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Difference between revisions of "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 [[Creature_Tokens]].
+
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 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==
 +
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%|
  
==Body Attributes==
 
 
===Strength===
 
===Strength===
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).
+
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.
 +
 
 +
{| {{prettytable}}
 +
|- style="background:#ddd"
 +
! style="width:8em" | Value (+)
 +
! Description
  
* unbelievably strong
+
|- style="border-top: 3px solid #aaa"
* mighty
+
| 2250 - 5000 || unbelievably strong
* very strong
+
|-
* strong
+
| 2000 - 2249 || mighty
 +
|-
 +
| 1750 - 1999 || very strong
 +
|-
 +
| 1500 - 1749 || strong
 +
|-
 +
| 751 - 1000 || weak
 +
|-
 +
| 501 - 750 || very weak
 +
|-
 +
| 251 - 500 || unquestionably weak
 +
|-
 +
| 0 - 250 || unfathomably weak
 +
|}
  
* weak
+
|width=50%|
* very weak
 
* unquestionably weak
 
* unfathomably weak
 
  
 
===Agility===
 
===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.
+
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.
 +
 
 +
{| {{prettytable}}
 +
|- style="background:#ddd"
 +
! style="width:8em" | Value (-)
 +
! Description
  
* amazingly agile
+
|- style="border-top: 3px solid #aaa"
* extremely agile
+
| 1900 - 5000 || amazingly agile
* very agile
+
|-
* agile
+
| 1650 - 1899 || extremely 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.
  
* basically unbreakable
+
{| {{prettytable}}
* incredibly tough
+
|- style="background:#ddd"
* quite durable
+
! style="width:8em" | Value (+)
* tough
+
! Description
  
* flimsy
+
|- style="border-top: 3px solid #aaa"
* very flimsy
+
| 2250 - 5000 || basically unbreakable
* remarkably flimsy
+
|-
* shockingly fragile
+
| 2000 - 2249 || incredibly tough
 +
|-
 +
| 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.
  
* absolutely inexhaustible
+
{| {{prettytable}}
* indefatigable
+
|- style="background:#ddd"
* very slow to tire
+
! style="width:8em" | Value (AVG)
* slow to tire
+
! Description
  
* quick to tire
+
|- style="border-top: 3px solid #aaa"
* very quick to tire
+
| 2000 - 5000 || absolutely inexhaustible
* extremely quick to tire
+
|-
* truly quick to tire
+
| 1750 - 1999 || indefatigable
 +
|-
 +
| 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.
  
* virtually never sick
+
{| {{prettytable}}
* almost never sick
+
|- style="background:#ddd"
* very rarely sick
+
! style="width:8em" | Value (AVG)
* rarely sick
+
! Description
  
* susceptible to disease
+
|- style="border-top: 3px solid #aaa"
* quite susceptible to disease
+
| 2000 - 5000 || possessed of amazing recuperative powers
* really susceptible to disease
+
|-
* stunningly susceptible to disease
+
| 1750 - 1999 || incredibly quick to heal
 +
|-
 +
| 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===
+
|
Increases the rate of wound healing.
+
===Disease Resistance===
 +
Reduces the risk of disease.  
  
* possessed of amazing recuperative powers
+
{| {{prettytable}}
* incredibly quick to heal
+
|- style="background:#ddd"
* quite quick to heal
+
! style="width:8em" | Value (AVG)
* quick to heal
+
! Description
  
* slow to heal
+
|- style="border-top: 3px solid #aaa"
* very slow to heal
+
| 2000 - 5000 || virtually never sick
* really slow to heal
+
|-
* shockingly slow to heal
+
| 1750 - 1999 || almost never sick
 +
|-
 +
| 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 effect 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 affect 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===
*awesome intellectual powers
+
{| {{prettytable}}
*great analytical abilities
+
|- style="background:#ddd"
*a sharp intellect
+
! style="width:8em" | Value (+)
*a good intellect
+
! Description
 +
 
 +
|- style="border-top: 3px solid #aaa"
 +
| 2250 - 5000 || awesome intellectual powers
 +
|-
 +
| 2000 - 2249 || great analytical abilities
 +
|-
 +
| 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%|
 +
===Focus===
 +
{| {{prettytable}}
 +
|- style="background:#ddd"
 +
! style="width:8em" | Value (++)
 +
! 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
 +
|}
  
*poor analytical abilities
+
|-
*very bad analytical abilities
+
|
*a lousy intellect
+
===Willpower===
*a stunning lack of analytical ability
+
Willpower directly reduces exertion and pain effects.
  
===Memory===
+
{| {{prettytable}}
*an astonishing memory
+
|- style="background:#ddd"
*an amazing memory
+
! style="width:8em" | Value (AVG)
*a great memory
+
! Description
*a good memory
 
  
*an iffy memory
+
|- style="border-top: 3px solid #aaa"
*a poor memory
+
| 2000 - 5000 || an unbreakable will
*a really bad memory
+
|-
*little memory to speak of
+
| 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===
*a boundless creative imagination
+
{| {{prettytable}}
*great creativity
+
|- style="background:#ddd"
*very good creativity
+
! style="width:8em" | Value (+)
*good creativity
+
! Description
  
*meager creativity
+
|- style="border-top: 3px solid #aaa"
*poor creativity
+
| 2250 - 5000 || a boundless creative imagination
*lousy creativity
+
|-
*next to no creative talent
+
| 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
 +
|}
  
 +
|-
 +
|
 
===Intuition===
 
===Intuition===
*uncanny intuition
+
{| {{prettytable}}
*great intuition
+
|- style="background:#ddd"
*very good intuition
+
! style="width:8em" | Value (AVG)
*good intuition
+
! Description
  
*bad intuition
+
|- style="border-top: 3px solid #aaa"
*very bad intuition
+
| 2000 - 5000 || uncanny intuition
*lousy intuition
+
|-
*horrible intuition
+
| 1750 - 1999 || great 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===
+
|
*unbreakable focus
+
===Patience===
*a great ability to focus
+
Some non-skill tasks are affected by Patience.
*very good focus
+
{| {{prettytable}}
*the ability to focus
+
|- style="background:#ddd"
 +
! style="width:8em" | Value (+)
 +
! Description
  
*poor focus
+
|- style="border-top: 3px solid #aaa"
*quite poor focus
+
| 2250 - 5000 || absolutely boundless patience
*really poor focus
+
|-
*the absolute inability to focus
+
| 2000 - 2249 || a deep well 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
 +
|}
  
===Willpower===
+
|-
Willpower directly resists exertion/pain effects
+
|
 +
===Memory===
  
*an unbreakable will
+
{| {{prettytable}}
*an iron will
+
|- style="background:#ddd"
*a lot of willpower
+
! style="width:8em" | Value (+)
*willpower
+
! Description
  
*little willpower
+
|- style="border-top: 3px solid #aaa"
*a large deficit of willpower
+
| 2250 - 5000 || an astonishing memory
*next to no willpower
+
|-
*absolutely no willpower
+
| 2000 - 2249 || an amazing memory
 +
|-
 +
| 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
 
  
*absolutely boundless patience
+
===Linguistic Ability===
*a deep well of patience
+
{| {{prettytable}}
*a great deal of patience
+
|- style="background:#ddd"
*a sum of patience
+
! style="width:8em" | Value (AVG)
 +
! Description
  
*a shortage of patience
+
|- style="border-top: 3px solid #aaa"
*little patience
+
| 2000 - 5000 || an astonishing ability with languages and words
*very little patience
+
|-
*no patience at all
+
| 1750 - 1999 || a great affinity for language
 +
|-
 +
| 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===
*a stunning feel for spatial relationships
+
{| {{prettytable}}
*an amazing spatial sense
+
|- style="background:#ddd"
*a great feel for the surrounding space
+
! style="width:8em" | Value (++)
*a good spatial sense
+
! Description
 +
 
 +
|- 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
  
*a questionable spatial sense
+
|- style="border-top: 3px solid #aaa"
*poor spatial senses
+
| 2000 - 5000 || an astonishing knack for music
*an atrocious spatial sense
+
|-
*no sense for spatial relationships
+
| 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===
 
===Kinesthetic Sense===
Most skills involving any movement at all (lots of them), and non-skilled tasks as well are affected by 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}}
 +
|- style="background:#ddd"
 +
! style="width:8em" | Value (AVG)
 +
! Description
 +
 
 +
|- style="border-top: 3px solid #aaa"
 +
| 2000 - 5000 || an astounding feel for the position of own body
 +
|-
 +
| 1750 - 1999 || a great kinesthetic sense
 +
|-
 +
| 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
 +
|}
  
*an astounding feel for the position of own body
+
|
*a great kinesthetic sense
+
===Empathy===
*a very good sense of the position of own body
+
{| {{prettytable}}
*a good kinesthetic sense
+
|- style="background:#ddd"
 +
! style="width:8em" | Value (AVG)
 +
! Description
  
*a meager kinesthetic sense
+
|- style="border-top: 3px solid #aaa"
*a poor kinesthetic sense
+
| 2000 - 5000 || an absolutely remarkable sense of others' emotions
*a very clumsy kinesthetic sense
+
|-
*an unbelievably atrocious sense of the position of own body
+
| 1750 - 1999 || a great sense of empathy
 +
|-
 +
| 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
 +
|}
  
===Linguistic Ability===
+
|-
*an astonishing ability with languages and words
+
|
*a great affinity for language
+
===Social Awareness===
*a natural inclination toward language
+
{| {{prettytable}}
*a way with words
+
|- 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 ==
 +
Strength, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:<br />
 +
[[Miner]], [[Biter]]
 +
 
 +
Agility, Creativity, Spatial Sense, Kinesthetic Sense:<br />
 +
[[Bowyer]], [[Engraver]], [[Gem setter]], [[Bone carver]], [[Clothier]], [[Stone crafter]], [[Weaver]], [[Wood crafter]]
 +
 
 +
Strength, Agility, Creativity, Spatial Sense, Kinesthetic Sense:<br />
 +
[[Carpenter]]
 +
 
 +
Strength, Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:<br />
 +
[[Wood cutter]], [[Swimmer]], [[Wrestler]]
 +
 
 +
Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense:<br />
 +
[[Mason]], [[Armorsmith]], [[Metal crafter]], [[Metalsmith]], [[Weaponsmith]], [[Glassmaker]], [[Leatherworker]]
 +
 
 +
Agility, Focus, Spatial Sense, Kinesthetic Sense:<br />
 +
[[Ambusher]], [[Surgeon]], [[Suturer]], [[Archer]], [[Blowgunner]], [[Bowman]], [[Crossbowman]]
  
*a little difficulty with words
+
Agility, Analytical Ability, Memory, Empathy:<br />
*little linguistic ability
+
[[Animal caretaker]]
*very little linguistic ability
 
*difficulty with words and language
 
  
===Musicality===
+
Agility, Kinesthetic Sense:<br />
''This attribute doesn't affect any skills as of version .31.11''
+
[[Animal dissector]], [[Tanner]], [[Fish dissector]]
  
*an astonishing knack for music
+
Agility, Toughness, Endurance, Intuition, Patience, Empathy:<br />
*a great musical sense
+
[[Animal trainer]]
*a natural ability with music
 
*a feel for music
 
  
*an iffy sense for music
+
Agility, Analytical Ability, Creativity, Spatial Sense:<br />
*little natural inclination toward music
+
[[Trapper]]
*next to no natural musical ability
 
*absolutely no feel for music at all
 
  
===Empathy===
+
Strength, Agility, Focus, Spatial Sense, Kinesthetic Sense:<br />
*an absolutely remarkable sense of others' emotions
+
[[Bone doctor]]
*a great sense of empathy
 
*a very good sense of empathy
 
*an ability to read emotions fairly well
 
  
*poor empathy
+
Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:<br />
*a very bad sense of empathy
+
[[Crutch walker]]
*next to no empathy
 
*the utter inability to judge others' emotions
 
  
===Social Awareness===
+
Analytical Ability, Memory, Intuition:<br />
*a shockingly profound feel for social relationships
+
[[Diagnostician]], [[Appraiser]]
*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
+
Agility, Spatial Sense, Kinesthetic Sense, Empathy:<br />
*a poor ability to manage or understand social relationships
+
[[Wound dresser]]
*a lack of understanding of social relationships
 
*an absolute inability to understand social relationships
 
  
=== Skills By Soul Attribute ===
+
Strength, Agility, Kinesthetic Sense:<br />
{{SkillsBySoulAttribute}}
+
[[Brewer]]<br />
 +
[[Balance]], not implemented
  
 +
Strength, Agility, Endurance, Kinesthetic Sense:<br />
 +
[[Butcher]], [[Dyer]], [[Grower]], [[Milker]], [[Miller]], [[Thresher]]
  
== Skills and associated attributes ==
+
Strength, Agility, Endurance, Analytical Ability, Creativity, Kinesthetic Sense:<br />
 +
[[Cheese maker]]
  
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.
+
Agility, Analytical Ability, Creativity, Kinesthetic Sense:<br />
 +
[[Cook]]
  
Notes:
+
Agility, Memory, Kinesthetic Sense:<br />
 +
[[Herbalist]]
  
*Spatial Sense and Kinesthetic Sense are almost everywhere
+
Strength, Toughness, Endurance, Kinesthetic Sense:<br />
*Nothing trains Disease Resistance, Recuperation, or Musicality
+
[[Lye maker]], [[Potash maker]], [[Soaper]], [[Wood burner]]
*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===
+
Agility, Endurance, Kinesthetic Sense:<br />
 +
[[Fish cleaner]]
  
Melee weapon skills, including axe, sword, dagger, mace, hammer, spear, pike and whip
+
Strength, Agility, Focus, Patience, Kinesthetic Sense:<br />
* strength
+
[[Fisherdwarf]]
* 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, Toughness, Endurance, Analytical Ability, Kinesthetic Sense:<br />
* strength
+
[[Furnace operator]]
* agility
 
* toughness
 
* willpower
 
* spatial sense
 
* kinesthetic sense
 
  
Ranged combat skills, including crossbow, bow, blowgun, sneak (ambusher) and ranged_combat (archer)
+
Agility, Analytical Ability, Spatial Sense, Kinesthetic Sense:<br />
* agility
+
[[Gem cutter]]
* focus
 
* spatial sense
 
* kinesthetic sense
 
  
armor (armor user)
+
Strength, Agility, Endurance, Analytical Ability, Kinesthetic Sense:<br />
* strength
+
[[Strand extractor]]
* toughness
 
* endurance
 
* willpower
 
* kinesthetic sense
 
  
dodging
+
Strength, Agility, Endurance, Analytical Ability, Creativity, Spatial Sense:<br />
* agility
+
[[Mechanic]], [[Siege engineer]]
* toughness
 
* endurance
 
* willpower
 
* spatial sense
 
* kinesthetic sense
 
  
crutch_walk
+
Strength, Toughness, Endurance, Willpower, Kinesthetic Sense:<br />
* agility
+
[[Pump operator]], [[Armor user]]
* endurance
 
* willpower
 
* spatial sense
 
* kinesthetic sense
 
  
swimming
+
Strength, Toughness, Endurance, Analytical Ability, Focus, Spatial Sense:<br />
* strength
+
[[Siege operator]]
* agility
 
* endurance
 
* willpower
 
* spatial sense
 
* kinesthetic sense
 
  
situational_awareness (observer)
+
Agility, Analytical Ability, Creativity, Intuition:<br />
* focus
+
[[Alchemist]], not implemented
* intuition
 
* spatial sense
 
  
wrestling
+
Strength, Agility, Analytical Ability, Spatial Sense, Kinesthetic Sense:<br />
* strength
+
[[Knapper]]
* agility
 
* endurance
 
* willpower
 
* spatial sense
 
* kinesthetic sense
 
  
bite
+
Analytical Ability, Creativity, Spatial Sense:<br />
* strength
+
[[Building designer]]
* toughness
 
* endurance
 
* willpower
 
* spatial sense
 
* kinesthetic sense
 
  
knapping
+
Analytical Ability, Creativity, Social Awareness:<br />
* strength
+
[[Organizer]]
* agility
 
* analytical ability
 
* spatial sense
 
* kinesthetic sense
 
  
===Labor skills===
+
Analytical Ability, Memory, Focus:<br />
 +
[[Record keeper]], [[Student]]
  
mining
+
Strength, Agility, Toughness, Willpower, Spatial Sense, Kinesthetic Sense:<br />
* strength
+
[[Axeman]], [[Fighter]], [[Hammerman]], [[Kicker]], [[Knife user]], [[Lasher]], [[Maceman]], [[Misc. object user]], [[Pikeman]], [[Shield user]], [[Spearman]], [[Striker]], [[Swordsman]],  [[Thrower]]
* toughness
 
* endurance
 
* willpower
 
* spatial sense
 
* kinesthetic sense
 
  
woodcutting
+
Agility, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:<br />
* strength
+
[[Dodger]]
* agility
 
* endurance
 
* willpower
 
* spatial sense
 
* kinesthetic sense
 
  
carpentry
+
Agility, Creativity, Kinesthetic Sense, Linguistic Ability:<br />
* strength
+
[[Comedian]], unless otherwise prohibited by traits
* agility
 
* creativity
 
* spatial sense
 
* kinesthetic sense
 
  
detailstone (engraver)
+
Linguistic Ability, Empathy, Social Awareness:<br />
* agility
+
[[Conversationalist]], [[Flatterer]], [[Negotiator]], [[Persuader]], [[Consoler]], [[Leader]], [[Pacifier]], [[Teacher]], unless otherwise prohibited by traits
* creativity
 
* spatial sense
 
* kinesthetic sense
 
  
masonry
+
Agility, Kinesthetic Sense, Linguistic Ability:<br />
* strength
+
[[Intimidator]], unless otherwise prohibited by traits
* agility
 
* endurance
 
* creativity
 
* spatial sense
 
* kinesthetic sense
 
  
animaltrain
+
Intuition, Empathy, Social Awareness:<br />
* agility
+
[[Judge of intent]]
* toughness
 
* endurance
 
* intuition
 
* patience
 
* empathy
 
  
animalcare
+
Creativity, Linguistic Ability, Social Awareness:<br />
* agility
+
[[Liar]], unless otherwise prohibited by traits
* analytical ability
 
* memory
 
* empathy
 
  
dissect_fish
+
Focus, Willpower, Patience:<br />
* agility
+
[[Concentration]], not implemented
* kinesthetic sense
 
  
dissect_vermin (animal dissection)
+
Intuition, Focus, Spatial Sense:<br />
* agility
+
[[Observer]]
* kinesthetic sense
 
  
processfish (fish cleaner)
+
Analytical Ability, Creativity, Intuition:<br />
* agility
+
[[Military tactics]], not implemented
* endurance
 
* kinesthetic sense
 
  
butcher
+
Agility, Toughness, Endurance, Focus, Willpower, Empathy:<br />
* strength
+
[[Druid]], not implemented
* agility
 
* endurance
 
* kinesthetic sense
 
  
trapping
+
Analytical Ability, Focus, Spatial Sense:<br />
* agility
+
[[Tracker]], not implemented
* analytical ability
 
* creativity
 
* spatial sense
 
  
tanner
+
Focus, Willpower:<br />
* agility
+
[[Discipline]], not implemented
* kinesthetic sense
 
  
weaving
+
Creativity, Intuition, Linguistic Ability:<br />
* agility
+
[[Poet]], [[Wordsmith]], [[Writer]], not implemented
* creativity
 
* spatial sense
 
* kinesthetic sense
 
  
brewing
+
Memory, Focus, Linguistic Ability:<br />
* strength
+
[[Reader]], not implemented
* agility
 
* kinesthetic sense
 
  
clothesmaking
+
Linguistic Ability:<br />
* agility
+
[[Speaker]], not implemented
* creativity
 
* spatial sense
 
* kinesthetic sense
 
  
milling
+
Agility, Spatial Sense, Kinesthetic Sense:<br />
* strength
+
[[Coordination]], not implemented
* agility
 
* endurance
 
* kinesthetic sense
 
  
processplants (thresher)
+
Implemented but unknown:
* strength
+
Shearer, Spinner, Presser, Beekeeper, Potter, Glazer, Wax worker
* agility
 
* endurance
 
* kinesthetic sense
 
  
cheesemaking
+
Notes:
* strength
+
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.
* agility
 
* endurance
 
* analytical ability
 
* creativity
 
* kinesthetic sense
 
  
milk
+
*Spatial Sense and Kinesthetic Sense are almost everywhere
* strength
+
*Nothing trains Disease Resistance, Recuperation, or Musicality
* agility
+
*Intimidation and Comedy, social skills, raise Agility. Dwarven comedy is slapstick/clowning, not stand-up.
* endurance
+
*knowledge_acquisition (student) doesn't boost skill gain except for teacher-student relations in a barracks
* kinesthetic sense
+
*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
  
cook
+
===Attributes trained by skills===
* agility
+
'''Strength''':
* analytical ability
 
* creativity
 
* kinesthetic sense
 
  
plant (farmer)
+
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)
* strength
 
* agility
 
* endurance
 
* kinesthetic sense
 
  
herbalism (plant gathering)
+
'''Agility''':
* agility
 
* memory
 
* kinesthetic sense
 
  
fish
+
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)
* strength
 
* agility
 
* focus
 
* patience
 
* kinesthetic sense
 
  
smelt (furnace operator)
+
'''Toughness''':
* strength
 
* toughness
 
* endurance
 
* analytical ability
 
* kinesthetic sense
 
  
extract_strand
+
Miner, Animal trainer, Lye maker, Potash maker, Soaper, Wood burner, Furnace operator, Pump operator, Siege operator, Druid, all general combat and close combat skills
* strength
 
* agility
 
* endurance
 
* analytical ability
 
* kinesthetic sense
 
  
forge_weapon, forge_armor, forge_furniture, metalcraft
+
'''Endurance''':
* strength
 
* agility
 
* endurance
 
* creativity
 
* spatial sense
 
* kinesthetic sense
 
  
cutgem
+
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
* agility
 
* analytical ability
 
* spatial sense
 
* kinesthetic sense
 
  
encrustgem, woodcraft, stonecraft, bonecarve, bowyer (makes crossbows)
+
'''Disease Resistance''':
* agility
 
* creativity
 
* spatial sense
 
* kinesthetic sense
 
  
glassmaker, leatherwork
+
Nothing!
* strength
 
* agility
 
* endurance
 
* creativity
 
* spatial sense
 
* kinesthetic sense
 
  
siegecraft (siege engineer)
+
'''Recuperation''':
* strength
 
* agility
 
* endurance
 
* analytical ability
 
* creativity
 
* spatial sense
 
  
siegeoperate
+
Nothing!
* strength
 
* toughness
 
* endurance
 
* analytical ability
 
* focus
 
* spatial sense
 
  
mechanics
+
'''Analytical Ability''':
* strength
 
* agility
 
* endurance
 
* analytical ability
 
* creativity
 
* spatial sense
 
  
designbuilding (architect)
+
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
* analytical ability
 
* creativity
 
* spatial sense
 
  
dress_wounds
+
'''Memory''':
* agility
 
* spatial sense
 
* kinesthetic sense
 
* empathy
 
  
diagnose
+
Animal caretaker, Diagnostician, Herbalist, Appraiser, Record keeper, Student, Reader
* analytical ability
 
* intuition
 
* memory
 
  
surgery
+
'''Creativity''':
* agility
 
* focus
 
* spatial sense
 
* kinesthetic sense
 
  
set_bone
+
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
* strength
 
* agility
 
* focus
 
* spatial sense
 
* kinesthetic sense
 
  
suture
+
'''Intuition''':
* agility
 
* focus
 
* spatial sense
 
* kinesthetic sense
 
  
wood_burning, lye_making, soap_making, potash_making
+
Animal trainer, Diagnostician, Alchemist, Appraiser, Observer, Military tactics, Poet, Wordsmith, Writer
* strength
 
* toughness
 
* endurance
 
* kinesthetic sense
 
  
dyer
+
'''Focus''':
* strength
 
* agility
 
* endurance
 
* kinesthetic sense
 
  
operate_pump
+
Bone doctor, Surgeon, Suturer, Fisherdwarf, Siege operator, Record keeper, Concentration, Observer, Student, Tracker, Discipline, Reader, ranged combat/hunting skills
* strength
 
* toughness
 
* endurance
 
* willpower
 
* kinesthetic sense
 
  
===Social awareness/Admin/Misc skills===
+
'''Willpower''':
  
persuasion, negotiation, conversation, flattery, console, pacify, leadership, teaching
+
Miner, Wood cutter, Crutch-walker, Pump operator, Swimmer, Concentration, Discipline, all general combat and close combat skills
* linguistic ability
 
* empathy
 
* social awareness
 
  
judging_intent
+
'''Patience''':
* intuition
 
* empathy
 
* social awareness
 
  
appraisal (trader)
+
Animal trainer, Fisherdwarf, Concentration
* analytical ability
 
* intuition
 
* memory
 
  
organization
+
'''Spatial Sense''':
* analytical ability
 
* creativity
 
* social awareness
 
  
record_keeping
+
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)
* analytical ability
 
* focus
 
* memory
 
  
lying
+
'''Kinesthetic Sense''':
* creativity
 
* linguistic ability
 
* social awareness
 
  
intimidation
+
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
* agility
 
* linguistic ability
 
* kinesthetic sense
 
  
comedy
+
'''Linguistic Ability''':
* agility
 
* creativity
 
* linguistic ability
 
* kinesthetic sense
 
  
knowledge_acquisition (student)
+
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)
* analytical ability
 
* focus
 
* memory
 
  
===Unimplemented skills===
+
'''Musicality''':
  
military_tactics
+
Nothing!
* analytical ability
 
* creativity
 
* intuition
 
  
magic_nature (druid)
+
'''Empathy''':
* agility
 
* toughness
 
* endurance
 
* focus
 
* willpower
 
* empathy
 
  
tracking
+
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)
* analytical ability
 
* focus
 
* spatial sense
 
  
concentration
+
'''Social Awareness''':
* focus
 
* willpower
 
* patience
 
  
discipline
+
Organizer, Conversationalist, Flatterer, Judge of intent, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)
* focus
 
* willpower
 
  
writing
+
== How Your Dwarf Gets Attributes ==
* creativity
 
* intuition
 
* linguistic ability
 
  
prose
+
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.
* creativity
 
* intuition
 
* linguistic ability
 
  
poetry
+
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.
* creativity
 
* intuition
 
* linguistic ability
 
  
reading
+
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...
* focus
 
* memory
 
* linguistic ability
 
  
speaking
+
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.
* linguistic ability
 
  
coordination
+
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
 
* spatial sense
 
* kinesthetic sense
 
  
balance
+
==Special Attributes==
* strength
+
Though they are not classified with the above attributes, creatures can have the following attribute(s):
* agility
 
* kinesthetic sense
 
  
alchemy
+
{| {{prettytable}}
* agility
+
|- style="background:#ddd"
* analytical ability
+
! Attribute
* creativity
+
! Value Range
* intuition
+
! 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.
 +
|}

Latest revision as of 00:15, 5 November 2012

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 a Creature token.

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

Body Attributes[edit]

The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different. In almost every case, a higher attribute value is better, as opposed to personality traits where one may prefer higher or lower depending on the situation.

Strength[edit]

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.

Value (+) Description
2250 - 5000 unbelievably strong
2000 - 2249 mighty
1750 - 1999 very strong
1500 - 1749 strong
751 - 1000 weak
501 - 750 very weak
251 - 500 unquestionably weak
0 - 250 unfathomably weak

Agility[edit]

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.

Value (-) Description
1900 - 5000 amazingly agile
1650 - 1899 extremely agile
1400 - 1649 very agile
1150 - 1399 agile
401 - 650 clumsy
151 - 400 quite clumsy
0 - 150 totally clumsy
NULL abysmally clumsy

Toughness[edit]

Reduces physical damage.

Value (+) Description
2250 - 5000 basically unbreakable
2000 - 2249 incredibly tough
1750 - 1999 quite durable
1500 - 1749 tough
751 - 1000 flimsy
501 - 750 very flimsy
251 - 500 remarkably flimsy
0 - 250 shockingly fragile

Endurance[edit]

Reduces the rate at which dwarves become exhausted.

Value (AVG) Description
2000 - 5000 absolutely inexhaustible
1750 - 1999 indefatigable
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

Recuperation[edit]

Increases the rate of wound healing.

Value (AVG) Description
2000 - 5000 possessed of amazing recuperative powers
1750 - 1999 incredibly quick to heal
1500 - 1749 quite quick to heal
1250 - 1499 quick to heal
501 - 750 slow to heal
251 - 500 very slow to heal
1 - 250 really slow to heal
0 shockingly slow to heal

Disease Resistance[edit]

Reduces the risk of disease.

Value (AVG) Description
2000 - 5000 virtually never sick
1750 - 1999 almost never sick
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[edit]

The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different. In almost every case, a higher attribute value is better, as opposed to personality traits where one may prefer higher or lower depending on the situation.

From this post by Toady One

With respect to skills: most of these attributes only affect duration, when that is the only available skill effect to begin with, but they are factored into outcomes when it applies.

At the bottom is a list of which attributes affect which skills. This pair of charts provides an easier to read summary of the soul attributes that are useful for doctors and soldiers.

Analytical Ability[edit]

Value (+) Description
2250 - 5000 awesome intellectual powers
2000 - 2249 great analytical abilities
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

Focus[edit]

Value (++) Description
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

Willpower[edit]

Willpower directly reduces exertion and pain effects.

Value (AVG) Description
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[edit]

Value (+) Description
2250 - 5000 a boundless creative imagination
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

Intuition[edit]

Value (AVG) Description
2000 - 5000 uncanny intuition
1750 - 1999 great 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

Patience[edit]

Some non-skill tasks are affected by Patience.

Value (+) Description
2250 - 5000 absolutely boundless patience
2000 - 2249 a deep well of patience
1750 - 1999 a great deal of patience
1500 - 1749 a sum of patience
751 - 1000 a shortage of patience
501 - 750 little patience
251 - 500 very little patience
0 - 250 no patience at all

Memory[edit]

Value (+) Description
2250 - 5000 an astonishing memory
2000 - 2249 an amazing memory
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

Linguistic Ability[edit]

Value (AVG) Description
2000 - 5000 an astonishing ability with languages and words
1750 - 1999 a great affinity for language
1500 - 1749 a natural inclination toward language
1250 - 1499 a way with words
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[edit]

Value (++) Description
2542 - 5000 a stunning feel for spatial relationships
2292 - 2541 an amazing spatial sense
2042 - 2291 a great feel for the surrounding space
1792 - 2041 a good spatial sense
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[edit]

This attribute doesn't affect any skills as of version .31.25.

Value (AVG) Description
2000 - 5000 an astonishing knack for music
1750 - 1999 a great musical sense
1500 - 1749 a natural ability with music
1250 - 1499 a feel for music
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[edit]

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

Value (AVG) Description
2000 - 5000 an astounding feel for the position of own body
1750 - 1999 a great kinesthetic sense
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[edit]

Value (AVG) Description
2000 - 5000 an absolutely remarkable sense of others' emotions
1750 - 1999 a great sense of empathy
1500 - 1749 a very good sense of empathy
1250 - 1499 an ability to read emotions fairly well
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[edit]

Value (AVG) Description
2000 - 5000 a shockingly profound feel for social relationships
1750 - 1999 a great feel for social relationships
1500 - 1749 a very good feel for social relationships
1250 - 1499 a good feel for social relationships
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[edit]

Skills by Associated Attributes[edit]

Strength, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:
Miner, Biter

Agility, Creativity, Spatial Sense, Kinesthetic Sense:
Bowyer, Engraver, Gem setter, Bone carver, Clothier, Stone crafter, Weaver, Wood crafter

Strength, Agility, Creativity, Spatial Sense, Kinesthetic Sense:
Carpenter

Strength, Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:
Wood cutter, Swimmer, Wrestler

Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense:
Mason, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Glassmaker, Leatherworker

Agility, Focus, Spatial Sense, Kinesthetic Sense:
Ambusher, Surgeon, Suturer, Archer, Blowgunner, Bowman, Crossbowman

Agility, Analytical Ability, Memory, Empathy:
Animal caretaker

Agility, Kinesthetic Sense:
Animal dissector, Tanner, Fish dissector

Agility, Toughness, Endurance, Intuition, Patience, Empathy:
Animal trainer

Agility, Analytical Ability, Creativity, Spatial Sense:
Trapper

Strength, Agility, Focus, Spatial Sense, Kinesthetic Sense:
Bone doctor

Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:
Crutch walker

Analytical Ability, Memory, Intuition:
Diagnostician, Appraiser

Agility, Spatial Sense, Kinesthetic Sense, Empathy:
Wound dresser

Strength, Agility, Kinesthetic Sense:
Brewer
Balance, not implemented

Strength, Agility, Endurance, Kinesthetic Sense:
Butcher, Dyer, Grower, Milker, Miller, Thresher

Strength, Agility, Endurance, Analytical Ability, Creativity, Kinesthetic Sense:
Cheese maker

Agility, Analytical Ability, Creativity, Kinesthetic Sense:
Cook

Agility, Memory, Kinesthetic Sense:
Herbalist

Strength, Toughness, Endurance, Kinesthetic Sense:
Lye maker, Potash maker, Soaper, Wood burner

Agility, Endurance, Kinesthetic Sense:
Fish cleaner

Strength, Agility, Focus, Patience, Kinesthetic Sense:
Fisherdwarf

Strength, Toughness, Endurance, Analytical Ability, Kinesthetic Sense:
Furnace operator

Agility, Analytical Ability, Spatial Sense, Kinesthetic Sense:
Gem cutter

Strength, Agility, Endurance, Analytical Ability, Kinesthetic Sense:
Strand extractor

Strength, Agility, Endurance, Analytical Ability, Creativity, Spatial Sense:
Mechanic, Siege engineer

Strength, Toughness, Endurance, Willpower, Kinesthetic Sense:
Pump operator, Armor user

Strength, Toughness, Endurance, Analytical Ability, Focus, Spatial Sense:
Siege operator

Agility, Analytical Ability, Creativity, Intuition:
Alchemist, not implemented

Strength, Agility, Analytical Ability, Spatial Sense, Kinesthetic Sense:
Knapper

Analytical Ability, Creativity, Spatial Sense:
Building designer

Analytical Ability, Creativity, Social Awareness:
Organizer

Analytical Ability, Memory, Focus:
Record keeper, Student

Strength, Agility, Toughness, Willpower, Spatial Sense, Kinesthetic Sense:
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:
Dodger

Agility, Creativity, Kinesthetic Sense, Linguistic Ability:
Comedian, unless otherwise prohibited by traits

Linguistic Ability, Empathy, Social Awareness:
Conversationalist, Flatterer, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher, unless otherwise prohibited by traits

Agility, Kinesthetic Sense, Linguistic Ability:
Intimidator, unless otherwise prohibited by traits

Intuition, Empathy, Social Awareness:
Judge of intent

Creativity, Linguistic Ability, Social Awareness:
Liar, unless otherwise prohibited by traits

Focus, Willpower, Patience:
Concentration, not implemented

Intuition, Focus, Spatial Sense:
Observer

Analytical Ability, Creativity, Intuition:
Military tactics, not implemented

Agility, Toughness, Endurance, Focus, Willpower, Empathy:
Druid, not implemented

Analytical Ability, Focus, Spatial Sense:
Tracker, not implemented

Focus, Willpower:
Discipline, not implemented

Creativity, Intuition, Linguistic Ability:
Poet, Wordsmith, Writer, not implemented

Memory, Focus, Linguistic Ability:
Reader, not implemented

Linguistic Ability:
Speaker, not implemented

Agility, Spatial Sense, Kinesthetic Sense:
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 some 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[edit]

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[edit]

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[edit]

Though they are not classified with the above attributes, creatures can have the following attribute(s):

Attribute Value Range Value Points Effect
Psychological Trauma 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 soldiers, who might watch friends and comrades die as often as they kill goblins.
67 - 99 Is a hardened individual.
33 - 66 Is getting used to tragedy.
0 - 32 Nothing displayed. Dwarf is not yet traumatized.