discipline]], not implemented
+
* agility
 +
* spatial sense
 +
* kinesthetic sense
 +
* empathy
  
Creativity, Intuition, Linguistic Ability:<br />
+
diagnose
[[Poet]], [[Wordsmith]], [[Writer]], not implemented
+
* analytical ability
 +
* intuition
 +
* memory
  
Memory, Focus, Linguistic Ability:<br />
+
surgery
[[Reader]], not implemented
+
* agility
 +
* focus
 +
* spatial sense
 +
* kinesthetic sense
  
Linguistic Ability:<br />
+
set_bone
[[Speaker]], not implemented
+
* strength
 +
* agility
 +
* focus
 +
* spatial sense
 +
* kinesthetic sense
  
Agility, Spatial Sense, Kinesthetic Sense:<br />
+
suture
[[Coordination]], not implemented
+
* agility
 +
* focus
 +
* spatial sense
 +
* kinesthetic sense
  
Implemented but unknown:
+
wood_burning, lye_making, soap_making, potash_making
Shearer, Spinner, Presser, Beekeeper, Potter, Glazer, Wax worker
+
* strength
 +
* toughness
 +
* endurance
 +
* kinesthetic sense
  
Notes:
+
dyer
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.
+
* strength
 +
* agility
 +
* endurance
 +
* kinesthetic sense
 +
 
 +
operate_pump
 +
* strength
 +
* toughness
 +
* endurance
 +
* willpower
 +
* kinesthetic sense
 +
 
 +
===Social awareness/Admin/Misc skills===
 +
 
 +
persuasion, negotiation, conversation, flattery, console, pacify, leadership, teaching
 +
* linguistic ability
 +
* empathy
 +
* social awareness
 +
 
 +
judging_intent
 +
* intuition
 +
* empathy
 +
* social awareness
 +
 
 +
appraisal (trader)
 +
* analytical ability
 +
* intuition
 +
* memory
 +
 
 +
organization
 +
* analytical ability
 +
* creativity
 +
* social awareness
 +
 
 +
record_keeping
 +
* analytical ability
 +
* focus
 +
* memory
 +
 
 +
lying
 +
* creativity
 +
* linguistic ability
 +
* social awareness
 +
 
 +
intimidation
 +
* agility
 +
* linguistic ability
 +
* kinesthetic sense
 +
 
 +
comedy
 +
* agility
 +
* creativity
 +
* linguistic ability
 +
* kinesthetic sense
 +
 
 +
knowledge_acquisition (student)
 +
* analytical ability
 +
* focus
 +
* memory
 +
 
 +
===Unimplemented skills===
 +
 
 +
military_tactics
 +
* analytical ability
 +
* creativity
 +
* intuition
 +
 
 +
magic_nature (druid)
 +
* agility
 +
* toughness
 +
* endurance
 +
* focus
 +
* willpower
 +
* empathy
 +
 
 +
tracking
 +
* analytical ability
 +
* focus
 +
* spatial sense
 +
 
 +
concentration
 +
* focus
 +
* willpower
 +
* patience
 +
 
 +
discipline
 +
* focus
 +
* willpower
 +
 
 +
writing
 +
* creativity
 +
* intuition
 +
* linguistic ability
 +
 
 +
prose
 +
* creativity
 +
* intuition
 +
* linguistic ability
 +
 
 +
poetry
 +
* creativity
 +
* intuition
 +
* linguistic ability
 +
 
 +
reading
 +
* focus
 +
* memory
 +
* linguistic ability
 +
 
 +
speaking
 +
* linguistic ability
 +
 
 +
coordination
 +
* agility
 +
* spatial sense
 +
* kinesthetic sense
 +
 
 +
balance
 +
* strength
 +
* agility
 +
* kinesthetic sense
 +
 
 +
alchemy
 +
* agility
 +
* analytical ability
 +
* creativity
 +
* intuition
  
*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===
 
===Attributes trained by skills===
Line 709: Line 741:
 
'''Agility''':
 
'''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)
+
Bowyer, Carpenter, Wood cutter, Engraver, Mason, Animal caretaker, Animal trainer, 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, all general combat, close combat, and ranged combat/hunting skills (but not Biter or Armor user)
  
 
'''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, all general combat and close combat skills
  
 
'''Endurance''':
 
'''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
+
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
  
 
'''Disease Resistance''':
 
'''Disease Resistance''':
Line 729: Line 761:
 
'''Analytical Ability''':
 
'''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
+
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
  
 
'''Memory''':
 
'''Memory''':
  
Animal caretaker, Diagnostician, Herbalist, Appraiser, Record keeper, Student, Reader
+
Animal caretaker, Diagnostician, Herbalist, Appraiser, Record keeper, Student
  
 
'''Creativity''':
 
'''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
+
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
  
 
'''Intuition''':
 
'''Intuition''':
  
Animal trainer, Diagnostician, Alchemist, Appraiser, Observer, Military tactics, Poet, Wordsmith, Writer
+
Animal trainer, Diagnostician, Alchemist, Appraiser, Observer
  
 
'''Focus''':
 
'''Focus''':
  
Bone doctor, Surgeon, Suturer, Fisherdwarf, Siege operator, Record keeper, Concentration, Observer, Student, Tracker, Discipline, Reader, ranged combat/hunting skills
+
Bone doctor, Surgeon, Suturer, Fisherdwarf, Siege operator, Record keeper, Concentration, Observer, Student, ranged combat/hunting skills
  
 
'''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, Concentration, all general combat and close combat skills
  
 
'''Patience''':
 
'''Patience''':
Line 757: Line 789:
 
'''Spatial Sense''':
 
'''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)
+
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, 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, 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
+
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, all general combat, close combat, and ranged combat/hunting skills
  
 
'''Linguistic Ability''':
 
'''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)
+
Comedian, Conversationalist, Flatterer, Intimidator, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)
  
 
'''Musicality''':
 
'''Musicality''':
Line 773: Line 805:
 
'''Empathy''':
 
'''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)
+
Animal caretaker, Animal trainer, Conversationalist, Flatterer, Judge of intent, Negotiator, Persuader, Consolor, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)
  
 
'''Social Awareness''':
 
'''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)
+
Organizer, Conversationalist, Flatterer, Judge of intent, Liar, Negotiator, Persuader, Consolor, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)
 +
 
 +
Many of these skills are in clusters.
 +
 
 +
=== Skill Clusters ===
 +
 
 +
Bowyer, Engraver, Gem setter, Bone carver, Clothier, Stone crafter, Weaver, and Wood crafter all improve Agility, Creativity, Spatial Sense, and Kinesthetic Sense. Add Strength to this cluster and you get Carpenter. Add Endurance as well and you get another major cluster: Mason, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Glassmaker, and Leatherworker all improve Strength, Agility, Endurance, Creativity, Spatial Sense, and Kinesthetic Sense.
 +
 
 +
There's a group of agricultural skills: Butcher, Dyer, Grower, Milker, Miller, and Thresher all test Strength, Agility, Endurance, and Kinesthetic Sense. A similar group of attributes is linked to four skills that feed into or rely on the ashery somehow: Lye maker, Potash maker, Soaper, and Wood burner all improve Strength, Toughness, Endurance, and Kinesthetic Sense.
 +
 
 +
The wide swath of general and close combat skills test Strength, Agility, Toughness, Willpower, Spatial Sense, and Kinesthetic Sense. Ranged combat/hunting skills are linked with Agility, Focus, Spatial Sense, and Kinesthetic Sense. The social skills generally want Linguistic Ability, Empathy, and Social Awareness.
 +
 
 +
There are a few little coincidences. Surgeon and Suturer class with the ranged combat skills. Miner and Biter form a group. (Bite the earth!) Wood cutter, Swimmer, and Wrestler are a group, the Upper Body Strength cluster. Remove Strength from that cluster and you get Crutch-walker, the Lower Body Weakness skill. Diagnostician and Appraiser are a group, a festering wound and an elven trade delegation have certain similarities. Trapper and Building designer, Mechanic and Siege engineer, Pump operator and Armor user, all pairs, and perhaps that last has some cross-training potential.
  
 
== How Your Dwarf Gets Attributes ==
 
== How Your Dwarf Gets Attributes ==
Line 783: Line 827:
 
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.  
 
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.
+
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: racial 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...
 
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.
+
Endurance, Disease Resistance, Recuperation, Intuition, Willpower, Kinesthetic Sense, Linguistic Ability, Musicality, Empathy, and Social Awareness are AVG, or the default. Their range is not specified in the raws, but it is [200:750:900:1000:1100:1300:2000]. The mean is 1025, the median is 1000.
  
 
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.
 +
 +
== Evaluation of Attributes ==
 +
Attributes are evaluated relative to the racial average set. So a Patience of 1681 is +1, a sum of patience, and a Toughness of 1681 is also +1, tough, because both of those are +, but a Focus (++) of 1681 is only 0, no verbal evaluation under Thoughts and Preferences, because dwarves are expected to have a high focus. An Agi (-) of 1681, meanwhile, is +3, extremely agile, because no one thinks a dwarf can move that fast.
 +
 +
Toady One assures that these evaluations are for color only, every in-game action is tested against the underlying number.
 +
 +
=== ++ (Focus, Spatial): ===
 +
 +
*0-542: -4
 +
*543-792: -3
 +
*793-1042: -2
 +
*1043-1292: -1
 +
*1293-1791: 0
 +
*1792-2041: +1
 +
*2042-2291: +2
 +
*2292-2541: +3
 +
*2542+: +4
 +
 +
=== + (Str, Tough, Analyt, Creat, Pat, Mem): ===
 +
 +
*0-250: -4
 +
*251-500: -3
 +
*501-750: -2
 +
*751-1000: -1
 +
*1001-1499: 0
 +
*1500-1749: +1
 +
*1750-1999: +2
 +
*2000-2249: +3
 +
*2250+: +4
 +
 +
=== AVG (All others except Agi): ===
 +
 +
*0: -4
 +
*1-250: -3
 +
*251-500: -2
 +
*501-750: -1
 +
*751-1249: 0
 +
*1250-1499: +1
 +
*1500-1749: +2
 +
*1750-1999: +3
 +
*2000+: +4
 +
 +
=== - (Agi) ===
 +
 +
*NULL: -4
 +
*0-150: -3
 +
*151-400: -2
 +
*401-650: -1
 +
*651-1149: 0
 +
*1150-1399: +1
 +
*1400-1649: +2
 +
*1650-1899: +3
 +
*1900+: +4
  
 
==Special Attributes==
 
==Special Attributes==
Line 804: Line 901:
 
| 100
 
| 100
 
| Doesn't really care about anything anymore.  
 
| 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]].
+
| 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 {{l|military|soldiers}}, who might watch {{l|friend|friends}} and comrades die as often as they kill {{l|goblin|goblins}}.
 
|-
 
|-
 
| 67 - 99
 
| 67 - 99

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