v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Difference between revisions of "v0.31:Attribute"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
(Attribute Creation and Evaluation)
(they don't belong here either, but it's better than personality traits)
Line 887: Line 887:
 
*1650-1899: +3
 
*1650-1899: +3
 
*1900+: +4
 
*1900+: +4
 +
 +
==Special Attributes==
 +
Though they are not classified with the above attributes, creatures with the appropriate {{L|creature token|tokens}} can have the following attributes:
 +
 +
{|
 +
|- style="background:#ddd"
 +
! Attribute
 +
! Value Range
 +
! Value Points
 +
! Effect
 +
|- style="border-top: 3px solid #aaa"
 +
! rowspan=6 | Alcohol dependence
 +
| 91 - 100
 +
| Needs alcohol to get through the working day.
 +
|Had a drink recently, no penalty.
 +
|-
 +
| 76 - 90
 +
| Needs alcohol to get through the working day and is starting to work slowly due to its scarcity.
 +
| rowspan=3 | The lower this gets, the slower an alcohol dependent creature will work, and the longer their breaks become.  Low intake of booze may be one cause of {{l|insanity}}.
 +
|-
 +
| 61 - 75
 +
| Needs alcohol to get through the working day and really wants a drink.
 +
|-
 +
| 25 - 39
 +
| Needs alcohol to get through the working day and has gone without a drink for far, far too long.
 +
|-
 +
| 10 - 24
 +
| Needs alcohol to get through the working day and can't even remember the last time s/he had some.
 +
|-
 +
| 0 - 9
 +
| ?????
 +
|- style="border-top: 3px solid #aaa"
 +
! rowspan=5 | Cave adaptation
 +
| 91 - 100
 +
| rowspan=3 | (There aren't actually personality traits that appear, but there are multiple levels of this  that control how {{l|Cave_adaptation|cave adapted}} the creature actually is (whether or not they will grow irritated or {{l|vomit}}).  This trait goes lower as creatures spend time in the {{l|sun}}.)
 +
|-
 +
| 76 - 90
 +
|-
 +
| 61 - 75
 +
| rowspan=3 | These low levels of Cave Adaptation cause no ill effects.
 +
|-
 +
| 25 - 39
 +
| Does not mind being outdoors, at least for a time.
 +
|-
 +
| 0 - 24
 +
| Likes working outdoors and grumbles only mildly at inclement weather.
 +
|- style="border-top: 3px solid #aaa"
 +
! rowspan=4 | Trauma
 +
| 76 - 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 {{l|military|soldiers}}, who might watch {{l|friend|friends}} and comrades die as often as they kill {{l|goblin|goblins}}.
 +
|-
 +
| 40 - 75
 +
| Is a hardened individual.
 +
|-
 +
| 10 - 39
 +
| Is getting used to tragedy.
 +
|-
 +
| 0 - 9
 +
|
 +
| Nothing displayed.  Dwarf is not yet traumatized.
 +
|}

Revision as of 16:48, 21 April 2011

This article is about an older version of DF.

A creature has numerous attributes which impact 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.

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 Creature_Tokens.

Attributes can be viewed for individual dwarfs by selecting view dwarves, z, enter or by going to the units menu, view, then enter.


Body Attributes

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. Increasing strength, at least in adventurers, increases movement speed (albeit not as much as agility) due to better carrying capacity.

  • unbelievably strong
  • mighty
  • very strong
  • strong
  • weak
  • very weak
  • unquestionably weak
  • unfathomably weak

Agility

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.

  • amazingly agile
  • extremely agile
  • very agile
  • agile
  • clumsy
  • quite clumsy
  • totally clumsy
  • abysmally clumsy

Toughness

Reduces physical damage.

  • basically unbreakable
  • incredibly tough
  • quite durable
  • tough
  • flimsy
  • very flimsy
  • remarkably flimsy
  • shockingly fragile

Endurance

Reduces the rate at which dwarves become exhausted.

  • absolutely inexhaustible
  • indefatigable
  • very slow to tire
  • slow to tire
  • quick to tire
  • very quick to tire
  • extremely quick to tire
  • truly quick to tire

Disease Resistance

Reduces the risk of disease.

  • virtually never sick
  • almost never sick
  • very rarely sick
  • rarely sick
  • susceptible to disease
  • quite susceptible to disease
  • really susceptible to disease
  • stunningly susceptible to disease

Recuperation

Increases the rate of wound healing.

  • possessed of amazing recuperative powers
  • incredibly quick to heal
  • quite quick to heal
  • quick to heal
  • slow to heal
  • very slow to heal
  • really slow to heal
  • shockingly slow to heal

Soul Attributes

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

  • awesome intellectual powers
  • great analytical abilities
  • a sharp intellect
  • 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
  • an iffy memory
  • a poor memory
  • a really bad memory
  • little memory to speak of

Creativity

  • a boundless creative imagination
  • great creativity
  • very good creativity
  • good creativity
  • meager creativity
  • poor creativity
  • lousy creativity
  • next to no creative talent

Intuition

  • uncanny intuition
  • great intuition
  • very good intuition
  • good intuition
  • bad intuition
  • very bad intuition
  • lousy intuition
  • horrible intuition

Focus

  • unbreakable focus
  • a great ability to focus
  • very good focus
  • the ability to focus
  • poor focus
  • quite poor focus
  • really poor focus
  • the absolute inability to focus

Willpower

Willpower directly resists exertion/pain effects

  • an unbreakable will
  • an iron will
  • a lot of willpower
  • willpower
  • little willpower
  • a large deficit of willpower
  • next to no willpower
  • absolutely no willpower

Patience

Some non-skill tasks are affected by Patience

  • absolutely boundless patience
  • a deep well of patience
  • a great deal of patience
  • a sum of patience
  • a shortage of patience
  • little patience
  • very little patience
  • no patience at all

Spatial Sense

  • a stunning feel for spatial relationships
  • an amazing spatial sense
  • a great feel for the surrounding space
  • a good spatial sense
  • a questionable spatial sense
  • poor spatial senses
  • an atrocious spatial sense
  • no sense for spatial relationships

Kinesthetic Sense

Most skills involving any movement at all (lots of them), and non-skilled tasks as well are affected by Kinesthetic Sense

  • an astounding feel for the position of own body
  • a great kinesthetic sense
  • a very good sense of the position of own body
  • a good kinesthetic sense
  • a meager kinesthetic sense
  • a poor kinesthetic sense
  • a very clumsy kinesthetic sense
  • an unbelievably atrocious sense of the position of own body

Linguistic Ability

  • an astonishing ability with languages and words
  • a great affinity for language
  • a natural inclination toward language
  • a way with words
  • a little difficulty with words
  • little linguistic ability
  • very little linguistic ability
  • difficulty with words and language

Musicality

This attribute doesn't affect any skills as of version .31.11

  • an astonishing knack for music
  • a great musical sense
  • a natural ability with music
  • a feel for music
  • an iffy sense for music
  • little natural inclination toward music
  • next to no natural musical ability
  • absolutely no feel for music at all

Empathy

  • 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
  • poor empathy
  • a very bad sense of empathy
  • next to no empathy
  • the utter inability to judge others' emotions

Social Awareness

  • 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
  • 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

Skills By Soul Attribute

Skills and associated attributes

I gathered data on what attributes are trained by various skills. I assume, without evidence, that the same skills use some 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

Ranged combat skills, including crossbow, bow, blowgun, sneak (ambusher) and ranged_combat (archer)

  • agility
  • focus
  • spatial sense
  • kinesthetic sense

armor (armor user)

  • strength
  • toughness
  • endurance
  • willpower
  • kinesthetic sense

dodging

  • agility
  • toughness
  • endurance
  • willpower
  • spatial sense
  • kinesthetic sense

crutch_walk

  • agility
  • endurance
  • willpower
  • spatial sense
  • kinesthetic sense

swimming

  • strength
  • agility
  • endurance
  • willpower
  • spatial sense
  • kinesthetic sense

situational_awareness (observer)

  • focus
  • intuition
  • spatial sense

wrestling

  • strength
  • agility
  • endurance
  • willpower
  • spatial sense
  • kinesthetic sense

bite

  • strength
  • toughness
  • endurance
  • willpower
  • spatial sense
  • kinesthetic sense

knapping

  • strength
  • agility
  • analytical ability
  • spatial sense
  • kinesthetic sense

Labor skills

mining

  • strength
  • toughness
  • endurance
  • willpower
  • spatial sense
  • kinesthetic sense

woodcutting

  • strength
  • agility
  • endurance
  • willpower
  • spatial sense
  • kinesthetic sense

carpentry

  • strength
  • agility
  • creativity
  • spatial sense
  • kinesthetic sense

detailstone (engraver)

  • agility
  • creativity
  • spatial sense
  • kinesthetic sense

masonry

  • strength
  • agility
  • endurance
  • creativity
  • spatial sense
  • kinesthetic sense

animaltrain

  • agility
  • toughness
  • endurance
  • intuition
  • patience
  • empathy

animalcare

  • agility
  • analytical ability
  • memory
  • empathy

dissect_fish

  • agility
  • kinesthetic sense

dissect_vermin (animal dissection)

  • agility
  • kinesthetic sense

processfish (fish cleaner)

  • agility
  • endurance
  • kinesthetic sense

butcher

  • strength
  • agility
  • endurance
  • kinesthetic sense

trapping

  • agility
  • analytical ability
  • creativity
  • spatial sense

tanner

  • agility
  • kinesthetic sense

weaving

  • agility
  • creativity
  • spatial sense
  • kinesthetic sense

brewing

  • strength
  • agility
  • kinesthetic sense

clothesmaking

  • agility
  • creativity
  • spatial sense
  • kinesthetic sense

milling

  • strength
  • agility
  • endurance
  • kinesthetic sense

processplants (thresher)

  • strength
  • agility
  • endurance
  • kinesthetic sense

cheesemaking

  • strength
  • agility
  • endurance
  • analytical ability
  • creativity
  • kinesthetic sense

milk

  • strength
  • agility
  • endurance
  • kinesthetic sense

cook

  • agility
  • analytical ability
  • creativity
  • kinesthetic sense

plant (farmer)

  • strength
  • agility
  • endurance
  • kinesthetic sense

herbalism (plant gathering)

  • agility
  • memory
  • kinesthetic sense

fish

  • strength
  • agility
  • focus
  • patience
  • kinesthetic sense

smelt (furnace operator)

  • strength
  • toughness
  • endurance
  • analytical ability
  • kinesthetic sense

extract_strand

  • strength
  • agility
  • endurance
  • analytical ability
  • kinesthetic sense

forge_weapon, forge_armor, forge_furniture, metalcraft

  • strength
  • agility
  • endurance
  • creativity
  • spatial sense
  • kinesthetic sense

cutgem

  • agility
  • analytical ability
  • spatial sense
  • kinesthetic sense

encrustgem, woodcraft, stonecraft, bonecarve, bowyer (makes crossbows)

  • agility
  • creativity
  • spatial sense
  • kinesthetic sense

glassmaker, leatherwork

  • strength
  • agility
  • endurance
  • creativity
  • spatial sense
  • kinesthetic sense

siegecraft (siege engineer)

  • strength
  • agility
  • endurance
  • analytical ability
  • creativity
  • spatial sense

siegeoperate

  • strength
  • toughness
  • endurance
  • analytical ability
  • focus
  • spatial sense

mechanics

  • strength
  • agility
  • endurance
  • analytical ability
  • creativity
  • spatial sense

designbuilding (architect)

  • analytical ability
  • creativity
  • spatial sense

dress_wounds

  • agility
  • spatial sense
  • kinesthetic sense
  • empathy

diagnose

  • analytical ability
  • intuition
  • memory

surgery

  • agility
  • focus
  • spatial sense
  • kinesthetic sense

set_bone

  • strength
  • agility
  • focus
  • spatial sense
  • kinesthetic sense

suture

  • agility
  • focus
  • spatial sense
  • kinesthetic sense

wood_burning, lye_making, soap_making, potash_making

  • strength
  • toughness
  • endurance
  • kinesthetic sense

dyer

  • 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


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, 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:

Miner, Animal trainer, Lye maker, Potash maker, Soaper, Wood burner, Furnace operator, Pump operator, Siege operator, 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

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

Memory:

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

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

Intuition:

Animal trainer, Diagnostician, Alchemist, Appraiser, Observer

Focus:

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

Willpower:

Miner, Wood cutter, Crutch-walker, Pump operator, Swimmer, Concentration, 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, 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, all general combat, close combat, and ranged combat/hunting skills

Linguistic Ability:

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

Musicality:

Nothing!

Empathy:

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:

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. 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

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: 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...

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.

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

Though they are not classified with the above attributes, creatures with the appropriate Template:L can have the following attributes:

Attribute Value Range Value Points Effect
Alcohol dependence 91 - 100 Needs alcohol to get through the working day. Had a drink recently, no penalty.
76 - 90 Needs alcohol to get through the working day and is starting to work slowly due to its scarcity. The lower this gets, the slower an alcohol dependent creature will work, and the longer their breaks become. Low intake of booze may be one cause of Template:L.
61 - 75 Needs alcohol to get through the working day and really wants a drink.
25 - 39 Needs alcohol to get through the working day and has gone without a drink for far, far too long.
10 - 24 Needs alcohol to get through the working day and can't even remember the last time s/he had some.
0 - 9 ?????
Cave adaptation 91 - 100 (There aren't actually personality traits that appear, but there are multiple levels of this that control how Template:L the creature actually is (whether or not they will grow irritated or Template:L). This trait goes lower as creatures spend time in the Template:L.)
76 - 90
61 - 75 These low levels of Cave Adaptation cause no ill effects.
25 - 39 Does not mind being outdoors, at least for a time.
0 - 24 Likes working outdoors and grumbles only mildly at inclement weather.
Trauma 76 - 100 Doesn't really care about anything anymore. 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 Template:L, who might watch Template:L and comrades die as often as they kill Template:L.
40 - 75 Is a hardened individual.
10 - 39 Is getting used to tragedy.
0 - 9 Nothing displayed. Dwarf is not yet traumatized.