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Difference between revisions of "v0.34:Skill"

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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.)
 
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{{quality|Exceptional|22:45, 1 May 2011 (UTC)}}{{av}}
 
{{quality|Exceptional|22:45, 1 May 2011 (UTC)}}{{av}}
 +
''See also: [[Combat skill]]''
  
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''' are used by dwarves to accomplish almost every task. Higher skills allow dwarves to accomplish tasks more quickly and more effectively (for example, mining and crafting). Whenever a skill is used [[experience]] is gained for 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.
+
If a dwarf does not use a skill for a prolonged period of time, the skill will be labeled "rusty." If the rusty skill continues to remain unused, it will eventually be labeled "very rusty," or "V rusty" in game. Skills remaining at very rusty for prolonged periods of time will gradually suffer permanent experience loss. It is not possible in-game to know whether a given skill has suffered level loss, but any utility capable of reading exact XP levels will show a skill with a lost level as being at 100% of the XP required to take it to the next skill level. See [[#Skill Rust|Rust]] below for more details.
  
To determine what skills a dwarf has, press {{K|v}} and highlight the dwarf, then press {{K|g}} to ensure you are on the general information page. The skills will be grouped in to three toggleable types, {{K|c}}ombat, la{{K|b}}or and {{K|m}}iscellaneous skills. The list will include the level of each skill and a note if it is rusty or very rusty in parentheses if applicable.
+
To determine what skills a dwarf has, press {{K|v}} and highlight the dwarf, then press {{K|g}} to ensure you are on the general information page. The skills will be grouped into three toggleable types: {{K|c}}ombat, la{{K|b}}or and {{K|m}}iscellaneous skills. Included on the list are the levels of each skill, and, if applicable, "rusty" or "V rusty" notifications.
  
 
Skill levels are as follows:
 
Skill levels are as follows:
Line 27: Line 28:
  
 
==Skill penalties==
 
==Skill penalties==
Dwarves that are [[Status icon|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]] [[statue]]s, 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.
+
Dwarves that are [[Status icon|hungry, tired, or thirsty]] will work slower and produce lower quality goods. This is unimportant for some tasks such as wood cutting or furnace operating but you may want to halt construction of [[aluminum]] [[statue]]s if your [[blacksmith]] is famished and hollow-eyed from lack of sleep.
  
 
==Skills==
 
==Skills==
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| valign='top' |
 
| valign='top' |
  
{{Skill Box|[[Military]]|0:1|0:0|
+
{{Skill Box|[[Military]]|0:1|0:0|type=m|
 
* [[Archer]]
 
* [[Archer]]
 
* [[Armor user]]
 
* [[Armor user]]
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* [[Observer]]
 
* [[Observer]]
 
* [[Pacifier]]
 
* [[Pacifier]]
 +
* [[Reader]]
 
* [[Student]]
 
* [[Student]]
 
* [[Teacher]]
 
* [[Teacher]]
Line 199: Line 201:
 
* [[Balance]]
 
* [[Balance]]
 
* [[Coordination]]
 
* [[Coordination]]
 +
* [[Druid]]
 
* [[Discipline]]
 
* [[Discipline]]
* [[Druid]]
+
* [[Military tactics]]
 
* [[Poet]]
 
* [[Poet]]
* [[Military tactics]]
 
* [[Reader]]
 
 
* [[Speaker]]
 
* [[Speaker]]
 
* [[Tracker]]
 
* [[Tracker]]
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*avoid appointing a dwarf that will never learn a certain skill to a profession that uses it:
 
*avoid appointing a dwarf that will never learn a certain skill to a profession that uses it:
 
**''appointing a [[Personality trait|straightforward]] dwarf as a [[broker]] will result in a [[consoler]], non-[[flatterer]], non-[[liar]] [[broker]]''.
 
**''appointing a [[Personality trait|straightforward]] dwarf as a [[broker]] will result in a [[consoler]], non-[[flatterer]], non-[[liar]] [[broker]]''.
*appoint a dwarf with an useful effect given by a [[Personality trait|trait]] to a profession that benefits from it:
+
*appoint a dwarf with a useful effect given by a [[Personality trait|trait]] to a profession that benefits from it:
 
**''appointing an [[Personality trait|undisciplined]] dwarf to an important job will result in [[fun|fun]]''.
 
**''appointing an [[Personality trait|undisciplined]] dwarf to an important job will result in [[fun|fun]]''.
 
**''appointing an [[Personality trait|angry]] dwarf to [[soldier]] will result in more [[Status_icon|enraged]] bonuses.
 
**''appointing an [[Personality trait|angry]] dwarf to [[soldier]] will result in more [[Status_icon|enraged]] bonuses.
  
The solution comes in the form of a nice sortable reference table:
 
 
coming soon! work in progress... please don't delete hidden comments... ;)
 
<!--
 
 
There is a certain set of [[Social Skills]] that are relevant for a Broker, there are also certain [[Personality Traits]] that influence if experience is gained in the skill whatsoever, furthermore there are [[Soul Attributes]] that affect the Skills and other Skills that affect the same Attributes [[Cross Training]], the ones relevant for a Broker are as follow:
 
 
The better match with the table Skills, Traits and Attributes the better Broker the Dwarf will be, try to avoid Traits that halt experience gain for a relevant Skill, otherwise time will be lost training a Dwarf that will never get better a that Skill.
 
 
Token Trait
 
ACHIEVEMENT_STRIVING  - Excellence / Mediocrity  - quality levels?
 
ACTIVITY_LEVEL        - Activeness / Relaxedness - slack, sleep, party?
 
ADVENTUROUSNESS        - Adventure      - rusting skills-attr, adv. mode?
 
ALTRUISM              - Helpfulness    - help wounded/? >healthcare
 
ANGER                  - Rage          - enraged/? >military
 
ANXIETY                - Nervousness    - military?
 
ARTISTIC_INTEREST      - Artistic      - noticing furniture, statues?
 
ASSERTIVENESS          - Leadership    - persuader/? >manager, military, leader?
 
CAUTIOUSNESS          - Cautiousness  - leader, manager, military?
 
CHEERFULNESS          - Optimism      - ??
 
COOPERATION            - Compromising  - pacifier/intimidator
 
DEPRESSION            - Depression    - ??
 
DUTIFULNESS            - Lawfulness    - justice??
 
EMOTIONALITY          - Emotion        - ??
 
EXCITEMENT_SEEKING    - Thrillseeking  - adv. mode, military?/
 
FRIENDLINESS          - Company        - party?, social?/working?
 
GREGARIOUSNESS        - Friendly      - Conversationalist/??
 
IMAGINATION            - Imagination    - ?
 
IMMODERATION          - Urge          - stops work??
 
INTELLECTUAL_CURIOSITY - Thinking      - ??
 
LIBERALISM            - Rebelliousness - ?
 
MODESTY                - Modesty        -
 
ORDERLINESS            - Organization  - bookkeeper? military?
 
SELF_CONSCIOUSNESS    - Neurosis      - ?/comedian
 
SELF_DISCIPLINE        - Perseverance  - on_break
 
SELF_EFFICACY          - Confidence    - ?
 
STRAIGHTFORWARDNESS    - Honesty        - consoler/flatterer-liar
 
SYMPATHY              - Compassion    - healthcare?/?
 
TRUST                  - Trusting      - ?
 
VULNERABILITY          - Stress        - ?/military??
 
 
{| {{prettytable}}
 
|- style="background:#ddd"
 
!                                          | Profession
 
! rowspan="2" colspan="2"                  | Skill (relevant for Broker)
 
! rowspan="2" colspan="2"                  | Personality Trait (needed to gain Social Skill)
 
!            colspan="2"                  | Attribute (affected by Social Skill)
 
|-
 
!                        style="width:1em" | Body
 
!                        style="width:1em" | Soul
 
|-
 
|
 
|
 
|
 
|
 
|
 
|-
 
| rowspan="3"            style="width:5em" | Administrator
 
| rowspan="3"            style="width:5em" | Appraiser
 
| rowspan="3" colspan="2"                  |
 
| rowspan="3"            style="width:1em" |
 
|                                            Analytical Ability
 
|-
 
|                                            Intuition
 
|-
 
|                                            Memory
 
|-
 
| rowspan="6" | Social - Other
 
| rowspan="3" | Consoler
 
| rowspan="3" | Straightforwardess
 
| rowspan="3" | < 39
 
| rowspan="3" |
 
|              Linguistic Ability
 
|-
 
|              Empathy
 
|-
 
|              Social Awareness
 
|-
 
| rowspan="3" | Pacifier
 
| rowspan="3" | Cooperation
 
| rowspan="3" | > 39
 
| rowspan="3" |
 
|              Linguistic Ability
 
|-
 
|              Empathy
 
|-
 
|              Social Awareness
 
|-
 
| rowspan="23"                  | Social - Broker
 
| rowspan= "3"                  | Comedian
 
| rowspan= "3" style="width:5em" | Self-consciousness
 
| rowspan= "3" style="width:1em" | < 76
 
| rowspan= "3"                  | Agility
 
|                Creativity
 
|-
 
|                Kinesthetic Sense
 
|-
 
|                Linguistic Ability
 
|-
 
| rowspan="3" | Conversationalist
 
| rowspan="3" | Gregariousness (Reserved)
 
| rowspan="3" | > 39
 
| rowspan="3" |
 
|              Linguistic Ability
 
|-
 
|              Empathy
 
|-
 
|              Social Awareness
 
|-
 
| rowspan="3" | Flatterer
 
| rowspan="6" | Straightforwardess
 
| rowspan="3" | < 61
 
| rowspan="3" |
 
|              Linguistic Ability
 
|-
 
| Empathy
 
|-
 
| Social Awareness
 
|-
 
| rowspan="3" | Liar
 
| rowspan="3" | < 40
 
| rowspan="3" |
 
|              Creativity
 
|-
 
|              Linguistic Ability
 
|-
 
|              Social Awareness
 
|-
 
| rowspan="2" | Intimidator
 
| rowspan="2" | Cooperation
 
| rowspan="2" | < 61
 
| rowspan="2" | Agility
 
|              Kinesthetic Sense
 
|-
 
|              Linguistic Ability
 
|-
 
| rowspan="3"            | Judge of intent
 
| rowspan="3" colspan="2" |
 
| rowspan="3"            |
 
|                          Intuition
 
|-
 
|                          Empathy
 
|-
 
|                          Social Awareness
 
|-
 
| rowspan="3"            | Negotiator
 
| rowspan="3" colspan="2" |
 
| rowspan="3"            |
 
|                          Linguistic Ability
 
|-
 
|                          Empathy
 
|-
 
|                          Social Awareness
 
|-
 
| rowspan="3" | Persuader
 
| rowspan="3" | Assertiveness
 
| rowspan="3" | > 39
 
| rowspan="3" |
 
| Linguistic Ability
 
|-
 
| Empathy
 
|-
 
| Social Awareness
 
|}
 
-->
 
 
==Skills first introduced in version 0.34.01==
 
 
Other:
 
 
[[Reader]]
 
 
==Skills first observed in version 0.31.14==
 
Combat:
 
  
[[Military tactics]]
+
==Skill Rust==
 +
Every skill has the following set of improvement and decay counters, which are caste specific:
  
==Skills first introduced in version 0.31.19==
+
{{token|SKILL_RATE|c}} (Default is {{token|SKILL_RATE|cr|100:8:16:16}})
 +
* % of improvement points you get (Default 100)
 +
* unused counter cap (Default 8)
 +
* rust counter cap (Default 16)
 +
* demotion counter cap (Default 16)
  
Farming:
+
Once per day, each skill's "unused" counter increments by 1, and if it reaches the cap (without the skill ever being used), it resets to zero and increments the rust counter. Once the rust counter reaches its cap, it resets to zero, adds a "layer" of rust to the skill (to a maximum of 6), and increments the demotion counter. When the demotion counter reaches its cap, it resets to zero and the skill level is ''permanently'' reduced by 1 (and must be re-earned). With the default numbers, it takes about 4 and a half months before rust sets in, 2 years and 3 months before rust maxes out, and 6 years before actual skill levels begin to decay.
  
[[Shearer]], [[Spinner]], [[Presser]], [[Beekeeper]]
+
The {{DFtext|Rusty}} and {{DFtext|V.Rusty}} descriptions which are appended to a skill within ''Dwarf Fortress'' are determined by the following conditions:
 +
*Rusty: A skill level greater than 0, and the number of rust layers is at least 50% of the original skill level.
 +
*Very Rusty: A skill level greater than or equal to 4, and the number of rust layers is at least 75% of the original skill level.
  
Crafting:
+
Since a skill can never gain more than 6 levels of rust, only skills between "Skilled" and "Expert" can ever show as "V. Rusty", and only skills at "Master" or lower can ever show as "Rusty" - higher level skills will silently accumulate rust until they are eventually demoted below "High Master", then the rust will become visible.
  
[[Potter]], [[Glazer]], [[Wax worker]]
+
Whenever experience is gained, the skill's "unused" counter is reset to zero, its "rust" and "demotion" counters are ''decremented'' by 1, and one or more levels of rust are removed depending on the amount of experience gained:
 +
* 50% of the gained experience (rounded down, plus 1) is lost
 +
* 10% of the lost experience (rounded down, plus 1) is spent toward removing rust
 +
* If it was enough to remove ''more'' rust than was accumulated, then the XP penalty is set to 10 points per remaining rust level, minus 10
  
{{Skills}}
+
Since most crafting jobs give 30 points of experience, this means it would take 3 jobs to work away 6 levels of rust, each giving only 14 points of experience; if the skill only has 1 level of rust, a single job would work it away without losing any experience.
{{Category|Skills}}
 

Latest revision as of 02:27, 15 September 2024

This article is about an older version of DF.

See also: Combat skill

Skills are used by dwarves to accomplish almost every task. Higher skills allow dwarves to accomplish tasks more quickly and more effectively (for example, mining and crafting). Whenever a skill is used experience is gained for that skill, allowing the dwarf to reach higher skill levels.

If a dwarf does not use a skill for a prolonged period of time, the skill will be labeled "rusty." If the rusty skill continues to remain unused, it will eventually be labeled "very rusty," or "V rusty" in game. Skills remaining at very rusty for prolonged periods of time will gradually suffer permanent experience loss. It is not possible in-game to know whether a given skill has suffered level loss, but any utility capable of reading exact XP levels will show a skill with a lost level as being at 100% of the XP required to take it to the next skill level. See Rust below for more details.

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 into three toggleable types: combat, labor and miscellaneous skills. Included on the list are the levels of each skill, and, if applicable, "rusty" or "V rusty" notifications.

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[edit]

Dwarves that are hungry, tired, or thirsty will work slower and produce lower quality goods. This is unimportant for some tasks such as wood cutting or furnace operating but you may want to halt construction of aluminum statues if your blacksmith is famished and hollow-eyed from lack of sleep.

Skills[edit]

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

Skills, Attributes and Traits[edit]

  • 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:


Skill Rust[edit]

Every skill has the following set of improvement and decay counters, which are caste specific:

[SKILL_RATE] (Default is [SKILL_RATE:100:8:16:16])

* % of improvement points you get (Default 100)
* unused counter cap (Default 8)
* rust counter cap (Default 16)
* demotion counter cap (Default 16)

Once per day, each skill's "unused" counter increments by 1, and if it reaches the cap (without the skill ever being used), it resets to zero and increments the rust counter. Once the rust counter reaches its cap, it resets to zero, adds a "layer" of rust to the skill (to a maximum of 6), and increments the demotion counter. When the demotion counter reaches its cap, it resets to zero and the skill level is permanently reduced by 1 (and must be re-earned). With the default numbers, it takes about 4 and a half months before rust sets in, 2 years and 3 months before rust maxes out, and 6 years before actual skill levels begin to decay.

The Rusty and V.Rusty descriptions which are appended to a skill within Dwarf Fortress are determined by the following conditions:

  • Rusty: A skill level greater than 0, and the number of rust layers is at least 50% of the original skill level.
  • Very Rusty: A skill level greater than or equal to 4, and the number of rust layers is at least 75% of the original skill level.

Since a skill can never gain more than 6 levels of rust, only skills between "Skilled" and "Expert" can ever show as "V. Rusty", and only skills at "Master" or lower can ever show as "Rusty" - higher level skills will silently accumulate rust until they are eventually demoted below "High Master", then the rust will become visible.

Whenever experience is gained, the skill's "unused" counter is reset to zero, its "rust" and "demotion" counters are decremented by 1, and one or more levels of rust are removed depending on the amount of experience gained:

  • 50% of the gained experience (rounded down, plus 1) is lost
  • 10% of the lost experience (rounded down, plus 1) is spent toward removing rust
  • If it was enough to remove more rust than was accumulated, then the XP penalty is set to 10 points per remaining rust level, minus 10

Since most crafting jobs give 30 points of experience, this means it would take 3 jobs to work away 6 levels of rust, each giving only 14 points of experience; if the skill only has 1 level of rust, a single job would work it away without losing any experience.