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

Difference between revisions of "v0.34:Skill"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
m (→‎Skills first introduced in version 0.31.01: changed it to the current version and changed the skills listed to show the new skill, not sure if reactions would count as skills or have skills that are connected to them due to not playing much.)
Line 411: Line 411:
 
-->
 
-->
  
==Skills first introduced in version 0.31.01==
+
==Skills first introduced in version 0.34.01==
 
 
Combat:
 
 
 
[[Fighter]], [[Archer]], [[Striker]], [[Kicker]], [[Biter]], [[Dodger]]
 
 
 
Healthcare:
 
 
 
[[Wound dresser]], [[Diagnostician]], [[Surgeon]], [[Bone doctor|Bone Doctor]], [[Suturer]] ''(stitching wounds)'', [[Crutch walker|Crutch Walker]] ''(this is for patients rather than doctors)''
 
  
 
Other:
 
Other:
  
[[Misc. object user]], [[Student]], [[Concentration]], [[Observer]], [[Leader]], [[Teacher]],
+
[[Reader]]
  
 
==Skills first observed in version 0.31.14==
 
==Skills first observed in version 0.31.14==

Revision as of 15:24, 21 February 2012

This article is about an older version of DF.

Skills are used by dwarves to accomplish almost every task. Higher skills allows dwarves to accomplish tasks more quickly, but also more effectively (for example mining and crafting). Using a skill will grant experience in that skill, allowing the dwarf to reach higher skill levels.

Skills now become rusty and eventually very rusty after a certain period of time. The exact effects of this are unknown, but skills remaining at "very rusty" for prolonged periods of time will gradually suffer permanent experience loss.

To determine what skills a dwarf has, press v and highlight the dwarf, then press g to ensure you are on the general information page. The skills will be grouped in to three toggleable types, combat, labor and miscellaneous skills. The list will include the level of each skill and a note if it is rusty or very rusty in parentheses if applicable.

Skill levels are as follows:

  • Dabbling
  • Novice
  • Adequate
  • Competent
  • Skilled
  • Proficient
  • Talented
  • Adept
  • Expert
  • Professional
  • Accomplished
  • Great
  • Master
  • High Master
  • Grand Master
  • Legendary

Skill penalties

Dwarves that are hungry, tired, or thirsty will work slower and produce lower quality goods. For some tasks like wood cutting or furnace operating this is unimportant, but you may wish to halt construction of aluminum statues, or remove the designation on those diamond or native aluminum clusters if your blacksmith or miner is famished and hollow-eyed from lack of sleep.

Skills

Miner
 
Woodworker
 
Stoneworker
 
Ranger
 
Doctor
 
Farmer
 
Fishery worker
 
Metalsmith
 
Jeweler
 
Craftsdwarf
 
Engineer
 
Other Jobs
 
Administrator
 
Military
 
Broker
 
Miscellaneous
 
Unused
 

Skills, Attributes and Traits

  • Skills:
    • are trained by being used in some activity.
    • train attributes.
    • the same attribute can be trained by various skills.
    • it's assumed that the skills also use some of the attributes that they train.
    • certain skills are required or important for certain noble, military and civilian professions.
    • certain professions require several skills.
    • the same skill can be used by various professions.
    • are increased by Preferences, but capped, so the dwarf will make items beyond its skill level but won't affect the chances of making more high value items at the highest skill level.
  • Traits:
    • cannot be modified in-game.[Verify]
    • affect which social skills gain experience (if the dwarf has X trait it will not gain experience in X skill) at all.
    • have other in-game effects that can be useful for certain professions.
    • give thoughts when performing certain activities.

To summarize it goes like this:

Trait --> Skill <--> Attribute
  |         ^
  v         |
effect      |
  |         v
  '-->  Profession

Since the same skills can be used by various professions, and the same attributes are trained by various skills, this allows for cross-training.

Being traits the unmodifiable[Verify], limiting factor on which skills can be learned or having useful effects, and certain professions requiring various skills, the need arises to:

  • avoid appointing a dwarf that will never learn a certain skill to a profession that uses it:
  • appoint a dwarf with an useful effect given by a trait to a profession that benefits from it:

The solution comes in the form of a nice sortable reference table:

coming soon! work in progress... please don't delete hidden comments... ;)

Skills first introduced in version 0.34.01

Other:

Reader

Skills first observed in version 0.31.14

Combat:

Military tactics

Skills first introduced in version 0.31.19

Farming:

Shearer, Spinner, Presser, Beekeeper

Crafting:

Potter, Glazer, Wax worker

Miner
Woodworker
Stoneworker
Ranger
Doctor
Farmer
Fishery worker
Metalsmith
Jeweler
Craftsdwarf
Engineer

Administrator
Military
General
Weapon
Other
Social
Broker
Other

Other/Peasant
Unused