<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BOOXMOWO</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=BOOXMOWO"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/BOOXMOWO"/>
	<updated>2026-08-26T14:55:37Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Unusual_volcanic_wall&amp;diff=293255</id>
		<title>Unusual volcanic wall</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Unusual_volcanic_wall&amp;diff=293255"/>
		<updated>2023-05-04T15:17:29Z</updated>

		<summary type="html">&lt;p&gt;BOOXMOWO: Undo revision 290714 by JuniperAndFriends (talk) The claim that they needed to be unearthed divine artifacts was incorrect.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
An '''unusual volcanic wall''' is a pillar-like formation consisting primarily of obsidian alongside various high-value gems. These formations are commonly found in the [[magma sea]] and the deepest parts of the caverns, although some extending upwards into the sky for thousands of z-levels have been reported.&lt;br /&gt;
&lt;br /&gt;
Upon discovery, the player will get an announcement that they have discovered an &amp;quot;unusual volcanic wall studded with gems&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Digging into the pillar will reveal various pockets which will contain water, magma, fire that will extend outward when revealed, divine artifacts, and [[angel|other]] [[demon|fun things]]. Veins of [[adamantine]] can also be found deep inside the pillar.&lt;br /&gt;
&lt;br /&gt;
[[File:WeMustDigDeeper.png|frame|center|This can only end well!]]&lt;br /&gt;
&lt;br /&gt;
Upon becoming the Capital and meeting all of the monarch's room requirements, an announcement will prompt the player to acquire &amp;quot;seven symbols not of this world&amp;quot; as well as a &amp;quot;true throne&amp;quot; made from adamantine or any divine metal. The 'symbols' can be any object made out of divine metal or adamantine, and do not need to be of [[artifact]] quality. Once the symbols are assigned and the throne is constructed in the monarch's throne room, the fortress will be elevated from Capital to Mountainhome.&lt;br /&gt;
&lt;br /&gt;
Small 3x3 'geodes' of obsidian and similar valuable gems may also be found throughout the caverns.&lt;br /&gt;
&lt;br /&gt;
==Contents==&lt;br /&gt;
&lt;br /&gt;
*Variously sized pools of water and magma&lt;br /&gt;
&lt;br /&gt;
*A pocket containing fire, prompting an announcement of ''We checked that stone for heat! What devilry is this?!'' The fire will expand outwards on the same z-level and (potentially) kill whichever unfortunate miner discovered it. As the announcement message implies, these pockets are not surrounded by warm stone.&lt;br /&gt;
&lt;br /&gt;
*A set of 1-3 artifacts made of a random divine metal, prompting an announcement of ''Deep within this strange place, we've uncovered what must be a treasure of the gods!'' Note that it is possible for many of these artifacts to have no graphic. These items can be assigned to your monarch through the nobles and administrators menu, although depending on the usefulness of the item you may wish to allow your military to use it. Much of the armor will probably be too large for dwarves to wear.&lt;br /&gt;
&lt;br /&gt;
*A random [[demon]], prompting an announcement of ''Something evil is emerging from this newly exposed pocket!'' Demons often have some [[fun]] attacks such as fire or webs, and will most likely kill the unfortunate miner who discovered it.&lt;br /&gt;
&lt;br /&gt;
*A random [[angel]], prompting an announcement of ''We have unleashed the echo of a forgotten divine retribution!'' Angels will usually be equipped with a randomly generated set of divine metal armor and weapons, which, similar to the unique artifacts above, may be invisible. Unlike the unique artifacts, these can be melted down into bars at the smelter. It is advisable to only have a single smelter set to melt items at this point, so the extra 'fractions' accumulate into bars instead of being lost.&lt;br /&gt;
&lt;br /&gt;
*A pillar of raw adamantine. As in previous versions, it is hollow, and breaching it will likely lead to large amounts of [[fun]].&lt;br /&gt;
&lt;br /&gt;
==Strategies==&lt;br /&gt;
Due to the danger of what lies within the pillar (even a single demon is capable of wiping out an entire fortress) care must be taken when exploring, but there will always be a risk. Isolating the pillar from the rest of your fortress with only a single entrance and keeping the military nearby would be wise.&lt;br /&gt;
&lt;br /&gt;
Collapsing a single layer of floor on top of the pillar with a [[cave-in]] will expose all pockets, and the resulting dust will potentially kill (or at least injure) any hostiles that pop out. The military can then be sent in to kill them, and that layer of pillar can then be safely mined out. On the other hand, this carries a risk of releasing several still-living, very angry demons at once, which may be far worse. However, if done a little at a time, you can stay reasonably safe, and your dwarves won't be set on fire with devilish magic, though the risk of this can be mitigated by pumping a bit of water into the area first or using some of the water deposits inside the wall itself.&lt;br /&gt;
&lt;br /&gt;
If you prefer a slower and saner method, you can designate the volcanic walls to be carved into Fortifications before you mine them. This will allow you to see through the wall and get a good look at what's on the other side of it, which may be nothing, but may be a demon that can't get out, which at the very least will give you ample time to prepare for the battle, get civilians to safety, pump water in to wash off deadly dust and put out fires, close any bridges, and summon the military. Be aware that when using this method, any dwarves working in the area are still exposed to danger from anything that can get through fortifications, like deadly spit, dust, fire, ranged attacks from Angels, and [[magma|fluids]]. When using this method, fluids can be deadly even if you only uncover a pocket of water, since flowing liquid can actually push enemies through fortifications{{Bug|5458}}, so be extremely careful when carving through warm or damp stone.&lt;br /&gt;
&lt;br /&gt;
If using DF Premium's graphical mode, [[glass]] [[floors]] are transparent and will graphically replace any floor they are constructed on, so if you want to really take a peek before you dig or carve anything, construct a [[glass]] [[block]] floor over the top of the wall to reveal what's beneath. Clear glass works best, as green glass will tint everything green, possibly obscuring necessary visuals, but green glass may work just fine. If you spot devilish fire with this method, remove the constructed floor and [[channel]] in from above, as the fire can only spread outward and not upward. Channeling without checking carefully first carries a risk, though -- enemies can still climb or fly out, and if you're already near a pocket of [[adamantine]], you could risk [[hidden fun stuff|digging too deep]].&lt;br /&gt;
&lt;br /&gt;
{{World|Biomes}}&lt;/div&gt;</summary>
		<author><name>BOOXMOWO</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Attribute&amp;diff=293254</id>
		<title>Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Attribute&amp;diff=293254"/>
		<updated>2023-05-04T15:09:13Z</updated>

		<summary type="html">&lt;p&gt;BOOXMOWO: Humans having a maxed out memory attribute in v50 is just plain not true. Elves and Goblins meanwhile, have had perfect memories since 0.31.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:stats_icon.png|140px|right]]A creature has numerous '''attributes''' which affect its performance at various tasks, split into physical factors associated with the body, and mental factors associated with the [[soul]].&lt;br /&gt;
&lt;br /&gt;
Body Attributes can be viewed in the creature's Health -&amp;gt; Description screen. Soul Attributes can be viewed in the creature's Personality -&amp;gt; Traits screen. Positive attributes are shown in green, negative attributes are shown in red, and average attributes are omitted. Said attributes may be listed as follows (may have to be highlighted to be seen):&amp;lt;br /&amp;gt;&lt;br /&gt;
{{DFtext|He is slow to tire and agile, |2:0}}{{DFtext|but he is quite susceptible to disease.|4:0}}&lt;br /&gt;
&lt;br /&gt;
Attributes are associated with skills, so that shield use will raise endurance as an attribute, but not attributes like memory. Different attributes raised by one skill may not be raised by the same amount. Attribute and skill gain and rust rates are moddable in the raws as a [[creature token]].&lt;br /&gt;
&lt;br /&gt;
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}}).&lt;br /&gt;
&lt;br /&gt;
== Descriptions ==&lt;br /&gt;
In-game attribute descriptions are calculated based on the difference from the [[creature|species]] average&amp;lt;!-- caste average? --&amp;gt;. [[Human]]s' median attribute values are always 1000. Thus, if the median [[dwarf]] has higher than 1000 for an attribute, that means the median dwarf is better than the median human for that attribute (however, individual humans may be better than individual dwarves due to intraspecies variation). Likewise, if the median dwarf has below 1000 for an attribute, then the median human bests the median dwarf in that contest.&lt;br /&gt;
&lt;br /&gt;
The tiers at which descriptions change are 250, 500, 750, and 1000 above or below the species median. Interestingly, if a species has an attribute with a median below 1000, such as dwarves' agility, the lowest tier will never be displayed.&lt;br /&gt;
&lt;br /&gt;
These descriptions are not used in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
== Body attributes ==&lt;br /&gt;
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different, as they are calculated based on the species average. In almost every case, a higher attribute value is better, as opposed to [[personality trait]]s where one may prefer higher or lower depending on the situation.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
Alters the damage done in melee (increases velocity of weapon swings), increases muscle mass (a thicker muscle layer also resists damage more), and increases how much a creature can carry. Higher strength also increases the speed of fast [[gait]]s in most creatures, including running, soaring, galloping, and fast swimming, however, proportionate gains in muscle mass can eventually reduce speed enough to overtake the gains (more so with larger creatures than dwarves). The dwarven median of 1250 is higher than average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2250&amp;amp;ndash;5000 || unbelievably strong&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || mighty&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || very strong&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || strong&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000  || weak&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750   || very weak&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500   || unquestionably weak&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || unfathomably weak&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Agility===&lt;br /&gt;
This attribute affects the speed of a creature's fast-moving [[gait]]s in the same way as strength &amp;amp;mdash; a creature with maximum agility and strength can run faster than a creature with minimum agility and strength. The median dwarf agility of 900 is slightly below average.&lt;br /&gt;
&lt;br /&gt;
Because dwarves in general have below-average agility, and because the descriptions are based on the difference from the racial average, no dwarves will ever display as &amp;quot;abysmally clumsy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1900&amp;amp;ndash;5000 || amazingly agile&lt;br /&gt;
|-&lt;br /&gt;
| 1650&amp;amp;ndash;1899 || extremely agile&lt;br /&gt;
|-&lt;br /&gt;
| 1400&amp;amp;ndash;1649 || very agile&lt;br /&gt;
|-&lt;br /&gt;
| 1150&amp;amp;ndash;1399 || agile&lt;br /&gt;
|-&lt;br /&gt;
| 651&amp;amp;ndash;1149  || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 401&amp;amp;ndash;650   || clumsy&lt;br /&gt;
|-&lt;br /&gt;
| 151&amp;amp;ndash;400   || quite clumsy&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;150     || totally clumsy&lt;br /&gt;
|-&lt;br /&gt;
| (never displayed) || abysmally clumsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Toughness===&lt;br /&gt;
Reduces physical damage of all kinds, including bleeding and suffocation. The dwarf median of 1250 is higher than average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2250&amp;amp;ndash;5000 || basically unbreakable&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || incredibly tough&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || quite durable&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || tough&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || very flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || remarkably flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || shockingly fragile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Endurance===&lt;br /&gt;
Reduces the rate at which dwarves become exhausted, as well as increasing pain tolerance. The dwarven median endurance of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || absolutely inexhaustible&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || indefatigable&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || very slow to tire&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || slow to tire&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || very quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || extremely quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 0 || truly quick to tire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recuperation===&lt;br /&gt;
Increases the rate of wound healing and reduces fat. The dwarven median recuperation of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;5000 || possessed of amazing recuperative powers&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || incredibly quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || quite quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249  || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750   || slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500   || very slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || really slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 0 || shockingly slow to heal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Disease resistance===&lt;br /&gt;
Reduces the risk of contracting [[syndrome]]s, and their negative effects when active, including the [[alcohol]]-induced ones. The dwarven median disease resistance of 1000 is exactly the human average. Having a disease resistance of 5000 does not grant immunities.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;5000 || virtually never sick&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || almost never sick&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || very rarely sick&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || rarely sick&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249  || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750   || susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500   || quite susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || really susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 0 || stunningly susceptible to disease&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skills by body attribute ==&lt;br /&gt;
{{SkillsByBodyAttribute}}&lt;br /&gt;
&lt;br /&gt;
==Soul attributes==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
From [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312 this post by Toady One]:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
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.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
===Analytical ability===&lt;br /&gt;
The dwarven median analytical ability of 1250 is slightly above average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2250&amp;amp;ndash;5000 || awesome intellectual powers&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || great analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a sharp intellect&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a good intellect&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || poor analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || very bad analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a lousy intellect&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || a stunning lack of analytical ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
The dwarven median focus of 1500 is above average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value{{verify}}&lt;br /&gt;
! Description&lt;br /&gt;
&amp;lt;!-- These values are somewhat suspect... --&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| 2542&amp;amp;ndash;5000 || unbreakable focus&lt;br /&gt;
|-&lt;br /&gt;
| 2292&amp;amp;ndash;2541 || a great ability to focus&lt;br /&gt;
|-&lt;br /&gt;
| 2042&amp;amp;ndash;2291 || very good focus&lt;br /&gt;
|-&lt;br /&gt;
| 1792&amp;amp;ndash;2041 || the ability to focus&lt;br /&gt;
|-&lt;br /&gt;
| 1293&amp;amp;ndash;1791 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 1043&amp;amp;ndash;1292 || poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 793&amp;amp;ndash;1042 || quite poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 543&amp;amp;ndash;792 || really poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;542 || the absolute inability to focus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Willpower===&lt;br /&gt;
Willpower directly reduces exertion and pain effects, and also affects the threshold before creatures flee in battle and the effects of stress. The dwarven median willpower of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an unbreakable will&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || an iron will&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a lot of willpower&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || willpower&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || little willpower&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a large deficit of willpower&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || next to no willpower&lt;br /&gt;
|-&lt;br /&gt;
| 0 || absolutely no willpower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Creativity===&lt;br /&gt;
The dwarven median creativity of 1250 is slightly above the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2250&amp;amp;ndash;5000 || a boundless creative imagination&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || great creativity&lt;br /&gt;
|-&lt;br /&gt;
| 1751&amp;amp;ndash;1999 || very good creativity&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1750 || good creativity&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || meager creativity&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || poor creativity&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || lousy creativity&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || next to no creative talent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Intuition===&lt;br /&gt;
The dwarven median intuition of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || uncanny intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || great intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || very good intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || good intuition&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || bad intuition&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || very bad intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || lousy intuition&lt;br /&gt;
|-&lt;br /&gt;
| 0 || horrible intuition&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Patience===&lt;br /&gt;
Some non-skill tasks are affected by Patience. The dwarven median patience of 1250 is slightly above the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2250&amp;amp;ndash;5000 || absolutely boundless patience&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || a deep well of patience&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great deal of patience&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a sum of patience&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || a shortage of patience&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || little patience&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || very little patience&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || no patience at all&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Memory===&lt;br /&gt;
The dwarven median memory of 1250 is slightly above the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2250&amp;amp;ndash;5000 || an astonishing memory&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || an amazing memory&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great memory&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a good memory&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || an iffy memory&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || a poor memory&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a really bad memory&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || little memory to speak of&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Linguistic ability===&lt;br /&gt;
The dwarven median linguistic ability of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an astonishing ability with languages and words&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great affinity for language&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a natural inclination toward language&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || a way with words&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || a little difficulty with words&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || little linguistic ability&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || very little linguistic ability&lt;br /&gt;
|-&lt;br /&gt;
| 0 || difficulty with words and language&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spatial sense===&lt;br /&gt;
The dwarven median spatial sense of 1500 is above the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2542&amp;amp;ndash;5000 || a stunning feel for spatial relationships&lt;br /&gt;
|-&lt;br /&gt;
| 2292&amp;amp;ndash;2541 || an amazing spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 2042&amp;amp;ndash;2291 || a great feel for the surrounding space&lt;br /&gt;
|-&lt;br /&gt;
| 1792&amp;amp;ndash;2041 || a good spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 1293&amp;amp;ndash;1791 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 1043&amp;amp;ndash;1292 || a questionable spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 793&amp;amp;ndash;1042 || poor spatial senses&lt;br /&gt;
|-&lt;br /&gt;
| 543&amp;amp;ndash;792 || an atrocious spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;542 || no sense for spatial relationships&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Musicality===&lt;br /&gt;
Musicality affects performances, such as playing music with instruments and singing. The dwarven median musicality of 1000 is exactly the human average. &lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an astonishing knack for music&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great musical sense&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a natural ability with music&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || a feel for music&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || an iffy sense for music&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || little natural inclination toward music&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || next to no natural musical ability&lt;br /&gt;
|-&lt;br /&gt;
| 0 || absolutely no feel for music at all&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Kinesthetic sense===&lt;br /&gt;
Most skills involving any movement at all (lots of them), and many non-skilled tasks as well, are affected by Kinesthetic Sense. The dwarven median kinesthetic sense of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an astounding feel for the position of [his/her] own body&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a very good sense of the position of [his/her] own body&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || a good kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || a meager kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a poor kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || a very clumsy kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 0 || an unbelievably atrocious sense of the position of [his/her] own body&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Empathy===&lt;br /&gt;
The dwarven median empathy of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an absolutely remarkable sense of others' emotions&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a very good sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || an ability to read emotions fairly well&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || poor empathy&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a very bad sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || next to no empathy&lt;br /&gt;
|-&lt;br /&gt;
| 0 || the utter inability to judge others' emotions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Social awareness===&lt;br /&gt;
The dwarven median social awareness of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || a shockingly profound feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a very good feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || a good feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || a meager ability with social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a poor ability to manage or understand social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || a lack of understanding of social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 0 || an absolute inability to understand social relationships&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skills by soul attribute ==&lt;br /&gt;
{{SkillsBySoulAttribute}}&lt;br /&gt;
&lt;br /&gt;
== Skills by associated attributes ==&lt;br /&gt;
 &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-spacing: 0; border-width: 1px; border-style: solid; text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
!rowspan=&amp;quot;144&amp;quot;|&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Miner]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood cutter]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Carpenter]] || {{X|A}} || {{X|B}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Engraver]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Mason]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Animal trainer]] || || {{X|A}} || {{X|B}} || {{X|C}} || || || || || {{X|C}} || {{X|B}} || || || || || || {{X|A}} ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Animal caretaker]] || || {{X|A}} || || || {{X|A}} || || || || || || {{X|B}} || || || || || {{X|C}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Fish dissector]] || || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Animal dissector]] || || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Fish cleaner]] || || {{X|A}} || || {{X|B}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Butcher]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Trapper]] || || {{X|A}} || || || {{X|A}} || || || {{X|B}} || || || || || {{X|C}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Tanner]] || || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Weaver]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Brewer]] || {{X|A}} || {{X|B}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Clothier]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Miller]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Thresher]] || {{X|B}} || {{X|A}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Cheese maker]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|B}} || || || {{X|C}} || || || || || || || {{X|A}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Milker]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Cook]] || || {{X|A}} || || || {{X|B}} || || || {{X|C}} || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Planter]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Herbalist]] || || {{X|A}} || || || || || || || || || {{X|B}} || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Fisherdwarf]] || {{X|B}} || {{X|A}} || || || || {{X|A}} || || || || {{X|B}} || || || || || {{X|C}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Furnace operator]] || {{X|A}} || || {{X|B}} || {{X|C}} || {{X|B}} || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Strand extractor]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|B}} || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Weaponsmith]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Armorsmith]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Metalsmith]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Gem cutter]] || || {{X|A}} || || || {{X|C}} || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem setter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Wood crafter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone crafter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Metal crafter]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Glassmaker]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Leatherworker]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone carver]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Axeman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Swordsman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Knife user]] || {{X|B}} || {{X|A}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Maceman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Hammerman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Spearman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Crossbowman]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield user]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Armor user]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|B}} || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Siege engineer]] || {{X|A}} || {{X|B}} || || {{X|C}} || {{X|A}} || || || {{X|B}} || || || || || {{X|C}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Siege operator]] || {{X|A}} || || {{X|B}} || {{X|C}} || {{X|B}} || {{X|C}} || || || || || || || {{X|A}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Bowyer]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Pikeman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Lasher]] || {{X|B}} || {{X|A}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Bowman]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Blowgunner]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Thrower]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanic]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|A}} || || || {{X|B}} || || || || || {{X|C}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Druid]] || || {{X|B}} || {{X|C}} || {{X|A}} || || {{X|C}} || {{X|B}} || || || || || || || || || {{X|A}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambusher]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wound dresser]] || || {{X|A}} || || || || || || || || || || || {{X|B}} || || {{X|A}} || {{X|C}} ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Diagnostician]] || || || || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Surgeon]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Bone doctor]] || {{X|B}} || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Suturer]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Crutch-walker]] || || {{X|A}} || || {{X|B}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood burner]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Lye maker]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Soaper]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Potash maker]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Dyer]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Pump operator]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|B}} || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Swimmer]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Persuader]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Negotiator]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Judge of intent]] || || || || || || || || || {{X|C}} || || || || || || || {{X|A}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Appraiser]] || || || || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Organizer]] || || || || || {{X|A}} || || || {{X|C}} || || || || || || || || || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Record keeper]] || || || || || {{X|A}} || {{X|C}} || || || || || {{X|B}} || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Liar]] || || || || || || || || {{X|C}} || || || || {{X|A}} || || || || || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Intimidator]] || {{X|A}} || {{X|B}} || || || || || || || || || || {{X|A}} || || || {{X|B}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Conversationalist]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Comedian]] || || {{X|A}} || || || || || || {{X|B}} || || || || {{X|A}} || || || {{X|C}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Flatterer]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Consoler]] || || || || || || || || || || || || {{X|B}} || || || || {{X|A}} || {{X|C}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Pacifier]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tracker]] || || || || || {{X|A}} || || || || {{X|B}} || || || || {{X|C}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Student]] || || || || || {{X|B}} || {{X|C}} || || || || || {{X|A}} || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Concentration]] || || || || || || {{X|A}} || {{X|C}} || || || {{X|B}} || || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Discipline]] || || || || || || {{X|B}} || {{X|A}} || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Observer]] || || || || || || {{X|B}} || || || {{X|C}} || || || || {{X|A}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Wordsmith]] || || || || || || || || {{X|B}} || {{X|C}} || || || {{X|A}} || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Writer]] || || || || || || || || {{X|B}} || {{X|C}} || || || {{X|A}} || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Poet]] || || || || || || || || {{X|B}} || {{X|C}} || || || {{X|A}} || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Reader]] || || || || || || {{X|B}} || || || || || {{X|C}} || {{X|A}} || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Speaker]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Coordination]] || || {{X|A}} || || || || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Balance]] || {{X|B}} || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Leader]] || || || || || || || || || || || || {{X|C}} || || || || {{X|A}} || {{X|B}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Teacher]] || || || || || || || || || || || || {{X|C}} || || || || {{X|A}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter]] || {{X|B}} || {{X|A}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Archer]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrestler]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Biter]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Striker]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Kicker]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Dodger]] || || {{X|A}} || {{X|B}} || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Misc. object user]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Knapper]] || {{X|B}} || {{X|A}} || || || {{X|B}} || || || || || || || || {{X|A}} || || {{X|C}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Tactician]] || || || || || {{X|A}} || || || {{X|B}} || {{X|C}} || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Shearer]] || {{X|B}} || {{X|A}} || || {{X|C}} || || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Spinner]] || {{X|B}} || {{X|A}} || || {{X|C}} || || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Potter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Glazer]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Presser]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Beekeeper]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|A}} || || || || || || || || {{X|B}} || || {{X|C}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wax worker]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Climber]] || {{X|B}} || {{X|C}} || || {{X|A}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gelder]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Dancer]] || {{X|C}} || {{X|A}} || || {{X|B}} || || || || || || || || || {{X|B}} || {{X|C}} || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Musician]] || || || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Singer]] || || || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Keyboardist]] || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Stringed instrumentalist]] || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wind instrumentalist]] || || {{X|A}} || || {{X|B}} || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Percussionist]] || {{X|C}} || {{X|A}} || || {{X|B}} || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Critical thinker]] || || || || || {{X|A}} || || || || || || || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Logician]] || || || || || {{X|A}} || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Mathematician]] || || || || || {{X|A}} || || || || || || {{X|C}} || || {{X|B}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Astronomer]] || || || || || {{X|A}} || || || || || || {{X|C}} || || {{X|B}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemist]] || || || || || {{X|A}} || {{X|B}} || || || || || {{X|C}} || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Geographer]] || || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Optics engineer]] || || || || || {{X|B}} || {{X|C}} || || || || || || || {{X|A}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Fluid engineer]] || || || || || {{X|B}} || {{X|C}} || || || || || || || {{X|A}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Papermaker]] || {{X|A}} || {{X|B}} || || || || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Bookbinder]] || || {{X|A}} || || || || || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Schemer]] || || || || || || || || {{X|C}} || {{X|B}} || || || || || || || || {{X|A}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Rider]] || || {{X|A}} || || || || || {{X|C}} || || || || || || || || {{X|A}} || {{X|B}} ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*Skills have both Primary attributes (labeled &amp;quot;A&amp;quot;) and Secondary attributes (labeled &amp;quot;B&amp;quot; and &amp;quot;C&amp;quot;). Primary attributes give a bonus for every 100 points, while secondary attributes give a bonus for every 250 points.&lt;br /&gt;
*Spatial Sense and Kinesthetic Sense are almost everywhere&lt;br /&gt;
*Nothing trains Disease Resistance or Recuperation&lt;br /&gt;
*Intimidator and Comedian, both social skills, raise Agility. Dwarven comedy is slapstick/clowning, not stand-up.&lt;br /&gt;
*Student skill doesn't boost skill gain except for teacher-student relations in a barracks&lt;br /&gt;
*Choose high-volume labors that train useful attributes for militia day-jobs/bootcamp&lt;br /&gt;
*Fishing, Siege Operating, and Record Keeping are useful for marksdwarves as they train the Focus attribute&lt;br /&gt;
*Hunting (ambusher/sneak) has identical attribute gain to Crossbow and Archer skills&lt;br /&gt;
&lt;br /&gt;
===Attributes trained by skills===&lt;br /&gt;
'''''Strength''''':&lt;br /&gt;
:'''Primary''': Miner, Wood cutter, Carpenter, Mason, Butcher, Brewer, Miller, Milker, Planter, Furnace operator, Weaponsmith, Armorsmith, Metalsmith, Metal crafter, Glassmaker, Leatherworker, Axeman, Swordsman, Maceman, Hammerman, Spearman, Shield user, Armor user, Siege engineer, Siege operator, Pikeman, Thrower, Wood burner, Lye maker, Soaper, Potash maker, Dyer, Pump operator, Swimmer, Intimidator, Wrestler, Biter, Striker, Kicker, Misc. object user, Presser, Gelder, Papermaker&lt;br /&gt;
:'''Secondary''': Thresher, Cheese maker, Fisherdwarf, Strand extractor, Knife user, Lasher, Mechanic, Bone doctor, Balance, Fighter, Knapper, Shearer, Spinner, Beekeeper, Climber, Dancer, Percussionist&lt;br /&gt;
&lt;br /&gt;
'''''Agility''''':&lt;br /&gt;
:'''Primary''': Engraver, Animal trainer, Animal caretaker, Fish dissector, Animal dissector, Fish cleaner, Trapper, Tanner, Weaver, Alchemist, Clothier, Thresher, Cheese maker, Cook, Herbalist, Fisherdwarf, Strand extractor, Gem cutter, Gem setter, Wood crafter, Stone crafter, Bone carver, Knife user, Crossbowman, Bowyer, Lasher, Bowman, Blowgunner, Mechanic, Ambusher, Wound dresser, Surgeon, Bone doctor, Suturer, Crutch-walker, Comedian, Coordination, Balance, Fighter, Archer, Dodger, Knapper, Shearer, Spinner, Potter, Glazer, Beekeeper, Wax worker, Dancer, Keyboardist, Stringed instrumentalist, Wind instrumentalist, Percussionist, Bookbinder, Rider&lt;br /&gt;
:'''Secondary''': Wood cutter, Carpenter, Mason, Butcher, Brewer, Miller, Milker, Planter, Weaponsmith, Armorsmith, Metalsmith, Metal crafter, Axeman, Swordsman, Maceman, Hammerman, Spearman, Shield user, Siege engineer, Pikeman, Thrower, Druid, Dyer, Swimmer, Intimidator, Wrestler, Striker, Kicker, Misc. object user, Presser, Climber, Gelder, Papermaker&lt;br /&gt;
&lt;br /&gt;
'''''Toughness''''':&lt;br /&gt;
:'''Primary''': ''none''&lt;br /&gt;
:'''Secondary''': Miner, Animal trainer, Furnace operator, Axeman, Swordsman, Knife user, Maceman, Hammerman, Spearman, Shield user, Armor user, Siege operator, Pikeman, Lasher, Thrower, Druid, Wood burner, Lye maker, Soaper, Potash maker, Pump operator, Fighter, Biter, Striker, Kicker, Dodger, Misc. object user&lt;br /&gt;
&lt;br /&gt;
'''''Endurance''''':&lt;br /&gt;
:'''Primary''': Druid, Climber&lt;br /&gt;
:'''Secondary''': Miner, Wood cutter, Mason, Animal trainer, Fish cleaner, Butcher, Miller, Thresher, Cheese maker, Milker, Planter, Furnace operator, Strand extractor, Weaponsmith, Armorsmith, Metalsmith, Metal crafter, Glassmaker, Leatherworker, Armor user, Siege engineer, Siege operator, Mechanic, Crutch-walker, Wood burner, Lye maker, Soaper, Potash maker, Dyer, Pump operator, Swimmer, Wrestler, Biter, Dodger, Shearer, Spinner, Presser, Beekeeper, Gelder, Dancer, Wind instrumentalist, Percussionist&lt;br /&gt;
&lt;br /&gt;
'''''Disease Resistance''''':&lt;br /&gt;
:Nothing!&lt;br /&gt;
&lt;br /&gt;
'''''Recuperation''''':&lt;br /&gt;
:Nothing!&lt;br /&gt;
&lt;br /&gt;
'''''Analytical Ability''''':&lt;br /&gt;
:'''Primary''': Animal caretaker, Trapper, Alchemist, Siege engineer, Mechanic, Diagnostician, Appraiser, Organizer, Record keeper, Tracker, Tactician, Beekeeper, Critical thinker, Logician, Mathematician, Astronomer, Chemist&lt;br /&gt;
:'''Secondary''': Cheese maker, Cook, Furnace operator, Strand extractor, Gem cutter, Siege operator, Student, Knapper, Geographer, Optics engineer, Fluid engineer&lt;br /&gt;
&lt;br /&gt;
'''''Focus''''':&lt;br /&gt;
:'''Primary''': Fisherdwarf, Concentration&lt;br /&gt;
:'''Secondary''': Crossbowman, Siege operator, Bowman, Blowgunner, Druid, Ambusher, Surgeon, Bone doctor, Suturer, Record keeper, Student, Discipline, Observer, Reader, Archer, Musician, Singer, Keyboardist, Stringed instrumentalist, Wind instrumentalist, Percussionist, Schemer&lt;br /&gt;
&lt;br /&gt;
'''''Willpower''''':&lt;br /&gt;
:'''Primary''': Discipline&lt;br /&gt;
:'''Secondary''': Miner, Wood cutter, Axeman, Swordsman, Knife user, Maceman, Hammerman, Spearman, Shield user, Armor user, Pikeman, Lasher, Thrower, Druid, Crutch-walker, Pump operator, Swimmer, Concentration, Fighter, Wrestler, Biter, Striker, Kicker, Dodger, Misc. object user, Climber, Rider&lt;br /&gt;
&lt;br /&gt;
'''''Creativity''''':&lt;br /&gt;
:'''Primary''': ''none''&lt;br /&gt;
:'''Secondary''': Carpenter, Engraver, Mason, Trapper, Weaver, Alchemist, Clothier, Cheese maker, Cook, Weaponsmith, Armorsmith, Metalsmith, Gem setter, Wood crafter, Stone crafter, Metal crafter, Glassmaker, Leatherworker, Bone carver, Siege engineer, Bowyer, Mechanic, Organizer, Liar, Comedian, Wordsmith, Writer, Poet, Tactician, Potter, Glazer, Wax worker, Musician, Singer, Keyboardist, Stringed instrumentalist, Wind instrumentalist, Percussionist, Schemer&lt;br /&gt;
&lt;br /&gt;
'''''Intuition''''':&lt;br /&gt;
:'''Primary''': ''none''&lt;br /&gt;
:'''Secondary''': Animal trainer, Alchemist, Diagnostician, Judge of Intent, Appraiser, Tracker, Observer, Wordsmith, Writer, Poet, Tactician, Schemer&lt;br /&gt;
&lt;br /&gt;
'''''Patience''''':&lt;br /&gt;
:'''Primary''': ''none''&lt;br /&gt;
:'''Secondary''': Animal trainer, Fisherdwarf, Concentration&lt;br /&gt;
&lt;br /&gt;
'''''Memory''''':&lt;br /&gt;
:'''Primary''': Student&lt;br /&gt;
:'''Secondary''': Animal caretaker, Herbalist, Diagnostician, Appraiser, Record keeper, Reader, Mathematician, Astronomer, Chemist, Geographer&lt;br /&gt;
&lt;br /&gt;
'''''Linguistic Ability''''':&lt;br /&gt;
:'''Primary''': Persuader, Negotiator, Liar, Intimidator, Conversationalist, Comedian, Flatterer, Pacifier, Wordsmith, Writer, Poet, Reader, Speaker&lt;br /&gt;
:'''Secondary''': Consoler, Leader, Teacher&lt;br /&gt;
&lt;br /&gt;
'''''Spatial Sense''''':&lt;br /&gt;
:'''Primary''': Crossbowman, Siege operator, Bowman, Blowgunner, Ambusher, Observer, Archer, Knapper, Geographer, Optics engineer, Fluid engineer, Bookbinder&lt;br /&gt;
:'''Secondary''': Miner, Wood cutter, Carpenter, Engraver, Mason, Trapper, Weaver, Clothier, Weaponsmith, Armorsmith, Metalsmith, Gem cutter, Gem setter, Wood crafter, Stone crafter, Metal crafter, Glassmaker, Leatherworker, Bone carver, Axeman, Swordsman, Knife user, Maceman, Hammerman, Spearman, Shield user, Siege engineer, Bowyer, Pikeman, Lasher, Mechanic, Wound dresser, Surgeon, Bone doctor, Suturer, Crutch-walker, Swimmer, Tracker, Coordination, Fighter, Wrestler, Biter, Striker, Kicker, Dodger, Misc. object user, Shearer, Spinner, Potter, Glazer, Beekeeper, Wax worker, Climber, Dancer, Mathematician, Astronomer, Papermaker&lt;br /&gt;
&lt;br /&gt;
'''''Musicality''''':&lt;br /&gt;
:'''Primary''': Musician, Singer, Keyboardist, Stringed instrumentalist, Wind instrumentalist, Percussionist&lt;br /&gt;
:'''Secondary''': Dancer&lt;br /&gt;
&lt;br /&gt;
'''''Kinesthetic Sense''''':&lt;br /&gt;
:'''Primary''': Miner, Wood cutter, Carpenter, Engraver, Mason, Fish dissector, Animal dissector, Fish cleaner, Butcher, Tanner, Weaver, Brewer, Clothier, Miller, Thresher, Cheese maker, Milker, Cook, Planter, Herbalist, Furnace operator, Strand extractor, Weaponsmith, Armorsmith, Metalsmith, Gem cutter, Gem setter, Wood crafter, Stone crafter, Metal crafter, Glassmaker, Leatherworker, Bone carver, Axeman, Swordsman, Knife user, Maceman, Hammerman, Spearman, Shield user, Armor user, Bowyer, Pikeman, Lasher, Wound dresser, Surgeon, Bone doctor, Suturer, Crutch-walker, Wood burner, Lye maker, Soaper, Potash maker, Dyer, Pump operator, Swimmer, Coordination, Balance, Fighter, Wrestler, Biter, Striker, Kicker, Dodger, Misc. object user, Shearer, Spinner, Potter, Glazer, Presser, Wax worker, Climber, Gelder, Dancer, Papermaker, Rider&lt;br /&gt;
:'''Secondary''': Fisherdwarf, Crossbowman, Bowman, Blowgunner, Thrower, Ambusher, Intimidator, Comedian, Archer, Knapper, Beekeeper, Bookbinder&lt;br /&gt;
&lt;br /&gt;
'''''Empathy''''':&lt;br /&gt;
:'''Primary''': Animal trainer, Druid, Judge of intent, Consoler, Leader, Teacher&lt;br /&gt;
:'''Secondary''': Animal caretaker, Wound dresser, Persuader, Negotiator, Conversationalist, Flatterer, Pacifier, Speaker, Rider&lt;br /&gt;
&lt;br /&gt;
'''''Social Awareness''''':&lt;br /&gt;
:'''Primary''': Schemer&lt;br /&gt;
:'''Secondary''': Persuader, Negotiator, Judge of intent, Organizer, Liar, Conversationalist, Flatterer, Consoler, Pacifier, Speaker, Leader, Teacher&lt;br /&gt;
&lt;br /&gt;
== Dwarf attributes ==&lt;br /&gt;
&lt;br /&gt;
Each attribute is a number between 0 and 5000, but in dwarven terms anything below 200 is rare [http://dffd.bay12games.com/file.php?id=5882] and anything above 2500 is extraordinary. In the default raws (/raw/objects/creature_standard.txt), dwarven attributes come in four levels. &lt;br /&gt;
&lt;br /&gt;
Focus and Spatial Sense are referred to as &amp;quot;++&amp;quot;, 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.&lt;br /&gt;
&lt;br /&gt;
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...&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Agility is &amp;quot;-&amp;quot;, the only attribute to be below default. Its ranges are [150:600:800:900:1000:1100:1500], mean 862.5, median 900.&lt;br /&gt;
&lt;br /&gt;
== Training attributes == &lt;br /&gt;
&lt;br /&gt;
It would seem that various skills train various attributes at different rates. For physical attributes and Willpower, military training works best - it relatively quickly gives a dwarf some extra Agility and Strength, making them walk and work faster in all areas (According to [http://www.bay12forums.com/smf/index.php?topic=121573.msg3944723#msg3944723] speed is a factor in determining how fast a labour is completed).  &lt;br /&gt;
&lt;br /&gt;
According to [https://www.reddit.com/r/dwarffortress/comments/zquv8f/psa_you_can_build_a_gym_for_your_military_with/] Reddit post, strength and stamina can be trained via screw pumps reasonably quickly. The pumps don't have to be adjacent to any liquids, and dwarves will still operate them, pumping air.&lt;br /&gt;
&lt;br /&gt;
Plant gathering trains Agility, Kinesthetic Sense, and Memory to a lesser degree. After a couple of years, plant gatherers become the faster dwarves in the fortress and are generally suitable for transfer to any demanding job.&lt;br /&gt;
&lt;br /&gt;
Attributes are capped in Adventure mode and probably also in dwarf mode. Those caps are governed by {{token|MENT_ATT_CAP_PERC}} and {{token|PHYS_ATT_CAP_PERC}}. By default the maximum attribute values (barring increases from vampirism and other interactions) are governed by the starting value as well as the median for that caste (that is the middle value in {{token|PHYS_ATT_RANGE}}, for example 1000 for most attributes for dwarves). &lt;br /&gt;
attribute_cap = starting_value + max {starting_value, median} &lt;br /&gt;
&lt;br /&gt;
The speed of learning attributes is governed by &amp;quot;cost to improve&amp;quot; in {{token|PHYS_ATT_RATES}} and {{token|MENT_ATT_RATES}}. By default CTI for attributes is 500, which means the counter for using that attribute has to be incremented 500 times for the dwarf to gain 1 in that attribute. The lower the CTI, the faster an attribute increases. According to [http://www.bay12forums.com/smf/index.php?topic=66525.msg3993120#msg3993120] the counter is incremented every ten ticks a skill using that attribute is in use. This means it takes 5000 TUs or just over 4 in-game days of continuous labour to improve an attribute by 1. The improved attribute gain from military training may stem from the fact that sparring and individual combat drills train multiple skills at the same time.&lt;br /&gt;
&lt;br /&gt;
==Standard ranges==&lt;br /&gt;
&lt;br /&gt;
The game comes pre-stocked with several sets of attribute ranges, some better than others. The signs that come after the numeral ranges indicate what level that range represents, but have no effect in and of themselves.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[0:0:0:0:0:0:0]                     || unattainable&lt;br /&gt;
|-&lt;br /&gt;
|[0:100:200:300:400:450:500]         || ---&lt;br /&gt;
|-&lt;br /&gt;
|[0:400:600:750:800:900:1100]        || --&lt;br /&gt;
|-&lt;br /&gt;
|[150:600:800:900:1000:1100:1500]    || -&lt;br /&gt;
|-&lt;br /&gt;
|[200:700:900:1000:1100:1300:2000]   || Default&lt;br /&gt;
|-&lt;br /&gt;
|[450:950:1150:1250:1350:1550:2250]  || +&lt;br /&gt;
|-&lt;br /&gt;
|[700:1200:1400:1500:1600:1800:2500] || ++&lt;br /&gt;
|-&lt;br /&gt;
|[1250:1500:1750:2000:2500:3000:5000]|| +++&lt;br /&gt;
|-&lt;br /&gt;
|[5000:5000:5000:5000:5000:5000:5000]|| max&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Attribute]]&lt;/div&gt;</summary>
		<author><name>BOOXMOWO</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Tanner%27s_shop.png&amp;diff=293004</id>
		<title>File:Tanner's shop.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Tanner%27s_shop.png&amp;diff=293004"/>
		<updated>2023-04-21T22:46:25Z</updated>

		<summary type="html">&lt;p&gt;BOOXMOWO: BOOXMOWO reverted File:Tanner's shop.png to an old version&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Tanners's Workshop PNG&lt;br /&gt;
== Licensing ==&lt;br /&gt;
{{screenshot}}&lt;/div&gt;</summary>
		<author><name>BOOXMOWO</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Antman&amp;diff=292994</id>
		<title>Antman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Antman&amp;diff=292994"/>
		<updated>2023-04-21T16:42:10Z</updated>

		<summary type="html">&lt;p&gt;BOOXMOWO: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|vary=[[Ant]] - [[Antman]]&lt;br /&gt;
|image=Ant_man_sprite.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=nobutcher&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Antmen''' are one of the [[Creature|races]] of tribal [[animal people]] who can be found in [[cavern]]s. They can form crude civilizations and usually have a couple of piles of random items lying around. &lt;br /&gt;
&lt;br /&gt;
Antmen form '''worker''', '''soldier''', '''drone''' and '''queen''' castes. Antmen workers are the most common antmen, no larger than a [[kobold]]. Drones are as big as workers and have the ability to fly. Soldiers can grow almost as large as a [[dwarf]] and will defend their queen at all costs. The queen, as big as a [[lion]], is the only breeding female among antmen and her only task is producing new soldiers, workers and drones. Queen ant women are the largest (and therefore strongest) companions that can be recruited by non-[[elf]] adventurers, aside from escaped [[HFS]].&lt;br /&gt;
&lt;br /&gt;
They are intelligent enough to use crude [[weapon]]s such as [[blowgun]]s. They can be deadly from their numbers and use of weapons, but a solid [[military]] effort can kill them off. Their blowguns can inflict mild [[Syndrome|poison effects]] on creatures, such as dizziness which causes them to be less effective in combat and slower at work like mining. Although they can not destroy buildings, they are able to open [[door]]s.&lt;br /&gt;
&lt;br /&gt;
Compared to most humanoids, antmen have an extremely short lifespan, allowing a patient player to simply wait for them to die of old age rather than confront them.&lt;br /&gt;
&lt;br /&gt;
Antmen armies have been known to attack from the caverns.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] antmen for their ''mystery''.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}} &lt;br /&gt;
Although Antmen do not appear to have any notable writing system, humans frequently attempt to get their signatures, citing them as being some sort of great heroes. Records on their supposed escapades are found solely in human codices, often pitted against some sort of Beeman. To date, no Beemen have been discovered by dwarf-kind. Additionally, many humans believe that antmen are capable of shrinking. No evidence of this has been discovered, either.&lt;br /&gt;
&lt;br /&gt;
[[File:ant_man.jpg|thumb|150px|center|Still afraid of giant magnifying glasses.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Devilingo''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{gamedata|title=Entity ([[civilization]]) Raws|{{raw|v50:entity_default.txt|ENTITY|SUBTERRANEAN_ANIMAL_PEOPLES}}}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>BOOXMOWO</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Animal_person&amp;diff=292993</id>
		<title>Animal person</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Animal_person&amp;diff=292993"/>
		<updated>2023-04-21T16:25:56Z</updated>

		<summary type="html">&lt;p&gt;BOOXMOWO: Don't know why these were removed. The behaviour of the subterranean animal people has changed, but the variety of species has not.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:49, 26 February 2023 (CST)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:animal_people_preview.png|220px|right]]'''Animal people''' are half-man, half-beast [[creature]]s with various animal-like traits, some beneficial (such as [[flying]], and [[syndrome|poisons]]), or detrimental ([[steals items|thievery]]), inherited from their base animal. They generally have significantly longer [[age|lifespans]] than the base animals, as well as the ability to [[learns|learn]]. They can be legless, but get arms even if their base animal is limbless. Their body size is the average of their base animal's size and 70,000 (the size of a [[human]]), working out so that the smallest animal people are 35,000cm³, half the size of a [[human]], but they can get [[sperm whale man|very large]]. Animal people can join [[civilization]]s and live in [[site]]s, or come to your fort as [[visitor]]s.&lt;br /&gt;
&lt;br /&gt;
Animal people are playable creatures in [[adventure mode]]. If they became established members of a playable civ (dwarf, elf, human), they will appear listed in the creature selection screen alongside the main races. Otherwise, they are selectable under {{DFtext|Intelligent Wilderness Creature|7:0}}. Some animal people may not be available due to having [[extinction|died out]] or being uncontacted (e.g. excluded to an isolated island).&lt;br /&gt;
&lt;br /&gt;
Wild animal people wander on the surface in [[savage]] environments or dwell underground in the [[cavern]]s; these two populations form distinct groups. Subterranean animal people are actually a civilization in themselves, rarely encountered, in small groups or &amp;quot;tribes&amp;quot;. They are equipped with primitive weaponry such as wooden [[spear]]s and [[blowgun]]s (they are the only known source of [[blowdart]]s). Subterranean animal people will be labelled as {{DFtext|Hostile|4:0}} upon discovery – they are not interested in negotiations, and will attack your dwarves on sight. Encountering them often comes as a surprise, since there is no way to know about their presence before embarking. They do not appear in the {{k|c}}ivilizations [[menu]].&lt;br /&gt;
&lt;br /&gt;
Subterranean animal people are also found in generated [[sewer]]s, formed from collections of outcasts.&lt;br /&gt;
&lt;br /&gt;
== Subterranean animal people ==&lt;br /&gt;
&lt;br /&gt;
* [[File:amphibian_man_sprite.png|20px]] / {{Tile|a|6:0}} [[Amphibian man]]&lt;br /&gt;
* [[File:ant_man_sprite.png|20px]] / {{Tile|a|0:1}} [[Antman]]&lt;br /&gt;
* [[File:bat_man_sprite.png|20px]] / {{Tile|b|0:1}} [[Bat man]]&lt;br /&gt;
* [[File:cave_fish_man_sprite.png|20px]] / {{Tile|f|7:1}} [[Cave fish man]]&lt;br /&gt;
* [[File:cave_swallow_man_sprite.png|20px]] / {{Tile|s|0:1}} [[Cave swallow man]]&lt;br /&gt;
* [[File:olm_man_sprite.png|20px]] / {{Tile|o|7:1}} [[Olm man]]&lt;br /&gt;
* [[File:reptile_man_sprite.png|20px]] / {{Tile|r|2:0}} [[Reptile man]]&lt;br /&gt;
* [[File:rodent_man_sprite.png|20px]] / {{Tile|r|0:1}} [[Rodent man]]&lt;br /&gt;
* [[File:serpent_man_sprite.png|20px]] / {{Tile|s|7:1}} [[Serpent man]]&lt;br /&gt;
=== Ethics ===&lt;br /&gt;
&lt;br /&gt;
Being an entity in their own right, subterranean animal people possess ethics; much like other civs. Those particular ethics are incomplete for now — being directly copied from [[kobold]]s and their [[personality trait|values]] all set to zero (none).&lt;br /&gt;
&lt;br /&gt;
Like kobolds, subterranean animal people consider the killing of other living beings acceptable, but treason is unthinkable, and they'll respond to the murder of their own kind by exiling the offender from their tribe. They oppose torturing for information and the torture of animals, but consider torturing for fun appropriate. Assault is considered a personal matter, while slavery, the taking of animal trophies, and the consumption of sapient beings (which includes other animal people) are all unthinkable acts.&lt;br /&gt;
&lt;br /&gt;
== Other animal people ==&lt;br /&gt;
&lt;br /&gt;
{{columns-list|colwidth=15em|&lt;br /&gt;
* [[File:aardvark_man_sprite.png|20px]] / {{Tile|a|7:0}} [[Aardvark man]] &lt;br /&gt;
* [[File:adder_man_sprite.png|20px]] / {{Tile|a|6:0}} [[Adder man]]&lt;br /&gt;
* [[File:albatross_man_sprite.png|20px]] / {{Tile|a|7:1}} [[Albatross man]] &lt;br /&gt;
* [[File:alligator_man_sprite.png|20px]] / {{Tile|A|2:0}} [[Alligator man]]&lt;br /&gt;
* [[File:anaconda_man_sprite.png|20px]] / {{Tile|A|2:1}} [[Anaconda man]] &lt;br /&gt;
* [[File:anole_man_sprite.png|20px]] / {{Tile|a|2:1}} [[Anole man]]&lt;br /&gt;
* [[File:armadillo_man_sprite.png|20px]] / {{Tile|a|7:0}} [[Armadillo man]] &lt;br /&gt;
* [[File:axolotl_man_sprite.png|20px]] / {{Tile|a|5:0}} [[Axolotl man]]&lt;br /&gt;
* [[File:aye_aye_man_sprite.png|20px]] / {{Tile|a|7:0}} [[Aye-aye man]] &lt;br /&gt;
* [[File:badger_man_sprite.png|20px]] / {{Tile|b|7:0}} [[Badger man]]&lt;br /&gt;
* [[File:bark_scorpion_man_sprite.png|20px]] / {{Tile|s|6:1}} [[Bark scorpion man]] &lt;br /&gt;
* [[File:barn_owl_man_sprite.png|20px]] / {{Tile|b|6:0}} [[Barn owl man]]&lt;br /&gt;
* [[File:beaver_man_sprite.png|20px]] / {{Tile|b|6:0}} [[Beaver man]] &lt;br /&gt;
* [[File:beetle_man_sprite.png|20px]] / {{Tile|b|4:0}} [[Beetle man]]&lt;br /&gt;
* [[File:black_bear_man_sprite.png|20px]] / {{Tile|B|0:1}} [[Black bear man]] &lt;br /&gt;
* [[File:black_mamba_man_sprite.png|20px]] / {{Tile|s|0:1}} [[Black mamba man]]&lt;br /&gt;
* [[File:bluejay_man_sprite.png|20px]] / {{Tile|b|1:1}} [[Bluejay man]] &lt;br /&gt;
* [[File:bobcat_man_sprite.png|20px]] / {{Tile|b|6:0}} [[Bobcat man]]&lt;br /&gt;
* [[File:brown_recluse_spider_man_sprite.png|20px]] / {{Tile|s|6:0}} [[Brown recluse spider man]] &lt;br /&gt;
* [[File:bushmaster_man_sprite.png|20px]] / {{Tile|s|6:0}} [[Bushmaster man]]&lt;br /&gt;
* [[File:bushtit_man_sprite.png|20px]] / {{Tile|b|6:0}} [[Bushtit man]] &lt;br /&gt;
* [[File:buzzard_man_sprite.png|20px]] / {{Tile|b|0:1}} [[Buzzard man]]&lt;br /&gt;
* [[File:capuchin_man_sprite.png|20px]] / {{Tile|c|7:1}} [[Capuchin man]] &lt;br /&gt;
* [[File:capybara_man_sprite.png|20px]] / {{Tile|c|6:0}} [[Capybara man]]&lt;br /&gt;
* [[File:cardinal_man_sprite.png|20px]] / {{Tile|c|4:1}} [[Cardinal man]] &lt;br /&gt;
* [[File:cassowary_man_sprite.png|20px]] / {{Tile|c|0:1}} [[Cassowary man]]&lt;br /&gt;
* [[File:chameleon_man_sprite.png|20px]] / {{Tile|c|2:1}} [[Chameleon man]] &lt;br /&gt;
* [[File:cheetah_man_sprite.png|20px]] / {{Tile|c|6:1}} [[Cheetah man]]&lt;br /&gt;
* [[File:chinchilla_man_sprite.png|20px]] / {{Tile|c|7:0}} [[Chinchilla man]] &lt;br /&gt;
* [[File:chipmunk_man_sprite.png|20px]] / {{Tile|c|6:0}} [[Chipmunk man]]&lt;br /&gt;
* [[File:coati_man_sprite.png|20px]] / {{Tile|c|6:0}} [[Coati man]] &lt;br /&gt;
* [[File:cockatiel_man_sprite.png|20px]] / {{Tile|c|7:1}} [[Cockatiel man]]&lt;br /&gt;
* [[File:copperhead_snake_man_sprite.png|20px]] / {{Tile|s|6:0}} [[Copperhead snake man]] &lt;br /&gt;
* [[File:cougar_man_sprite.png|20px]] / {{Tile|c|6:0}} [[Cougar man]]&lt;br /&gt;
* [[File:coyote_man_sprite.png|20px]] / {{Tile|c|7:0}} [[Coyote man]] &lt;br /&gt;
* [[File:crab_man_sprite.png|20px]] / {{Tile|c|4:1}} [[Crab man]]&lt;br /&gt;
* [[File:crow_man_sprite.png|20px]] / {{Tile|c|0:1}} [[Crow man]] &lt;br /&gt;
* [[File:cuttlefish_man_sprite.png|20px]] / {{Tile|c|6:0}} [[Cuttlefish man]]&lt;br /&gt;
* [[File:damselfly_man_sprite.png|20px]] / {{Tile|d|3:1}} [[Damselfly man]] &lt;br /&gt;
* [[File:deer_man_sprites_anim.gif|20px]] / {{Tile|d|6:0}} [[Deer man]]&lt;br /&gt;
* [[File:desert_tortoise_man_sprite.png|20px]] / {{Tile|t|6:0}} [[Desert tortoise man]] &lt;br /&gt;
* [[File:dingo_man_sprite.png|20px]] / {{Tile|d|6:1}} [[Dingo man]]&lt;br /&gt;
* [[File:dragonfly_man_sprite.png|20px]] / {{Tile|d|3:1}} [[Dragonfly man]] &lt;br /&gt;
* [[File:eagle_man_sprite.png|20px]] / {{Tile|e|6:0}} [[Eagle man]]&lt;br /&gt;
* [[File:echidna_man_sprite.png|20px]] / {{Tile|e|6:0}} [[Echidna man]] &lt;br /&gt;
* [[File:elephant_man_sprite.png|20px]] / {{Tile|E|7:0}} [[Elephant man]]&lt;br /&gt;
* [[File:elephant_seal_man_sprite.png|20px]] / {{Tile|S|6:0}} [[Elephant seal man]] &lt;br /&gt;
* [[File:elk_man_sprites_anim.gif|20px]] / {{Tile|E|6:0}} [[Elk man]]&lt;br /&gt;
* [[File:emu_man_sprite.png|20px]] / {{Tile|E|6:0}} [[Emu man]] &lt;br /&gt;
* [[File:firefly_man_sprite.png|20px]] / {{Tile|f|2:1}} [[Firefly man]]&lt;br /&gt;
* [[File:fly_man_sprite.png|20px]] / {{Tile|f|0:1}} [[Fly man]] &lt;br /&gt;
* [[File:flying_squirrel_man_sprite.png|20px]] / {{Tile|f|6:0}} [[Flying squirrel man]]&lt;br /&gt;
* [[File:fox_man_sprite.png|20px]] / {{Tile|f|4:0}} [[Fox man]] &lt;br /&gt;
* [[File:gazelle_man_sprite.png|20px]] / {{Tile|g|6:0}} [[Gazelle man]]&lt;br /&gt;
* [[File:giant_tortoise_man_sprite.png|20px]] / {{Tile|T|6:0}} [[Giant tortoise man]] &lt;br /&gt;
* [[File:gila_monster_man_sprite.png|20px]] / {{Tile|g|4:1}} [[Gila monster man]]&lt;br /&gt;
* [[File:giraffe_man_sprite.png|30px|20px]] / {{Tile|G|6:0}} [[Giraffe man]] &lt;br /&gt;
* [[File:grackle_man_sprite.png|20px]] / {{Tile|g|0:1}} [[Grackle man]]&lt;br /&gt;
* [[File:grasshopper_man_sprite.png|20px]] / {{Tile|g|2:1}} [[Grasshopper man]] &lt;br /&gt;
* [[File:gray_langur_man_sprite.png|20px]] / {{Tile|l|7:0}} [[Gray langur man]]&lt;br /&gt;
* [[File:gray_squirrel_man_sprite.png|20px]] / {{Tile|s|7:0}} [[Gray squirrel man]] &lt;br /&gt;
* [[File:great_horned_owl_man_sprite.png|20px]] / {{Tile|o|7:0}} [[Great horned owl man]]&lt;br /&gt;
* [[File:green_tree_frog_man_sprite.png|20px]] / {{Tile|f|2:1}} [[Green tree frog man]] &lt;br /&gt;
* [[File:grey_parrot_man_sprite.png|20px]] / {{Tile|p|7:0}} [[Grey parrot man]]&lt;br /&gt;
* [[File:grizzly_bear_man_sprite.png|20px]] / {{Tile|B|6:0}} [[Grizzly bear man]] &lt;br /&gt;
* [[File:groundhog_man_sprite.png|20px]] / {{Tile|g|6:0}} [[Groundhog man]]&lt;br /&gt;
* [[File:hamster_man_sprite.png|20px]] / {{Tile|h|7:0}} [[Hamster man]] &lt;br /&gt;
* [[File:hare_man_sprite.png|20px]] / {{Tile|h|6:0}} [[Hare man]]&lt;br /&gt;
* [[File:harp_seal_man_sprite.png|20px]] / {{Tile|h|7:0}} [[Harp seal man]] &lt;br /&gt;
* [[File:hedgehog_man_sprite.png|20px]] / {{Tile|h|6:0}} [[Hedgehog man]]&lt;br /&gt;
* [[File:hippo_man_sprite.png|20px]] / {{Tile|H|7:0}} [[Hippo man]] &lt;br /&gt;
* [[File:hoary_marmot_man_sprite.png|20px]] / {{Tile|m|7:0}} [[Hoary marmot man]]&lt;br /&gt;
* [[File:honey_badger_man_sprite.png|20px]] / {{Tile|b|7:1}} [[Honey badger man]] &lt;br /&gt;
* [[File:hornbill_man_sprite.png|20px]] / {{Tile|h|0:1}} [[Hornbill man]]     &lt;br /&gt;
* [[File:horseshoe_crab_man_sprite.png|20px]] / {{Tile|h|6:0}} [[Horseshoe crab man]] &lt;br /&gt;
* [[File:hyena_man_sprite.png|20px]] / {{Tile|h|6:0}} [[Hyena man]]&lt;br /&gt;
* [[File:ibex_man_sprite.png|20px]] / {{Tile|i|6:0}} [[Ibex man]] &lt;br /&gt;
* [[File:iguana_man_sprite.png|20px]] / {{Tile|i|2:1}} [[Iguana man]]&lt;br /&gt;
* [[File:impala_man_sprite.png|20px]] / {{Tile|i|6:0}} [[Impala man]] &lt;br /&gt;
* [[File:jackal_man_sprite.png|20px]] / {{Tile|j|6:0}} [[Jackal man]]&lt;br /&gt;
* [[File:jaguar_man_sprite.png|20px]] / {{Tile|J|6:1}} [[Jaguar man]] &lt;br /&gt;
* [[File:jumping_spider_man_sprite.png|20px]] / {{Tile|s|0:1}} [[Jumping spider man]]&lt;br /&gt;
* [[File:kakapo_man_sprite.png|20px]] / {{Tile|k|2:0}} [[Kakapo man]] &lt;br /&gt;
* [[File:kangaroo_man_sprite.png|20px]] / {{Tile|K|6:0}} [[Kangaroo man]]&lt;br /&gt;
* [[File:kea_man_sprite.png|20px]] / {{Tile|k|2:0}} [[Kea man]] &lt;br /&gt;
* [[File:kestrel_man_sprite.png|20px]] / {{Tile|k|4:0}} [[Kestrel man]]&lt;br /&gt;
* [[File:king_cobra_man_sprite.png|20px]] / {{Tile|k|0:1}} [[King cobra man]] &lt;br /&gt;
* [[File:kingsnake_man_sprite.png|20px]] / {{Tile|k|7:1}} [[Kingsnake man]]&lt;br /&gt;
* [[File:kiwi_man_sprite.png|20px]] / {{Tile|k|6:0}} [[Kiwi man]] &lt;br /&gt;
* [[File:koala_man_sprite.png|20px]] / {{Tile|k|7:0}} [[Koala man]]&lt;br /&gt;
* [[File:leech_man_sprite.png|20px]] / {{Tile|l|0:1}} [[Leech man]] &lt;br /&gt;
* [[File:leopard_gecko_man_sprite.png|20px]] / {{Tile|g|6:1}} [[Leopard gecko man]]&lt;br /&gt;
* [[File:leopard_man_sprite.png|20px]] / {{Tile|l|6:1}} [[Leopard man]] &lt;br /&gt;
* [[File:leopard_seal_man_sprite.png|20px]] / {{Tile|L|0:1}} [[Leopard seal man]]&lt;br /&gt;
* [[File:lion_man_sprite_anim.gif|20px]] / {{Tile|L|6:1}} [[Lion man]] &lt;br /&gt;
* [[File:lion_tamarin_sprite.png|20px]] / {{Tile|l|6:1}} [[Lion tamarin man]]&lt;br /&gt;
* [[File:lizard_man_sprite.png|20px]] / {{Tile|l|6:0}} [[Lizard man]] &lt;br /&gt;
* [[File:loon_man_sprite.png|20px]] / {{Tile|l|0:1}} [[Loon man]]&lt;br /&gt;
* [[File:lorikeet_man_sprite.png|20px]] / {{Tile|l|4:1}} [[Lorikeet man]] &lt;br /&gt;
* [[File:louse_man_sprite.png|20px]] / {{Tile|l|6:0}} [[Louse man]]&lt;br /&gt;
* [[File:lynx_man_sprite.png|20px]] / {{Tile|l|6:0}} [[Lynx man]] &lt;br /&gt;
* [[File:magpie_man_sprite.png|20px]] / {{Tile|m|0:1}} [[Magpie man]]&lt;br /&gt;
* [[File:mandrill_man_sprite.png|20px]] / {{Tile|m|1:1}} [[Mandrill man]] &lt;br /&gt;
* [[File:mantis_man_sprite.png|20px]] / {{Tile|m|2:1}} [[Mantis man]]&lt;br /&gt;
* [[File:masked_lovebird_man_sprite.png|20px]] / {{Tile|l|2:1}} [[Masked lovebird man]] &lt;br /&gt;
* [[File:mink_man_sprite.png|20px]] / {{Tile|m|6:0}} [[Mink man]]&lt;br /&gt;
* [[File:monarch_butterfly_man_sprite.png|20px]] / {{Tile|b|4:1}} [[Monarch butterfly man]] &lt;br /&gt;
* [[File:mongoose_man_sprite.png|20px]] / {{Tile|m|7:0}} [[Mongoose man]]&lt;br /&gt;
* [[File:monitor_lizard_man_sprite.png|20px]] / {{Tile|M|6:0}} [[Monitor lizard man]] &lt;br /&gt;
* [[File:moon_snail_man_sprite.png|20px]] / {{Tile|s|4:1}} [[Moon snail man]]&lt;br /&gt;
* [[File:moose_man_sprite_anim.gif|20px]] / {{Tile|M|6:0}} [[Moose man]] &lt;br /&gt;
* [[File:mosquito_man_sprite.png|20px]] / {{Tile|m|0:1}} [[Mosquito man]]&lt;br /&gt;
* [[File:moth_man_sprite.png|20px]] / {{Tile|m|6:0}} [[Moth man]] &lt;br /&gt;
* [[File:mountain_goat_man_sprite.png|20px]] / {{Tile|g|7:1}} [[Mountain goat man]]&lt;br /&gt;
* [[File:muskox_man_sprite.png|20px]] / {{Tile|M|6:0}} [[Muskox man]] &lt;br /&gt;
* [[File:narwhal_man_sprite.png|20px]] / {{Tile|N|7:0}} [[Narwhal man]]&lt;br /&gt;
* [[File:nautilus_man_sprite.png|20px]] / {{Tile|n|4:1}} [[Nautilus man]] &lt;br /&gt;
* [[File:ocelot_man_sprite.png|20px]] / {{Tile|o|6:1}} [[Ocelot man]]&lt;br /&gt;
* [[File:octopus_man_sprite.png|20px]] / {{Tile|o|7:0}} [[Octopus man]] &lt;br /&gt;
* [[File:one_humped_camel_man_sprite.png|20px]] / {{Tile|C|6:0}} [[One-humped camel man]]&lt;br /&gt;
* [[File:opossum_man_sprite.png|20px]] / {{Tile|o|7:0}} [[Opossum man]] &lt;br /&gt;
* [[File:orca_man_sprite.png|20px]] / {{Tile|O|0:1}} [[Orca man]]&lt;br /&gt;
* [[File:oriole_man_sprite.png|20px]] / {{Tile|o|6:1}} [[Oriole man]] &lt;br /&gt;
* [[File:osprey_man_sprite.png|20px]] / {{Tile|o|7:1}} [[Osprey man]]&lt;br /&gt;
* [[File:ostrich_man_sprite_anim.gif|20px]] / {{Tile|O|0:1}} [[Ostrich man]] &lt;br /&gt;
* [[File:otter_man_sprite.png|20px]] / {{Tile|o|6:0}} [[Otter man]]&lt;br /&gt;
* [[File:panda_man_sprite.png|20px]] / {{Tile|P|7:1}} [[Panda man]] &lt;br /&gt;
* [[File:pangolin_man_sprite.png|20px]] / {{Tile|p|6:0}} [[Pangolin man]]&lt;br /&gt;
* [[File:parakeet_man_sprite.png|20px]] / {{Tile|p|2:1}} [[Parakeet man]] &lt;br /&gt;
* [[File:peach_faced_lovebird_man_sprite.png|20px]] / {{Tile|l|2:1}} [[Peach-faced lovebird man]]&lt;br /&gt;
* [[File:penguin_man_sprite.png|20px]] / {{Tile|p|7:1}} [[Penguin man]] &lt;br /&gt;
* [[File:peregrine_falcon_man_sprite.png|20px]] / {{Tile|p|6:0}} [[Peregrine falcon man]]&lt;br /&gt;
* [[File:platypus_man_sprite.png|20px]] / {{Tile|p|6:0}} [[Platypus man]] &lt;br /&gt;
* [[File:polar_bear_man_sprite.png|20px]] / {{Tile|B|7:1}} [[Polar bear man]]&lt;br /&gt;
* [[File:pond_turtle_man_sprite.png|20px]] / {{Tile|t|2:0}} [[Pond turtle man]] &lt;br /&gt;
* [[File:porcupine_man_sprite.png|20px]] / {{Tile|p|6:0}} [[Porcupine man]]&lt;br /&gt;
* [[File:puffin_man_sprite.png|20px]] / {{Tile|p|0:1}} [[Puffin man]] &lt;br /&gt;
* [[File:python_man_sprite.png|20px]] / {{Tile|S|6:0}} [[Python man]]&lt;br /&gt;
* [[File:raccoon_man_sprite.png|20px]] / {{Tile|r|7:0}} [[Raccoon man]] &lt;br /&gt;
* [[File:rat_man_sprite.png|20px]] / {{Tile|r|0:1}} [[Rat man]]&lt;br /&gt;
* [[File:rattlesnake_man_sprite.png|20px]] / {{Tile|s|7:0}} [[Rattlesnake man]] &lt;br /&gt;
* [[File:raven_man_sprite.png|20px]] / {{Tile|r|0:1}} [[Raven man]]&lt;br /&gt;
* [[File:red_panda_man_sprite.png|20px]] / {{Tile|r|4:0}} [[Red panda man]] &lt;br /&gt;
* [[File:red_squirrel_man_sprite.png|20px]] / {{Tile|r|6:0}} [[Red squirrel man]]&lt;br /&gt;
* [[File:red_winged_blackbird_man_sprite.png|20px]] / {{Tile|r|0:1}} [[Red-winged blackbird man]] &lt;br /&gt;
* [[File:rhesus_macaque_man_sprite.png|20px]] / {{Tile|m|7:0}} [[Rhesus macaque man]]&lt;br /&gt;
* [[File:rhinoceros_man_sprite.png|20px]] / {{Tile|R|7:0}} [[Rhinoceros man]] &lt;br /&gt;
* [[File:roach_man_sprite.png|20px]] / {{Tile|r|6:0}} [[Roach man]]&lt;br /&gt;
* [[File:saltwater_crocodile_man_sprite.png|20px]] / {{Tile|C|2:0}} [[Saltwater crocodile man]] &lt;br /&gt;
* [[File:skink_man_sprite.png|20px]] / {{Tile|s|7:0}} [[Skink man]]&lt;br /&gt;
* [[File:skunk_man_sprite.png|20px]] / {{Tile|s|0:1}} [[Skunk man]] &lt;br /&gt;
* [[File:sloth_bear_man_sprite.png|20px]] / {{Tile|B|0:1}} [[Sloth bear man]]&lt;br /&gt;
* [[File:sloth_man_sprite.png|20px]] / {{Tile|s|7:0}} [[Sloth man]] &lt;br /&gt;
* [[File:slug_man_sprite.png|20px]] / {{Tile|s|6:0}} [[Slug man]]&lt;br /&gt;
* [[File:snail_man_sprite.png|20px]] / {{Tile|s|7:0}} [[Snail man]] &lt;br /&gt;
* [[File:snapping_turtle_man_sprite.png|20px]] / {{Tile|t|2:0}} [[Snapping turtle man]]&lt;br /&gt;
* [[File:snowy_owl_man_sprite.png|20px]] / {{Tile|o|7:1}} [[Snowy owl man]] &lt;br /&gt;
* [[File:sparrow_man_sprite.png|20px]] / {{Tile|s|6:0}} [[Sparrow man]]&lt;br /&gt;
* [[File:sperm_whale_man_sprite.png|20px]] / {{Tile|W|7:0}} [[Sperm whale man]] &lt;br /&gt;
* [[File:spider_monkey_man_sprite.png|20px]] / {{Tile|m|0:1}} [[Spider monkey man]]&lt;br /&gt;
* [[File:sponge_man_sprite.png|20px]] / {{Tile|s|4:1}} [[Sponge man]] &lt;br /&gt;
* [[File:squid_man_sprite.png|20px]] / {{Tile|s|7:1}} [[Squid man]]&lt;br /&gt;
* [[File:stoat_man_sprite.png|20px]] / {{Tile|s|6:0}} [[Stoat man]] &lt;br /&gt;
* [[File:swan_man_sprite.png|20px]] / {{Tile|s|7:1}} [[Swan man]]&lt;br /&gt;
* [[File:tapir_man_sprite.png|20px]] / {{Tile|T|7:1}} [[Tapir man]] &lt;br /&gt;
* [[File:thrips_man_sprite.png|20px]] / {{Tile|t|6:0}} [[Thrips man]]&lt;br /&gt;
* [[File:tick_man_sprite.png|20px]] / {{Tile|t|0:1}} [[Tick man]] &lt;br /&gt;
* [[File:tiger_man_sprite.png|20px]] / {{Tile|T|6:1}} [[Tiger man]]&lt;br /&gt;
* [[File:toad_man_sprite.png|20px]] / {{Tile|t|2:0}} [[Toad man]] &lt;br /&gt;
* [[File:two_humped_camel_man_sprite.png|20px]] / {{Tile|C|6:0}} [[Two-humped camel man]]&lt;br /&gt;
* [[File:vulture_man_sprite.png|20px]] / {{Tile|v|4:0}} [[Vulture man]] &lt;br /&gt;
* [[File:walrus_man_sprite.png|20px]] / {{Tile|W|6:0}} [[Walrus man]]&lt;br /&gt;
* [[File:warthog_man_sprite.png|20px]] / {{Tile|W|6:0}} [[Warthog man]] &lt;br /&gt;
* [[File:weasel_man_sprite.png|20px]] / {{Tile|w|6:0}} [[Weasel man]]&lt;br /&gt;
* [[File:white_stork_man_sprite.png|20px]] / {{Tile|s|7:1}} [[White stork man]] &lt;br /&gt;
* [[File:wild_boar_man_sprite.png|20px]] / {{Tile|B|6:0}} [[Wild boar man]]&lt;br /&gt;
* [[File:wolf_man_sprite.png|20px]] / {{Tile|w|7:0}} [[Wolf man]] &lt;br /&gt;
* [[File:wolverine_man_sprite.png|20px]] / {{Tile|w|6:0}} [[Wolverine man]]&lt;br /&gt;
* [[File:wombat_man_sprite.png|20px]] / {{Tile|w|6:0}} [[Wombat man]] &lt;br /&gt;
* [[File:worm_man_sprite.png|20px]] / {{Tile|w|7:0}} [[Worm man]]&lt;br /&gt;
* [[File:wren_man_sprite.png|20px]] / {{Tile|w|6:0}} [[Wren man]]}}&lt;br /&gt;
&lt;br /&gt;
== Animal people organized by attributes==&lt;br /&gt;
&lt;br /&gt;
@ Probably only functions as a citizen in Fortress Mode {{verify}}&lt;br /&gt;
&lt;br /&gt;
+ Probably only functions in Adventure Mode {{verify}}&lt;br /&gt;
&lt;br /&gt;
(#) Probably only functions for procedurally generated &amp;quot;mob spawns&amp;quot; and not for adventurers {{verify}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
! Attribute !! Effect !! Species of animal person&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Amphibious]]''' || Move and breathe normally on water AND dry land || [[Alligator man]] | [[Axolotl man]] | [[Capybara man]] | [[Crab man]] | [[Elephant seal man]] | [[Gila monster man]] | [[Green tree frog man]] | [[Harp seal man]] | [[Hippo man]] | [[Horseshoe crab man]] | [[Leopard seal man]] | [[Olm man]] | [[Otter man]] | [[Platypus man]] | [[Pond turtle man]] | [[Reptile man]] | [[Saltwater crocodile man]] | [[Snapping turtle man]] | [[Toad man]] | [[Walrus man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Aquatic]]''' || Move and breathe normally in water, but drown in less than 4/7 units of water. || | [[Cuttlefish man]] | [[Moon snail man]] | [[Narwhal man]] | [[Nautilus man]] | [[Octopus man]] | [[Orca man]] | [[Sperm whale man]] | [[Sponge man]] | [[Squid man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[creature token#HOMEOTHERM|Ectothermic]]''' || Does not have internal body temperature || | Assumedly all species of reptiles, amphibians, arthropods, etc.&lt;br /&gt;
|-&lt;br /&gt;
| '''[[egg|Egglaying]]@''' || Females will lay (sterile) eggs if given a nest box to claim ||  | Assumedly all species of egglaying birds, reptiles, etc.&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Flying]]+(bugged)''' || Can fly through the air ||  | [[Albatross man]] | [[Barn owl man]] | [[Bluejay man]] | [[Bushtit man]] | [[Buzzard man]] | [[Cardinal man]] | [[Crow man]] | [[Damselfly man]] | [[Dragonfly man]] | [[Eagle man]] | [[Firefly man]] | [[Fly man]] | [[Grackle man]] | [[Great horned owl man]] | [[Grey parrot man]] | [[Hornbill man]] | [[Kea man]] | [[Kestrel man]] | [[Loon man]] | [[Lorikeet man]] | [[Magpie man]] | [[Mantis man]] | [[Masked lovebird man]] | [[Monarch butterfly man]] | [[Mosquito man]] | [[Moth man]] | [[Oriole man]] | [[Osprey man]] | [[Parakeet man]] | [[Peach-faced lovebird man]] | [[Peregrine falcon man]] | [[Puffin man]] | [[Raven man]] | [[Red-winged blackbird man]] | [[Roach man]] | [[Snowy owl man]] | [[Sparrow man]] | [[Swan man]] | [[Thrips man]] | [[Vulture man]] | [[Wren man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Genderless]]''' || Cannot breed in normal gameplay ||  | [[Leech man]] | [[Slug man]] | [[Snail man]] | [[Sponge man]] | [[Worm man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[No Pain]]''' || Feels no pain ||  | [[Bark scorpion man]] | [[Brown recluse spider man]] | [[Jumping spider man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[No Stun]]''' || Cannot be stunned || | [[Bark scorpion man]] | [[Brown recluse spider man]] | [[Jumping spider man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Shell]]''' || Has a shell that can be yielded if butchered, however, dwarves won't butcher animal people in non-modded DF. ||  | [[Armadillo man]] | [[Desert tortoise man]] | [[Giant tortoise man]] | [[Moon snail man]] | [[Nautilus man]] | [[Pond turtle man]] | [[Snail man]] | [[Snapping turtle man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Steals drink]](#)''' || Approaches any available drink and steals it, guzzling entire barrels at once, on the spot. ||  | [[Black bear man]] | [[Grizzly bear man]] | [[Polar bear man]] | [[Sloth bear man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Steals food]](#)''' || Approaches any available food and steals it, carrying a stack of food off-map. ||  | [[Black bear man]] | [[Buzzard man]] | [[Capuchin man]] | [[Coati man]] | [[Gray langur man]] | [[Grizzly bear man]] | [[Honey badger man]] | [[Kea man]] | [[Mandrill man]] | [[Polar bear man]] | [[Raccoon man]] | [[Rhesus macaque man]] | [[Sloth bear man]] | [[Vulture man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Steals items]](#)''' || Approaches an item and steals it, carrying it off-map. ||  | [[Capuchin man]] | [[Coati man]] | [[Gray langur man]] | [[Kea man]] | [[Mandrill man]] | [[Raccoon man]] | [[Rhesus macaque man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Syndrome]]''' || Venoms that cause various [[symptom]]s, usually applied by bite or a special sting attack ||  | [[Adder man]] | [[Bark scorpion man]] | [[Black mamba man]] | [[Brown recluse spider man]] | [[Bushmaster man]] | [[Copperhead snake man]] | [[Gila monster man]] | [[King cobra man]] | [[Platypus man]] | [[Rattlesnake man]]&lt;br /&gt;
|-&lt;br /&gt;
| '''[[Web]]s''' || Can move through webbing and collect it in adventure mode with {{k|g}}. No web spray attack included. ||  | [[Brown recluse spider man]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''(All animal people have the Learning and Humanoid Attributes)'''&lt;br /&gt;
&lt;br /&gt;
== Creature &amp;amp; body tokens altered from base animal raws ==&lt;br /&gt;
These are the tokens removed, added or replaced from the base creature that animal people come from. They are replaced in the c_variation_default.txt raw file by the tokens APPLY_CREATURE_VARIATION:ANIMAL_PERSON and APPLY_CREATURE_VARIATION:ANIMAL_PERSON_LEGLESS which come from the animal person's raws.&lt;br /&gt;
&lt;br /&gt;
'''[[Creature token|Tokens]] removed and added'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Token &lt;br /&gt;
! Change&lt;br /&gt;
|-&lt;br /&gt;
|| NAME &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| GENERAL_CHILD_NAME &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| GENERAL_BABY_NAME &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| CASTE_NAME &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| CHILDNAME &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| BABYNAME&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| SMALL_REMAINS &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| DESCRIPTION &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| CREATURE_TILE &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| COLOR &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| MAXAGE &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| SOUND &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| PET &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| PETVALUE &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| PENETRATEPOWER &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_EATER &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_HATEABLE &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_GROUNDER &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_FISH &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_SOIL &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_SOIL_COLONY &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_ROTTER &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| VERMIN_NOTRAP&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| FISHITEM &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| IMMOBILE_LAND&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| TRIGGERABLE_GROUP &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| MOUNT&lt;br /&gt;
|| Removed only from creatures with legs&lt;br /&gt;
|-&lt;br /&gt;
|| PET_EXOTIC &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| NOT_BUTCHERABLE &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| SPEED &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| SWIMSPEED &lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| MUNDANE&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| POPULATION_NUMBER&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| CLUSTER_NUMBER&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_SKILL&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_VERB&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_CONTACT_PERC&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_PRIORITY&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_FLAG_WITH&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_PENETRATION_PERC&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_PREPARE_AND_RECOVER&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_FLAG_EDGE&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_FLAG_CANLATCH&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| SPECIALATTACK_INJECT_EXTRACT&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| ATTACK_VELOCITY_MODIFIER&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| GAIT&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| UBIQUITOUS&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| LARGE_ROAMING&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| SAVAGE&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| GRAVITATE_BODY_SIZE:70000&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| CHANGE_FREQUENCY_PERC:10&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| CAN_LEARN&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| CAN_SPEAK&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| EQUIPS&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| CANOPENDOORS&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| LOCAL_POPS_CONTROLLABLE&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|| LOCAL_POPS_PRODUCE_HEROES&lt;br /&gt;
|| Added&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''APPLY_CREATURE_VARIATION:ANIMAL_PERSON [[Body token|Body Tokens]] Converted'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Target Tag&lt;br /&gt;
! Replacement Tag&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED&lt;br /&gt;
|| HUMANOID&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_FRONT_GRASP&lt;br /&gt;
|| HUMANOID&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_NECK&lt;br /&gt;
|| HUMANOID_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_NECK_FRONT_GRASP&lt;br /&gt;
|| HUMANOID_NECK&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_HOOF&lt;br /&gt;
|| HUMANOID_HOOF:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_NECK_HOOF&lt;br /&gt;
|| HUMANOID_NECK_HOOF:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| HUMANOID_ARMLESS&lt;br /&gt;
|| HUMANOID:4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| HUMANOID_ARMLESS_NECK&lt;br /&gt;
|| HUMANOID_NECK:4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BODY_WITH_HEAD_FLAG&lt;br /&gt;
|| HUMANOID:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_1PARTBODY:BASIC_HEAD&lt;br /&gt;
|| HUMANOID:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_2PARTBODY:BASIC_HEAD&lt;br /&gt;
|| HUMANOID:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_1PARTBODY:BASIC_HEAD_NECK&lt;br /&gt;
|| HUMANOID_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_2PARTBODY:BASIC_HEAD_NECK&lt;br /&gt;
|| HUMANOID_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| INSECT&lt;br /&gt;
|| HUMANOID_4ARMS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| INSECT_4LEGS_2ARMS&lt;br /&gt;
|| HUMANOID:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| SPIDER&lt;br /&gt;
|| HUMANOID_6ARMS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_FQ_FINGERS&lt;br /&gt;
|| 5FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_FQ_FINGERS&lt;br /&gt;
|| 4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_FQ_FINGERS&lt;br /&gt;
|| 3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_FQ_REG&lt;br /&gt;
|| 5FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_FQ_REG&lt;br /&gt;
|| 4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_FQ_REG&lt;br /&gt;
|| 3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_RQ_ANON&lt;br /&gt;
|| 5TOES&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_RQ_ANON&lt;br /&gt;
|| 4TOES&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_RQ_ANON&lt;br /&gt;
|| 3TOES&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_RQ_REG&lt;br /&gt;
|| 5TOES&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_RQ_REG&lt;br /&gt;
|| 4TOES&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_RQ_REG&lt;br /&gt;
|| 3TOES&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''APPLY_CREATURE_VARIATION:ANIMAL_PERSON:LEGLESS [[Body token|Body Tokens]] Converted'''&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
! Target Tag&lt;br /&gt;
! Replacement Tag&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED&lt;br /&gt;
|| HUMANOID_LEGLESS&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_NECK&lt;br /&gt;
|| HUMANOID_LEGLESS_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_HOOF&lt;br /&gt;
|| HUMANOID_LEGLESS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| QUADRUPED_NECK_HOOF&lt;br /&gt;
|| HUMANOID_LEGLESS_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| HUMANOID_ARMLESS&lt;br /&gt;
|| HUMANOID_LEGLESS:4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| HUMANOID_ARMLESS_NECK&lt;br /&gt;
|| HUMANOID_LEGLESS_NECK:4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BODY_WITH_HEAD_FLAG&lt;br /&gt;
|| HUMANOID_LEGLESS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_1PARTBODY:BASIC_HEAD&lt;br /&gt;
|| HUMANOID_LEGLESS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_2PARTBODY:BASIC_HEAD&lt;br /&gt;
|| HUMANOID_LEGLESS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_1PARTBODY:BASIC_HEAD_NECK&lt;br /&gt;
|| HUMANOID_LEGLESS_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| BASIC_2PARTBODY:BASIC_HEAD_NECK&lt;br /&gt;
|| HUMANOID_LEGLESS_NECK:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| INSECT&lt;br /&gt;
|| HUMANOID_LEGLESS_4ARMS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| SPIDER&lt;br /&gt;
|| HUMANOID_LEGLESS_6ARMS:3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_FQ_FINGERS&lt;br /&gt;
|| 5FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_FQ_FINGERS&lt;br /&gt;
|| 4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_FQ_FINGERS&lt;br /&gt;
|| 3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_FQ_REG&lt;br /&gt;
|| 5FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_FQ_REG&lt;br /&gt;
|| 4FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_FQ_REG&lt;br /&gt;
|| 3FINGERS&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_RQ_ANON&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_RQ_ANON&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_RQ_ANON&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| 5TOES_RQ_REG&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| 4TOES_RQ_REG&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|| 3TOES_RQ_REG&lt;br /&gt;
|| Removed&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
Present from the first official release of the game, the animal people did not exist as a class but were instead part of a small group of subterranean creatures that harassed your dwarves. [[23a:frogman|Frogmen]], [[23a:lizardman|lizardmen]], and [[23a:snakeman|snakemen]] emerged from [[23a:cave river|cave rivers]], and [[23a:antman|antmen]], [[23a:batman|batmen]], and [[23a:ratman|ratmen]] would come out from [[23a:chasm|chasms]] to attack.&lt;br /&gt;
&lt;br /&gt;
[[40d:release information|v0.27.169.32a]] released three-dimensional worlds, and subterranean creatures were moved to flock near generated [[40d:chasm|chasms]], [[40d:underground river|underground rivers]], and [[40d:Underground pool|underground pools]]. [[cave swallow man|Cave swallowmen]] and [[olm man|olmmen]] were introduced. The first set of above-ground savage animal people were also introduced: [[leech man|leechmen]], [[snail man|snailmen]], [[slug man|slugmen]], and [[tiger man|tigermen]].&lt;br /&gt;
&lt;br /&gt;
In [[v0.31:release information|v0.31]], every creature was renamed and/or had their properties revamped (for example, &amp;quot;frogman&amp;quot; was changed to &amp;quot;amphibian man&amp;quot; and &amp;quot;batman&amp;quot; was changed to &amp;quot;bat man&amp;quot;). Not all animal people were redefined in this version, and some continued to use old codes for many releases. The version also introduced &amp;quot;[[creature variation token|creature variation]]&amp;quot; templates, which made converting existing animals to humanoid (and giant) variations much more efficient. Underground features were expanded to the current [[cavern]]s, and subterranean animal people formed civilizations. More anthropomorphic variations of animals present at the time were added.&lt;br /&gt;
&lt;br /&gt;
More animal people were added to the game in [[v0.34:release information|v0.34]].&lt;br /&gt;
&lt;br /&gt;
[[Release information/0.42.01|v0.42.01]] allowed animal people to join civilizations, live in sites, and visit forts. Animal people became playable as adventurers. (A grizzly bear hammerman has much to offer a dwarven society.) [[Release information/0.42.04|v0.42.04]] added more animal people to the game.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
* Humanoid versions of animals with the {{token|MEANDERER}} token will keep it when converted, leading to severe issues with their pathfinding. These animal people will move extremely slowly unless performing a task.{{Bug|9588}}&lt;br /&gt;
&lt;br /&gt;
* Animal people can't learn swimming. {{Bug|9853}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Humanoids}}&lt;br /&gt;
[[Ru:Animal people]]&lt;/div&gt;</summary>
		<author><name>BOOXMOWO</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Material_science&amp;diff=292840</id>
		<title>Material science</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Material_science&amp;diff=292840"/>
		<updated>2023-04-12T23:43:33Z</updated>

		<summary type="html">&lt;p&gt;BOOXMOWO: This stuff about Adamantine clothing not protecting you is evidently not true in the current version. Not sure when it changed or if it just wasn't properly tested to begin with.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{av}}  &lt;br /&gt;
{{Material properties}}&lt;br /&gt;
&lt;br /&gt;
[[Material|Materials]] have a number of properties representing real-world variables that describe how they respond to inputs.  In particular, the game has a number of variables that describe what happens to a material when it's put under stress.&lt;br /&gt;
&lt;br /&gt;
==What is stress?==&lt;br /&gt;
In the real world, an object is stressed when a force is applied to the object.  Depending on the nature of the force applied, this stress can take a number of forms, and the object can respond differently based on its material and how that material handles different stresses.&lt;br /&gt;
&lt;br /&gt;
In the material raws, whenever you see 'yield', 'fracture', or '[[Strain at yield|strain at yield]]', that property is a stress-related quality.&lt;br /&gt;
&lt;br /&gt;
==When does ''Dwarf Fortress'' make stress calculations?==&lt;br /&gt;
At present, DF seems to only apply forces during combat, and thus only stresses objects (generally armor and various body layers) at that time.&lt;br /&gt;
&lt;br /&gt;
==There's a lot of stress-related properties, what do they mean?==&lt;br /&gt;
The first thing you'll notice is that the second word in each stress variable is one of Yield, Fracture, or strain at yield.  These are mechanical performance terms.  &lt;br /&gt;
&lt;br /&gt;
The first set of words are things like Impact, Bending, and so forth.  These describe modes of applying force.&lt;br /&gt;
&lt;br /&gt;
The following explanations assumes real world physics sort of apply (since [[Main:Toady One|Toady One]] chose real world properties). The game doesn't use all of these properties yet, and may not be applying them according to real world physics.&lt;br /&gt;
&lt;br /&gt;
===Mechanical Performance Properties===&lt;br /&gt;
Yield: This is almost certainly 'Yield Strength', which is the amount of stress needed to cause a material to go from elastic deformation (whereby halting stressing causes it to return to its original shape) to plastic deformation (whereby halting stressing causes it to keep its shape).  Since most objects only elastically deform over small distances of deformation, high Yield values generally means it takes a lot of force to noticeably 'stretch' them (but see strain at yield).&lt;br /&gt;
&lt;br /&gt;
Fracture: The fracture point is the amount of stress or force necessarily to cause the material to fail, or in other words, to break.&lt;br /&gt;
&lt;br /&gt;
Strain at yield (sometimes incorrectly referred to as 'elasticity'): This variable tells you how much deformation occurs to the material while it is deforming elastically.  That is, as long as the force is less than the yield strength, stress * strain at yield = deformation distance.  The smaller the strain at yield, the less deformation occurs under stress. Strain is measured as parts-per-100000, meaning that 100000 strain is 100% deformation.&lt;br /&gt;
&lt;br /&gt;
Note: Strain at yield is the inverse of the relevant elastic modulus, thus a highly elastic material has low elastic modulus, and engages in less elastic collisions.&lt;br /&gt;
&lt;br /&gt;
===Modes of Applying Force===&lt;br /&gt;
Impact: Force applied by a sudden strike, like a hammer.&lt;br /&gt;
&lt;br /&gt;
Compressive: Force applied by exerting pressure on an object, like trying to squish something between your hands.&lt;br /&gt;
&lt;br /&gt;
Tensile: Force applied by pulling on something, like suspending one object via another.  (e.g., if you suspend an [[elf]] from a metal pole, you are applying a tensile force to the pole).&lt;br /&gt;
&lt;br /&gt;
Torsion: Force applied by twisting something.  Note that you're twisting some portion of the object relative to itself to cause a torsion stress to be applied to it.  (Consider trying to twist a metal rod by grasping at either end and attempting to wring it - yes, you'd have to apply a lot of force to succeed).&lt;br /&gt;
&lt;br /&gt;
Shear: Force applied by pushing part of the material so it tries to slide relative to another part of it.  Ie, pushing at the top of an object when the bottom part is fixed to the ground is going to primarily apply a shear stress to it (the top part will try to move in the direction you push, and the lower part will resist this shear stress).&lt;br /&gt;
&lt;br /&gt;
Bending: Force applied by bending a material.&lt;br /&gt;
&lt;br /&gt;
==Effects on Combat==&lt;br /&gt;
The ''Dwarf Fortress'' combat system does not use all material properties at present (0.40.05). Weapon and armor damage/wear/decay is implemented. &lt;br /&gt;
&lt;br /&gt;
The formulae below have been reverse-engineered [http://www.bay12forums.com/smf/index.php?topic=131995.0] [http://www.bay12forums.com/smf/index.php?topic=142372.0] and experimentally proven [http://www.bay12forums.com/smf/index.php?topic=116151.0] [http://www.bay12forums.com/smf/index.php?topic=141364] by several independent researchers. Below are the simplified results; for more details see links above.&lt;br /&gt;
&lt;br /&gt;
===Attack Types===&lt;br /&gt;
Both creatures and items can have [ATTACK] tokens. A creature can execute any of its natural attacks plus any attacks of the items it holds.&lt;br /&gt;
The attacks marked with [EDGE] flag deliver ''edged'' damage which is governed by [SHEAR_*] tokens; they can be further differentiated by attack contact area: generally concentrated strikes (area of 50 or less) are considered ''stabbing'' while wider areas correspond to ''slashing'' attacks. This distinction shall be emphasized later.&lt;br /&gt;
&lt;br /&gt;
Every other attack is considered ''blunt''. [IMPACT_*] tokens affect blunt combat. Most specialised blunt weapons have small contact area; edged weapons generally also have blunt attacks with larger area values; items or creatures without defined attacks get default blunt attack with area = (size)^(2/3).&lt;br /&gt;
Under certain circumstances edged attack can be converted to blunt, but not contrariwise.&lt;br /&gt;
&lt;br /&gt;
Wrestling moves are special: '''breaking bones''' uses [BENDING_*] values, '''pinching''' utilizes [COMPRESSIVE_*] properties, and '''biting''' can  deal [TENSILE] or [TORSION] damage depending on whether the attack is edged. Those attacks generally ignore armor.&lt;br /&gt;
&lt;br /&gt;
===Contact Area===&lt;br /&gt;
Attack contact area is the minimum of weapon contact area and armor/layer contact area.&lt;br /&gt;
Body parts have areas dependent on their size, as with non-weapon items; part size is &amp;lt;u&amp;gt;creature size&amp;lt;/u&amp;gt; '''times''' &amp;lt;u&amp;gt;relative size of the part in proportion to whole body&amp;lt;/u&amp;gt;.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Body part&lt;br /&gt;
! Relative size (human)&lt;br /&gt;
! Kobold&lt;br /&gt;
! Elf&lt;br /&gt;
! Human&lt;br /&gt;
! Troll&lt;br /&gt;
|-&lt;br /&gt;
|| Total || 100% || 20000 || 60000 || 70000 || 250000&lt;br /&gt;
|-&lt;br /&gt;
|| Upper body || 18% || 3599 || 10818 || 12621 || 43133&lt;br /&gt;
|-&lt;br /&gt;
|| Lower body || 18% || 3599 || 10818 || 12621 || 43133&lt;br /&gt;
|-&lt;br /&gt;
|| Neck || 1.8% || 359 || 1081 || 1262 || 4313&lt;br /&gt;
|-&lt;br /&gt;
|| Head || 5.4% || 1079 || 3245 || 3786 || 12939&lt;br /&gt;
|-&lt;br /&gt;
|| Upper arm || 3.6% || 719 || 2163 || 2524 || 8626&lt;br /&gt;
|-&lt;br /&gt;
|| Lower arm || 3.6% || 719 || 2163 || 2524 || 8626&lt;br /&gt;
|-&lt;br /&gt;
|| Hand || 1.4% || 287 || 865 || 1009 || 3450&lt;br /&gt;
|-&lt;br /&gt;
|| Upper leg || 9.0% || 1799 || 5409 || 6310 || 21566&lt;br /&gt;
|-&lt;br /&gt;
|| Lower leg || 7.2% || 1439 || 4327 || 5048 || 17253&lt;br /&gt;
|-&lt;br /&gt;
|| Foot || 2.2% || 431 || 1298 || 1514 || 5175&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Armor size is calculated as &amp;lt;u&amp;gt;underlying body part size&amp;lt;/u&amp;gt; '''times''' &amp;lt;u&amp;gt;coverage/100%&amp;lt;/u&amp;gt; '''times''' &amp;lt;u&amp;gt;size/100&amp;lt;/u&amp;gt; '''times''' &amp;lt;u&amp;gt;1+(UPSTEP+UBSTEP+LBSTEP)/4&amp;lt;/u&amp;gt;; MAX count as 3 in the last sum.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Item&lt;br /&gt;
! Size multiplier&lt;br /&gt;
! Body part&lt;br /&gt;
! Dwarf&lt;br /&gt;
! Human&lt;br /&gt;
! Extra body parts covered (humanoid)&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
|| Cap || 0.05 || Head || 162 || 189 || none || Cloth&lt;br /&gt;
|-&lt;br /&gt;
|| Mask || 0.1 || Head || 324 || 378 || none || Cloth&lt;br /&gt;
|-&lt;br /&gt;
|| Helm || 0.3 || Head || 973 || 1135 || none ||&lt;br /&gt;
|-&lt;br /&gt;
|| Leather armor || 0.3 || Upper body || 3245 || 3786 || Lower body, neck, upper arms, upper legs || leather&lt;br /&gt;
|-&lt;br /&gt;
|| Mail shirt || 0.225 || Upper body || 2434 || 2839 || Lower body, neck, upper arms, upper legs || Chain&lt;br /&gt;
|-&lt;br /&gt;
|| Breastplate || 0.2 || Upper body || 2163 || 2524 || Lower body ||&lt;br /&gt;
|-&lt;br /&gt;
|| Gauntlets || 0.25 || Hands || 216 || 252 || Lower arms, fingers ||&lt;br /&gt;
|-&lt;br /&gt;
|| Leggings || 0.2625 || Lower body || 2839 || 3313 || Upper legs, lower legs, toes || Chain&lt;br /&gt;
|-&lt;br /&gt;
|| Greaves || 0.2625 || Lower body || 2839 || 3313 || Upper legs, lower legs, toes ||&lt;br /&gt;
|-&lt;br /&gt;
|| Low boots || 0.25 || Feet || 324 || 378 || Toes ||&lt;br /&gt;
|-&lt;br /&gt;
|| High boots || 0.3125 || Feet || 405 || 473 || Lower legs, toes ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Attack Momentum===&lt;br /&gt;
DF uses momentum-based combat physics, so the momentum plays a central role in calculations.&lt;br /&gt;
Since momentum = velocity * mass, and lighter items can be swung faster, attack momentum is largely independent from weapon weight. The simplified formula is as follows:&lt;br /&gt;
&lt;br /&gt;
M = Str * Vel / ( 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;/Size + 10*F/W ),&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
M = Size * Str * Vel / (10 * (( 10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; + i_Size)/W )),&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
M = Size * Str * Vel / (10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; * (1 + i_Size/(w_density*w_size) )&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
* '''M''' is the momentum.&lt;br /&gt;
* '''Str''' is the creature's strength (e.g. 1250 for the average dwarf)&lt;br /&gt;
* '''Vel''' is the weapon's velocity modifier if present (e.g. 1.25x, 2x)&lt;br /&gt;
* '''Size''' is the average creature size (e.g. 60000 for dwarves)&lt;br /&gt;
* '''i_Size''' is the specific creature's size&lt;br /&gt;
* '''F''' is &amp;quot;fatness modifier&amp;quot; (also includes muscle) = i_Size/Size; dwarf with size of 66150 will have F=66150/60000=1.1025&lt;br /&gt;
* '''W''' is weapon mass in kilograms (Γ)&lt;br /&gt;
* '''w_density''' is the weapon's material's density&lt;br /&gt;
* '''w_size''' is the weapon's size.&lt;br /&gt;
&lt;br /&gt;
Or, to sum up:&lt;br /&gt;
&lt;br /&gt;
A stronger, smaller creature from a larger species wielding a more massive weapon hits with more momentum.&lt;br /&gt;
A stronger, smaller creature from a larger species wielding a larger, denser weapon hits with more momentum.  &lt;br /&gt;
&lt;br /&gt;
For dwarves, the formula becomes &lt;br /&gt;
&lt;br /&gt;
M = 6*10&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; * Str * Vel / (10 * ( 10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; + i_Size/W )) = 6*10&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt; * Str * Vel / ( 10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; + i_Size/W )&lt;br /&gt;
&lt;br /&gt;
or&lt;br /&gt;
&lt;br /&gt;
M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) )&lt;br /&gt;
&lt;br /&gt;
There are 28 possible sizes for your dwarves from 33750 to 93750; strength can vary from 0 to 5000 with an average of 1250; velocity can vary from 1 (pommel strikes) to 5 (whip lashes); weapon size can vary from 100 (whips) to 1300 (great axes, which are unwieldable by dwarves; the largest wieldable weapon is size 800, in the form of battle axes and maces).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|+ Momenta for dwarves of strength 1250 hacking (velocity 1.25) with battle axes (size 800), rounded to 3 decimal places&lt;br /&gt;
! Dwarf Size&lt;br /&gt;
! Adamantine&lt;br /&gt;
! Divine metal&lt;br /&gt;
! Steel&lt;br /&gt;
! Iron&lt;br /&gt;
! Bismuth bronze&lt;br /&gt;
! Bronze&lt;br /&gt;
! Copper&lt;br /&gt;
! Silver&lt;br /&gt;
|-&lt;br /&gt;
| 33750 || 77.4194 || 89.9550 || 93.2489 || 93.2489 || 93.2730 || 93.2730 || 93.3092 || 93.3745&lt;br /&gt;
|-&lt;br /&gt;
| 42750 || 73.9827 || 88.9944 || 93.1161 || 93.1161 || 93.1467 || 93.1467 || 93.1923 || 93.2748&lt;br /&gt;
|-&lt;br /&gt;
| 44100 || 73.4934 || 88.8520 || 93.0963 || 93.0963 || 93.1277 || 93.1277 || 93.1748 || 93.2599&lt;br /&gt;
|-&lt;br /&gt;
| 45000 || 73.1707 || 88.7574 || 93.0830 || 93.0830 || 93.1151 || 93.1151 || 93.1632 || 93.2500&lt;br /&gt;
|-&lt;br /&gt;
| 45900 || 72.8509 || 88.6630 || 93.0698 || 93.0698 || 93.1025 || 93.1025 || 93.1515 || 93.2400&lt;br /&gt;
|-&lt;br /&gt;
| 47250 || 72.3764 || 88.5217 || 93.0499 || 93.0499 || 93.0836 || 93.0836 || 93.1340 || 93.2251&lt;br /&gt;
|-&lt;br /&gt;
| 54150 || 70.0444 || 87.8066 || 92.9485 || 92.9485 || 92.9871 || 92.9871 || 93.0447 || 93.1489&lt;br /&gt;
|-&lt;br /&gt;
| 55860 || 69.4895 || 87.6312 || 92.9235 || 92.9235 || 92.9632 || 92.9632 || 93.0226 || 93.1301&lt;br /&gt;
|-&lt;br /&gt;
| 56250 || 69.3642 || 87.5912 || 92.9177 || 92.9177 || 92.9577 || 92.9577 || 93.0176 || 93.1258&lt;br /&gt;
|-&lt;br /&gt;
| 57000 || 69.1244 || 87.5146 || 92.9067 || 92.9067 || 92.9473 || 92.9473 || 93.0079 || 93.1175&lt;br /&gt;
|-&lt;br /&gt;
| 57624 || 68.9262 || 87.4509 || 92.8976 || 92.8976 || 92.9386 || 92.9386 || 92.9999 || 93.1107&lt;br /&gt;
|-&lt;br /&gt;
| 58140 || 68.7632 || 87.3983 || 92.8900 || 92.8900 || 92.9314 || 92.9314 || 92.9932 || 93.1050&lt;br /&gt;
|-&lt;br /&gt;
| 58800 || 68.5558 || 87.3312 || 92.8804 || 92.8804 || 92.9221 || 92.9221 || 92.9847 || 93.0977&lt;br /&gt;
|-&lt;br /&gt;
| 59850 || 68.2283 || 87.2245 || 92.8650 || 92.8650 || 92.9075 || 92.9075 || 92.9711 || 93.0861&lt;br /&gt;
|-&lt;br /&gt;
| 59976 || 68.1893 || 87.2117 || 92.8631 || 92.8631 || 92.9057 || 92.9057 || 92.9695 || 93.0847&lt;br /&gt;
|-&lt;br /&gt;
| 60000 || 68.1818 || 87.2093 || 92.8628 || 92.8628 || 92.9054 || 92.9054 || 92.9692 || 93.0845&lt;br /&gt;
|-&lt;br /&gt;
| 61200 || 67.8119 || 87.0878 || 92.8452 || 92.8452 || 92.8887 || 92.8887 || 92.9537 || 93.0713&lt;br /&gt;
|-&lt;br /&gt;
| 61740 || 67.6468 || 87.0332 || 92.8373 || 92.8373 || 92.8811 || 92.8811 || 92.9467 || 93.0653&lt;br /&gt;
|-&lt;br /&gt;
| 62424 || 67.4388 || 86.9642 || 92.8273 || 92.8273 || 92.8716 || 92.8716 || 92.9379 || 93.0578&lt;br /&gt;
|-&lt;br /&gt;
| 63000 || 67.2646 || 86.9061 || 92.8189 || 92.8189 || 92.8636 || 92.8636 || 92.9305 || 93.0514&lt;br /&gt;
|-&lt;br /&gt;
| 64260 || 66.8866 || 86.7794 || 92.8004 || 92.8004 || 92.8460 || 92.8460 || 92.9142 || 93.0376&lt;br /&gt;
|-&lt;br /&gt;
| 66150 || 66.3277 || 86.5901 || 92.7728 || 92.7728 || 92.8197 || 92.8197 || 92.8899 || 93.0168&lt;br /&gt;
|-&lt;br /&gt;
| 71250 || 64.8649 || 86.0832 || 92.6983 || 92.6983 || 92.7487 || 92.7487 || 92.8242 || 92.9607&lt;br /&gt;
|-&lt;br /&gt;
| 73500 || 64.2398 || 85.8615 || 92.6655 || 92.6655 || 92.7175 || 92.7175 || 92.7953 || 92.9360&lt;br /&gt;
|-&lt;br /&gt;
| 75000 || 63.8298 || 85.7143 || 92.6436 || 92.6436 || 92.6966 || 92.6966 || 92.7760 || 92.9196&lt;br /&gt;
|-&lt;br /&gt;
| 76500 || 63.4249 || 85.5676 || 92.6217 || 92.6217 || 92.6758 || 92.6758 || 92.7567 || 92.9031&lt;br /&gt;
|-&lt;br /&gt;
| 78750 || 62.8272 || 85.3485 || 92.5890 || 92.5890 || 92.6446 || 92.6446 || 92.7278 || 92.8784&lt;br /&gt;
|-&lt;br /&gt;
| 93750 || 59.1133 || 83.9161 || 92.3711 || 92.3711 || 92.4370 || 92.4370 || 92.5357 || 92.7143&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
There is also a hard velocity limit (10000) that might skew these calculations, but it's actually impossible to reach in unmodded game. (Well, okay, if you're a zombie adventurer with maxed out strength you ''might'' reach the limit using an adamantine whip -- but [[stupid dwarf trick|why]]?)&lt;br /&gt;
&lt;br /&gt;
====Situational Modifiers====&lt;br /&gt;
Momentum can be further increased with weapon skill, status effects, attack modifiers etc.&lt;br /&gt;
For example:&lt;br /&gt;
* Skill adds gradual multiplier, up to 2x at Grand Master.&lt;br /&gt;
* Quick attacks halve momentum, wild and heavy attacks add 50%.&lt;br /&gt;
* Attacking a prone opponent doubles momentum value.&lt;br /&gt;
&lt;br /&gt;
====Ranged Attacks====&lt;br /&gt;
Attacks from missile launchers are entirely dependent on the launcher's [SHOOT_FORCE] and [SHOOT_MAXVEL] tags:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; style=&amp;quot;border-collapse: collapse;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! SHOOT_FORCE &lt;br /&gt;
! SHOOT_MAXVEL&lt;br /&gt;
! Maximum Velocity&lt;br /&gt;
! Magic Density / Constant Momentum&lt;br /&gt;
|-&lt;br /&gt;
| Bows and Crossbows || 1000 || 200 || 20 || 1666 / 50&lt;br /&gt;
|-&lt;br /&gt;
| Blowguns || 100 || 1000 || 100 || 250 / 5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Specifically, as long as projectile is heavy enough, it is fired with a momentum of SHOOT_FORCE/20; if this would make its speed exceed SHOOT_MAXVEL/10, it is capped at this value instead. (As usual, momentum = velocity times weight.)  This gives the launcher a magic density above which momentum becomes a constant and velocity decays, shown in the table; below this density, velocity is constant (SHOOT_MAXVEL/10), and momentum decays.&lt;br /&gt;
&lt;br /&gt;
Vanilla [[bolt]]s and [[arrow]]s end up with a momentum of 50 (velocity nearly 20, at density 1667), as long as their density exceeds 1666. [[Divine metal|Divine]] ammo (1.5kg) has momentum 30 (velocity 20), [[bone]] and most [[wood]] (0.75kg) get 15 (velocity 20), and [[adamantine]] bolts (0.3kg) have only 6 (velocity 20). Wooden [[dart]]s (0.1kg) usually have 5 (velocity 50).&lt;br /&gt;
&lt;br /&gt;
====Weapon Traps====&lt;br /&gt;
Traps always have a fixed attack velocity of 200, no matter the weapon weight; the momentum thus is 200 times weight. This includes shot ammunition.&lt;br /&gt;
&lt;br /&gt;
===Attack Momentum Costs===&lt;br /&gt;
The attack generally needs some momentum threshold to break through each armor/tissue layer.&lt;br /&gt;
If the attack is '''edged''', it also can cut through it instead. For latter it has to have momentum no less than:&lt;br /&gt;
&lt;br /&gt;
M &amp;gt;= (rSY + (A+1)*rSF) * (10 + 2*Qa) / (S * Qw),&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
* '''rSY''' is the ratio of layer's to weapon's SHEAR_YIELD&lt;br /&gt;
* '''rSF''' is ditto with SHEAR_FRACTURE&lt;br /&gt;
* '''A''' is attack contact area&lt;br /&gt;
* '''S''' is weapon material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials)&lt;br /&gt;
* '''Qw''' is [[quality]] sharpness multiplier (1x for normal quality, 1.4x for fine, 2x for masterwork (or artifact) etc.)&lt;br /&gt;
* '''Qa''' is armor [[quality]] multiplier (same but x3 for artifacts)&lt;br /&gt;
&lt;br /&gt;
Should it exceed this value, attack momentum is decreased by some 5% and the layer is considered punctured/severed. Calculations then repeat for the underlying layer. Otherwise damage is converted to blunt ''just for this layer'' and proceeds as following.&lt;br /&gt;
&lt;br /&gt;
'''Blunt attacks''' can be entirely deflected by armor if weapon's IMPACT_YIELD is especially low relative to armor's density:&lt;br /&gt;
&lt;br /&gt;
2 * Sw * IYw &amp;lt; A * Da,&lt;br /&gt;
&lt;br /&gt;
where '''Da''' is armor material's density (in g/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;), '''A''' is attack contact area, '''Sw''' is weapon size and '''IYw''' is its impact yield in MPa (i.e. raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Otherwise, attack must have minimum momentum of:&lt;br /&gt;
&lt;br /&gt;
M &amp;gt;= (2*IF - IY) * (2 + 0.4*Qa) * A,&lt;br /&gt;
&lt;br /&gt;
where '''IF''' and '''IY''' are layer's impact fracture and impact yield in MPa, '''Qa''' is armor quality multiplier and '''A''' is contact area as above.&lt;br /&gt;
Again, on success layer is considered thrashed, momentum is reduced by about 5% and next layer is tested.&lt;br /&gt;
&lt;br /&gt;
If both edged and blunt momenta thresholds haven't been met, attack is ''permanently'' converted to blunt and its momentum may be greatly reduced.&lt;br /&gt;
Specifically, it is multiplied by SHEAR_STRAIN_AT_YIELD/50000 for ''edged'' attacks or IMPACT_STRAIN_AT_YIELD/50000 otherwise. I.e., most metals reduce blocked attacks by 98%-99%, but see below.  Note that elastic armor, such as a mail shirt, has both strain at yield values raised to 50000, so it multiplies by 1 at this step (i.e. does nothing to the momentum, but does still convert it to blunt) regardless of material.&lt;br /&gt;
&lt;br /&gt;
===Elastic Material Modifiers===&lt;br /&gt;
Clothing with [STRUCTURAL_ELASTICITY_*] tokens has its stress properties modified.&lt;br /&gt;
&lt;br /&gt;
Items with [STRUCTURAL_ELASTICITY_CHAIN_ALL] or metallic items with [STRUCTURAL_ELASTICITY_CHAIN_METAL] have their [*_STRAIN_AT_YIELD] increased to 50000, which means that blocked attack will not be dampened; it still may be converted to ''blunt'', however. Metal leggings and chainmail shirts have this property in vanilla.&lt;br /&gt;
&lt;br /&gt;
Items made of cloth with [STRUCTURAL_ELASTICITY_WOVEN_THREAD] additionally have their SHEAR values reduced to negligible 20-30 kPa. Caps and all clothing have this tag in vanilla.&lt;br /&gt;
&lt;br /&gt;
===Penetration Depth===&lt;br /&gt;
Penetration depth affect how deep stabs go. Unlike contact area, penetration depth is the maximum shear distance the weapon can go before an edged force stops and converts into a blunt force. If the penetration depth is greater than the size of the struck body part, the body part may be sliced off entirely. This means that weapons like morningstars mainly deal surface damage but can still damage arteries, nerves, tendons, toes, and the like.{{verify}}&lt;br /&gt;
&lt;br /&gt;
===Pulping===&lt;br /&gt;
Pulping appears to work by evaluating the layers in a body part. If each layer meets any one of the following criteria then the body part is pulped:&lt;br /&gt;
* 100% bruised/burned/frostbite/melt/necrosis/blister/boil/freeze/condense (i.e. 10000+ in layer_effect_fraction)&lt;br /&gt;
* 250% dented (i.e. 25000+ in layer_dent_fraction)&lt;br /&gt;
* 100% cut (i.e. 10000+ in layer_cut_fraction) (cut in this case is synonymous with fracture)&lt;br /&gt;
&lt;br /&gt;
Spines, skulls, and perhaps other body parts have the [PREVENTS_PARENT_COLLAPSE] token which prevents the parent body part (such as the head, upper body, or lower body) from being pulped until the sub-part is broken. It appears that only external body parts can be pulped, not internal organs. You will find that boneless body parts that don't contain a spine/skull part will pulp VERY easily (i.e. eyes/ears). &lt;br /&gt;
&lt;br /&gt;
There does not appear to be any distinctions between the combat text descriptions of the pulping, beyond the messages being appropriate to the weapon used (edged, blunt, or creature body part).&lt;br /&gt;
&lt;br /&gt;
==Material and item properties==&lt;br /&gt;
As can be seen from above, importance of different material/item properties greatly varies in different scenarios. Below are some guidelines to estimating weapon/armor merit.&lt;br /&gt;
* When dealing with dwarf-sized targets, layer '''contact areas''' usually lay in 200~10000 range. The majority of vanilla weapons, however, has contact areas either below or above that ([[dagger]] is the lone exception); it therefore can be said, as a rule of thumb, that weapons with area of five or six digits assume their target's contact area, whereas the others use their own.&lt;br /&gt;
* Weapon '''weight''' matters very little past a certain threshold: for example, a platinum [[war hammer]] in dwarven hands only gets about 12% more momentum over a steel one, despite being thrice as heavy. (An adamantine hammer, however, only has 1/7th as much.) Thus, since all common weapon metals have about the same density, it can be safely ignored.&lt;br /&gt;
** The only exception are ''weapon traps'', which are much more effective with heavy weapons loaded.&lt;br /&gt;
* '''Shear yield''' doesn't actually matter. Even with [[dagger]]/[[bolt]]'s contact area of 5 it contributes only ~15% to piercing cost, and since it equals about half of shear fracture for most metals, it can be approximated as such without much error.&lt;br /&gt;
* Blunt weapons only use '''impact yield''' value. '''Impact fracture''' ''protects'' from blunt attacks instead. Curiously, layer impact yield actually decreases blunt fracturing cost, so ''lower yield is better'' for armor.&lt;br /&gt;
** Most dedicated blunt weapons cannot be deflected by anything but slade, so their impact yield can in fact be ignored.&lt;br /&gt;
* Chain mail cannot block attacks via momentum cost thresholds; it still can blunt slashing attacks and then deflect them. Thus, the best defence can be reached by wearing ''dense'' (like [[copper]]) mail shirt under a ''rigid'' (like [[candy]]) one.&lt;br /&gt;
* '''Strain at yield''' values are used in comparison to 50000. Since all metals have much less strain values than this, they all can be considered to have ''zero'' elasticity.&lt;br /&gt;
* Armor quality doesn't matter much:  masterwork armor provides only about 15% more protection than low-quality one.&lt;br /&gt;
* Blunt weapon quality appears to not affect damage at all.&lt;br /&gt;
&lt;br /&gt;
With that in mind, here are some numbers for vanilla weapon/armor materials:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;sortable wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Material&lt;br /&gt;
!Density&lt;br /&gt;
! Impact Yield&lt;br /&gt;
! 2*(Impact Fracture) - Impact Yield&lt;br /&gt;
! Shear Fracture&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; | Elasticity&lt;br /&gt;
! Sharpness&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; |&lt;br /&gt;
! Bolt&lt;br /&gt;
! adj.&lt;br /&gt;
! Sword&lt;br /&gt;
! adj.&lt;br /&gt;
! Mace&lt;br /&gt;
! min M&lt;br /&gt;
|-&lt;br /&gt;
|| Adamantine || 0.20 || 5.00 || 5.00 || 5.00 || 0 || 10 |||| 6 || 300 || 9 || 450 || 31 || 200&lt;br /&gt;
|-&lt;br /&gt;
|| Bone/shell	||	0.50 || 0.20 || 0.20 || 0.13 || &amp;lt;1% || 0.1	|||| 15 || 0.20 || 19 || 0.25 || 60 || 8&lt;br /&gt;
|-&lt;br /&gt;
|| Bronze	||	8.25 || 0.60 || 1.08 || 0.24 || &amp;lt;=1% || 1	|||| 49 || 12 || 75 || 18 || 138 || 43&lt;br /&gt;
|-&lt;br /&gt;
|| Copper	||	8.93 || 0.25 || 1.30 || 0.22 || &amp;lt;1% || 1	|||| 49 || 11 || 77 || 17 || 138 || 52&lt;br /&gt;
|-&lt;br /&gt;
|| Divine metal || 1.00 || 1.00 || 3.00 || 2.00 || 0 || 1.2 |||| 30 || 72 || 31 || 74 || 86 || 120&lt;br /&gt;
|-&lt;br /&gt;
|| Glass	||	2.6	|| 1.00 || 1.00 || 0.04 || 4%/&amp;lt;1% || 1.5 |||| -- || -- || 53 || 3.2 || 116 || 40&lt;br /&gt;
|-&lt;br /&gt;
|| Iron || 7.85 || 0.54 || 1.62 || 0.31 || &amp;lt;1% || 1 |||| 49 || 15 || 75 || 23 || 137 || 65&lt;br /&gt;
|-&lt;br /&gt;
|| Leather	||	0.50 || 0.01 || 0.01 || 0.03 || 100% || --	|||| -- || -- || -- || -- || -- || 0.4&lt;br /&gt;
|-&lt;br /&gt;
|| Obsidian	|| 2.67 || 1.00 || 1.00 || 0.04 || 4%/&amp;lt;1% || 2	|||| -- || -- || 54 || 4.3 || 117 || 40&lt;br /&gt;
|-&lt;br /&gt;
|| Platinum	||	21.4 || 0.35 || 1.05 || 0.20 || &amp;lt;1% || 1	|||| -- || -- || 86 || 17 || 145 || 42&lt;br /&gt;
|-&lt;br /&gt;
|| Silver	|| 10.49 || 0.35 || 0.84 || 0.17 || &amp;lt;1% || 1	|||| 49 || 8.3 || 79 || 13 || 140 || 34&lt;br /&gt;
|-&lt;br /&gt;
|| Slade || 200 || 4.00 || 6.00 || 5.00 || &amp;lt;1% || 0.1 |||| -- || -- || 93 || 46 || 149 || 240&lt;br /&gt;
|-&lt;br /&gt;
|| Steel || 7.85 || 1.51 || 3.54 || 0.72 || 2%/&amp;lt;1% || 1 |||| 49 || 35 || 75 || 54 || 137 || 142&lt;br /&gt;
|-&lt;br /&gt;
|| Wood	|| 0.50 || 0.01 || 0.01 || 0.04 || 2% || 0.1	|||| 15 || 0.06 || 19 || 0.076 || 60 || 0.4&lt;br /&gt;
|}&lt;br /&gt;
Clarifications:&lt;br /&gt;
&lt;br /&gt;
On the left side of the table there are some raw values. Density and impact yield are important for a blunt weapon; 4th column is adjusted impact fracture that appears in the formula for blunt defense. Shear fracture is important for edged attacks and defense. Elasticity is in %s of 100000; as you can see, it is universally low.&lt;br /&gt;
&lt;br /&gt;
On the right side there are some typical weapon momenta. From left to right: bolt momentum; ditto multiplied by SF and sharpness (signifies piercing ability); short sword momentum in dwarven hands; ditto multiplied by sharpness and SF; dwarf swinging a mace; and minimum momentum '''some''' mace needs to break through armor of '''this''' material.&lt;br /&gt;
&lt;br /&gt;
{{Category|Materials|*}}&lt;/div&gt;</summary>
		<author><name>BOOXMOWO</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Pixie&amp;diff=292739</id>
		<title>Pixie</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Pixie&amp;diff=292739"/>
		<updated>2023-04-01T13:32:55Z</updated>

		<summary type="html">&lt;p&gt;BOOXMOWO: Undo revision 291135 by Zippy (talk) The raws still don't give them wings. The sprite is just one more indicator that they're meant to have wings.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{verminlookup/0&lt;br /&gt;
|image=pixie_sprite.png}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Pixies''' are a very common type of [[fanciful]] above-ground [[vermin]] that live in [[good]] areas. They drift in the air in faintly glowing, colorful groups, dancing intricately. Repetitive music and recreational pixie dust use are likely involved. They, alongside [[Fairy|fairies]], are the only intelligent vermin in the game, though they can't be interacted with on the basis of being vermin. When encountered in [[adventure mode]], they will glow in the dark. While they possess a [[pet]] value of 10, they can't be captured with [[animal trap]]s.&lt;br /&gt;
&lt;br /&gt;
Despite their description (and despite what their sprite in the [[premium version]] shows), pixies do not actually have wings (though they can still fly without them). A comment on their raws implies [[Main:Toady One|Toady]] plans to eventually give them lacy wings.&lt;br /&gt;
&lt;br /&gt;
Some [[dwarves]] [[Preferences|like]] pixies for their ''shifting colors'' and their ''intricate aerial dances''.&lt;br /&gt;
&lt;br /&gt;
[[File:pixie_preview.jpg|thumb|180px|center|Much smaller than pictured.]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{vermin}}&lt;/div&gt;</summary>
		<author><name>BOOXMOWO</name></author>
	</entry>
</feed>