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Difference between pages "Attribute" and "Ethic"

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(checked with dfhack, can't believe the wrong information was here for so long.)
 
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{{Modding}}
  
[[File:attributes_v50_preview.png|thumb|262px|right|Attributes of a stoneworker.]]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]].
+
'''Ethic''' tags are used in the [[Entity token|entity raw files]] to determine how different civilizations feel about various issues. Relationships between civilizations are based on their ethic responses in relation to each other; similar ethics result in friendship, while conflicting ethics result in animosity. Strongly conflicting ethics often trigger [[war]]s during [[world generation]]. (In practice, this generally causes [[Elf|elves]] to declare war on everybody else over killing plants and making trophies, and everybody else to declare war on the elves over the devouring of [[Person|sapient beings]].)
  
Body Attributes can be viewed in the creature's Health -> Description screen. Soul Attributes can be viewed in the creature's Personality -> 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):<br />
+
Some ethics also affect [[fortress mode]] features, such as [[justice]], or [[trading]]. In [[adventurer mode]], ethics can affect the [[level of conflict]] (lethal, or no quarter). During [[world generation]], ethics also affect how the entity treats its kills, such as devouring them or making trophies out of them.
{{DFtext|He is slow to tire and agile, |2:0}}{{DFtext|but he is quite susceptible to disease.|4:0}}
 
  
On the Overview screen, a dwarf's top six most varied attributes and [[personality_trait|personality traits]] are summarized in order of how much they differ from the average dwarf. The adjectives used are more generalized than those used in the Traits screen and are limited to two per trait (Creative and Not creative, Strong and Weak, etc.). For example, "a boundless creative imagination" is merely listed as "Creative", while "unfathomably weak" is just listed as "Weak". Since some of the adjectives used in the Overview summary overlap with some used in the Traits screen, this can be somewhat misleading. However, average and one tier above/below average traits will never be listed in the Overview screen, so only a "very weak" or below dwarves will be listed as "Weak" in the overview.
+
== Example ==
 +
In the [[raw file]]s for entities, ethics appear as follows:
 +
[ETHIC:LYING:PERSONAL_MATTER]
  
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]].
+
This means that the entity will treat lying as a personal matter - more technically, the value of its LYING ethic is set to PERSONAL_MATTER.
  
== Descriptions ==
+
== Ethic types ==
In-game attribute descriptions are calculated based on the difference from the [[creature|species]] average<!-- caste average? -->. [[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.
+
{| {{prettytable}}
 
+
|- bgcolor="#dddddd"
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.
+
!Token
 
+
!Extra Information
These descriptions are not used in [[adventurer mode]].
 
 
 
== Body attributes ==
 
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different, 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.
 
 
 
=== Strength ===
 
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.
 
 
 
{| class=wikitable style="width:400px;"
 
! Value
 
! Description
 
|-
 
| 2250&ndash;5000 || unbelievably strong
 
|-
 
| 2000&ndash;2249 || mighty
 
|-
 
| 1750&ndash;1999 || very strong
 
|-
 
| 1500&ndash;1749 || strong
 
 
|-
 
|-
| 1001&ndash;1499 || (no description)
+
| {{text anchor|ASSAULT}}
 +
| The result of a tantrumming citizen attacking another in fortress mode. Other effects unknown.
 
|-
 
|-
| 751&ndash;1000  || weak
+
| {{text anchor|EAT_SAPIENT_KILL}}
 +
| This determines if members of the civilization will sometimes devour defeated enemy combatants.
 
|-
 
|-
| 501&ndash;750  || very weak
+
| {{text anchor|EAT_SAPIENT_OTHER}}
 +
| This includes whether or not a civilization is willing to [[butcher]] other sapients. Note that any sapient creature that dies on site will never be butchered by citizens in fortress mode and if butchered in adventure mode the products are inedible and unusable. However this works for offsite behaviors (caravans will deliver products made from sentients, etc.) Also note that if an item doesn't actually come from a sapient creature that died on site (i.e: it was generated as part of a caravan or site) it is usable and edible regardless of ethics.
 
|-
 
|-
| 251&ndash;500  || unquestionably weak
+
| {{text anchor|KILL_ANIMAL}}
 +
| A response of JUSTIFIED_IF_EXTREME_REASON, JUSTIFIED_IF_SELF_DEFENSE, or anything from MISGUIDED to UNTHINKABLE (see below) causes the entity to refuse animal products in trade &mdash; namely, [[material token|materials]] with [IMPLIES_ANIMAL_KILL]. Animal products sold by caravans will be marked as "grown", which means kosher for their ethics, for example grown leather.
 
|-
 
|-
| 0&ndash;250 || unfathomably weak
+
| {{text anchor|KILL_ENEMY}}
|}
+
| If REQUIRED, all lethal combat with an enemy who is an enemy of the whole entity will put the creature in [[no quarter]] mode.
 
 
===Agility===
 
This attribute affects the speed of a creature's fast-moving [[gait]]s in the same way as strength &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.
 
 
 
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 "abysmally clumsy".
 
 
 
{| class=wikitable style="width:400px;"
 
! Value
 
! Description
 
 
|-
 
|-
| 1900&ndash;5000 || amazingly agile
+
| {{text anchor|KILL_ENTITY_MEMBER}}
 +
| If REQUIRED, all lethal combat with an enemy in the same entity will put the creature in [[no quarter]] mode.  Determines whether and how often entity members will be murdered.
 
|-
 
|-
| 1650&ndash;1899 || extremely agile
+
| {{text anchor|KILL_NEUTRAL}}
 +
| If REQUIRED, all lethal combat with an enemy who is neutral with the entity will put the creature in [[no quarter]] mode, and the creature will also demand that strangers identify themselves; it will also greatly increase war aggression in worldgen.
 
|-
 
|-
| 1400&ndash;1649 || very agile
+
| {{text anchor|KILL_PLANT}}
 +
| This includes a civilization's position towards wood &mdash; any response from MISGUIDED to UNTHINKABLE (see below) causes the entity to refuse wooden objects (except for "grown" wooden objects) in trade, and also prohibits them from bringing caravan [[wagon]]s. Caravans will sell grown wood objects (if the civ has WOOD_PREF) and even grown non-wood objects but that elves refuse to buy (if the civ uses misc processed wood products).
 
|-
 
|-
| 1150&ndash;1399 || agile
+
| {{text anchor|LYING}}
 +
| Giving false witness reports?{{verify}}
 
|-
 
|-
| 651&ndash;1149  || (no description)
+
| {{text anchor|MAKE_TROPHY_ANIMAL}}
 +
| This determines whether animal kills will lead to characters with trophies. [[Historical figure]]s can arrive at your fortress with leather, horn, ivory, tooth, hair, bone or nail jewellery from slain non-sapients, and fortress citizens may put on [[crafts]] made from their kills as well.
 
|-
 
|-
| 401&ndash;650  || clumsy
+
| {{text anchor|MAKE_TROPHY_SAME_RACE}}
 +
| This determines whether kills of one's own race will lead to characters with trophies. [[Historical figure]]s can arrive at your fortress with leather, tooth, hair, bone or nail jewellery from their race. Example: a goblin with a -goblin tooth ring-.
 
|-
 
|-
| 151&ndash;400  || quite clumsy
+
| {{text anchor|MAKE_TROPHY_SAPIENT}}
 +
| This determines whether kills of other sapients will lead to characters with trophies - as previously, but regarding other races, including INTELLIGENT.
 
|-
 
|-
| 0&ndash;150    || totally clumsy
+
| {{text anchor|OATH_BREAKING}}
 +
| The result of a citizen violating noble mandates in fortress mode. Other effects unknown.
 
|-
 
|-
| (never displayed) || abysmally clumsy
+
| {{text anchor|SLAVERY}}
|}
+
|Civilization will enslave defeated enemies and bring them back to their site. Also affects whether you may trade caged sapient beings to merchants. Aside from diplomacy, higher/lower values don't seem to affect anything beyond if a civilization is willing to take slaves at all. {{verify}}
 
 
===Toughness===
 
Reduces physical damage of all kinds, including bleeding and suffocation. The dwarf median of 1250 is higher than average.
 
 
 
{| class=wikitable style="width:400px;"
 
! Value
 
! Description
 
 
|-
 
|-
| 2250&ndash;5000 || basically unbreakable
+
| {{text anchor|THEFT}}
 +
| This determines whether the civilization will try to steal goods and how it will respond when stolen from.{{verify}}
 
|-
 
|-
| 2000&ndash;2249 || incredibly tough
+
| {{text anchor|TORTURE_ANIMALS}}
 +
|Determines if the civilization will kill all animals of the conquered site, or preserve them for further use.
 
|-
 
|-
| 1750&ndash;1999 || quite durable
+
| {{text anchor|TORTURE_AS_EXAMPLE}}
 +
|Civilization will sometimes execute non-combatants after defeating enemy defenders.
 
|-
 
|-
| 1500&ndash;1749 || tough
+
| {{text anchor|TORTURE_FOR_FUN}}
 +
|
 
|-
 
|-
| 1001&ndash;1499 || (no description)
+
| {{text anchor|TORTURE_FOR_INFORMATION}}
 +
|
 
|-
 
|-
| 751&ndash;1000 || flimsy
+
| {{text anchor|TREASON}}
 +
| Protects position-holders from being murdered like everyone else – the reason that demon overlords of goblins manage to live for centuries, despite goblins' regard of killing each other as being a personal matter. 
 
|-
 
|-
| 501&ndash;750 || very flimsy
+
| {{text anchor|TRESPASSING}}
 +
| Ignoring burrow restrictions {{verify}}
 
|-
 
|-
| 251&ndash;500 || remarkably flimsy
+
| {{text anchor|VANDALISM}}
|-
+
| The result of a tantruming citizen breaking furniture in fortress mode. Other effects unknown.
| 0&ndash;250 || shockingly fragile
 
 
|}
 
|}
  
===Endurance===
+
==Ethic values==
Reduces the rate at which creatures become exhausted, as well as increasing pain tolerance. The dwarven median endurance of 1000 is exactly the human average.
+
As used internally (see below), roughly in order of acceptability:
  
{| class=wikitable style="width:400px;"
+
{| {{prettytable}}
! Value
+
|- bgcolor="#dddddd"
! Description
+
! Num !! Token
|-
 
| 2000&ndash;5000 || absolutely inexhaustible
 
|-
 
| 1750&ndash;1999 || indefatigable
 
|-
 
| 1500&ndash;1749 || very slow to tire
 
|-
 
| 1250&ndash;1499 || slow to tire
 
|-
 
| 751&ndash;1249 || (no description)
 
 
|-
 
|-
| 501&ndash;750 || quick to tire
+
| 0 || {{text anchor|NOT_APPLICABLE}}
 
|-
 
|-
| 251&ndash;500 || very quick to tire
+
| 1 || {{text anchor|ACCEPTABLE}}
 
|-
 
|-
| 1&ndash;250 || extremely quick to tire
+
| 2 || {{text anchor|PERSONAL_MATTER}}
 
|-
 
|-
| 0 || truly quick to tire
+
| 3 || {{text anchor|JUSTIFIED_IF_NO_REPERCUSSIONS}}
|}
 
 
 
===Recuperation===
 
Increases the rate of wound healing and reduces fat. The dwarven median recuperation of 1000 is exactly the human average.
 
 
 
{| class=wikitable style="width:400px;"
 
! Value
 
! Description
 
 
|-
 
|-
| 2000&ndash;5000 || possessed of amazing recuperative powers
+
| 4 || {{text anchor|JUSTIFIED_IF_GOOD_REASON}}
 
|-
 
|-
| 1750&ndash;1999 || incredibly quick to heal
+
| 5 || {{text anchor|JUSTIFIED_IF_EXTREME_REASON}}
 
|-
 
|-
| 1500&ndash;1749 || quite quick to heal
+
| 6 || {{text anchor|JUSTIFIED_IF_SELF_DEFENSE}}
 
|-
 
|-
| 1250&ndash;1499 || quick to heal
+
| 7 || {{text anchor|ONLY_IF_SANCTIONED}}
|-
 
| 751&ndash;1249  || (no description)
 
|-
 
| 501&ndash;750  || slow to heal
 
|-
 
| 251&ndash;500  || very slow to heal
 
|-
 
| 1&ndash;250 || really slow to heal
 
|-
 
| 0 || shockingly slow to heal
 
|}
 
 
 
===Disease resistance===
 
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.
 
 
 
{| class=wikitable style="width:400px;"
 
! Value
 
! Description
 
 
|-
 
|-
| 2000&ndash;5000 || virtually never sick
+
| 8 || {{text anchor|MISGUIDED}}
 
|-
 
|-
| 1750&ndash;1999 || almost never sick
+
| 9 || {{text anchor|SHUN}}
 
|-
 
|-
| 1500&ndash;1749 || very rarely sick
+
| 10 || {{text anchor|APPALLING}}
 
|-
 
|-
| 1250&ndash;1499 || rarely sick
+
| 11 || {{text anchor|PUNISH_REPRIMAND}}
 
|-
 
|-
| 751&ndash;1249  || (no description)
+
| 12 || {{text anchor|PUNISH_SERIOUS}} || Will result in either a beating or a month in prison. See: [[Justice#Punishments]]
 
|-
 
|-
| 501&ndash;750  || susceptible to disease
+
| 13 || {{text anchor|PUNISH_EXILE}} || Mentioning in history: "...after being exiled following a criminal conviction."
 
|-
 
|-
| 251&ndash;500  || quite susceptible to disease
+
| 14 || {{text anchor|PUNISH_CAPITAL}} || Will result in either 8 months in prison or 50 hammerstrikes. See: [[Justice#Punishments]]
 
|-
 
|-
| 1&ndash;250 || really susceptible to disease
+
| 15 || {{text anchor|UNTHINKABLE}}
 
|-
 
|-
| 0 || stunningly susceptible to disease
+
| 16 || {{text anchor|REQUIRED}}
 
|}
 
|}
  
== Skills by body attribute ==
 
{{SkillsByBodyAttribute}}
 
 
==Soul attributes==
 
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different. In almost every case, a higher attribute value is better, as opposed to [[personality trait]]s where one may prefer higher or lower depending on the situation.
 
 
From [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312 this post by Toady One]:
 
<blockquote>
 
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.
 
</blockquote>
 
  
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.
+
==Ethic value numbers in relation to each other==
 +
The following table describes how entities respond to other cultures, with the observer on the vertical axis and their target on the horizontal axis.
 +
If an entity's accumulated animosity towards another passes a certain threshold (determined by the ruler's personality) then it will run a risk-assessment check. If passed, this will lead to a declaration of war.
  
===Analytical ability===
+
In general, entities react much more strongly to actions that violate ''their'' taboos than to the outlawing of their customs in other civilisations.
The dwarven median analytical ability of 1250 is slightly above average.
+
For example, Civ A finds slavery Acceptable, but Civ B considers it a Capital Offence.
 +
* Civ A will consider Civ B most unreasonable (&minus;5) for executing people over such a non-issue.
 +
* Civ B will be shocked and disgusted (&minus;15) that Civ A engages in such a debased activity.
 +
* The end result is mutual negativity. However, Civ B is 3&times; ''more'' offended, and much more likely to go to war over the issue &mdash; assuming, of course, they think they have a chance of winning.
  
{| class=wikitable style="width:400px;"
+
{| {{prettytable}}
! Value
+
|- bgcolor="#dddddd"
! Description
+
! rowspan=2 colspan=2 | &nbsp;
|-  
+
! colspan=16  | TARGET
| 2250&ndash;5000 || awesome intellectual powers
+
|- bgcolor="#dddddd"
 +
!width=6%| Accept. ||width=6%| Personal ||width=6%| Reperc. ||width=6%| Good ||width=6%| Extreme ||width=6%| Self-Def. ||width=6%| Sanct. ||width=6%| Misguid. ||width=6%| Shun ||width=6%| Appall. ||width=6%| Reprim. ||width=6%| Serious ||width=6%| Exile ||width=6%| Capital ||width=6%| Unthink. ||width=6%| Req.
 
|-
 
|-
| 2000&ndash;2249 || great analytical abilities
+
! rowspan=16 | {{rotate|OBSERVER}} &nbsp;&nbsp;&nbsp;&nbsp;
 +
! Acceptable || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}
 
|-
 
|-
| 1750&ndash;1999 || a sharp intellect
+
! Personal || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}
 
|-
 
|-
| 1500&ndash;1749 || a good intellect
+
! No Reperc. || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}
 
|-
 
|-
| 1001&ndash;1499 || (no description)
+
! Good Reas. || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || 0
 
|-
 
|-
| 751&ndash;1000 || poor analytical abilities
+
! Extreme Reas. || {{tc|red|−1}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}}
 
|-
 
|-
| 501&ndash;750 || very bad analytical abilities
+
! Self-Defence || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}
 
|-
 
|-
| 251&ndash;500 || a lousy intellect
+
! Sanctioned || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}
 
|-
 
|-
| 0&ndash;250 || a stunning lack of analytical ability
+
! Misguided || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}
|}
 
 
 
===Focus===
 
Determines the rate at which a character will become either focused or distracted. The dwarven median focus of 1500 is above average. Higher values delay the impact of unsatisfied [[needs]], and vice versa.
 
 
 
{| class=wikitable style="width:400px;"
 
! Value
 
! Description
 
<!-- These values are somewhat suspect... -->
 
|-
 
| 2500&ndash;5000 || unbreakable focus
 
 
|-
 
|-
| 2250&ndash;2499 || a great ability to focus
+
! Shun || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}
 
|-
 
|-
| 2000&ndash;2249 || very good focus
+
! Appalling || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}
 
|-
 
|-
| 1750&ndash;1999 || the ability to focus
+
! Reprimand || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}
 
|-
 
|-
| 1251&ndash;1749 || (no description)
+
! Serious || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}
 
|-
 
|-
| 1001&ndash;1250 || poor focus
+
! Exile || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}
 
|-
 
|-
| 751&ndash;1000 || quite poor focus
+
! Capital || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|red|−15}}
 
|-
 
|-
| 501&ndash;750 || really poor focus
+
! Unthinkable || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|red|−15}}
 
|-
 
|-
| 0&ndash;500 || the absolute inability to focus
+
! Required || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}
 
|}
 
|}
  
===Willpower===
+
All above info was collected and interpreted from the data given by Toady himself at [http://www.bay12forums.com/smf/index.php?topic=22151.msg239689].
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.
 
 
 
{| class=wikitable style="width:400px;"
 
! Value
 
! Description
 
|-
 
| 2000&ndash;5000 || an unbreakable will
 
|-
 
| 1750&ndash;1999 || an iron will
 
|-
 
| 1500&ndash;1749 || a lot of willpower
 
|-
 
| 1250&ndash;1499 || willpower
 
|-
 
| 751&ndash;1249 || (no description)
 
|-
 
| 501&ndash;750 || little willpower
 
|-
 
| 251&ndash;500 || a large deficit of willpower
 
|-
 
| 1&ndash;250 || next to no willpower
 
|-
 
| 0 || absolutely no willpower
 
|}
 
  
===Creativity===
+
== Ethics of vanilla civilizations ==
The dwarven median creativity of 1250 is slightly above the human average.
+
[[Animal people]] currently have the same ethics as [[kobold]]s.
  
{| class=wikitable style="width:400px;"
+
{| {{prettytable}}
! Value
+
|- bgcolor="#dddddd"
! Description
+
! Issue
|-
+
! Mountain<br>(dwarf)
| 2250&ndash;5000 || a boundless creative imagination
+
! Forest<br>(elf)
 +
! Plains<br>(human)
 +
! Evil<br>(goblin)
 +
! Skulking<br>(kobold)
 
|-
 
|-
| 2000&ndash;2249 || great creativity
+
| Killing member of the same entity
 +
| Capital punishment
 +
| Justified with extreme reason
 +
| Justified with good reason
 +
| Personal matter
 +
| Exile
 
|-
 
|-
| 1750&ndash;1999 || very good creativity
+
| Killing neutral sapient
 +
| Only if sanctioned
 +
| Acceptable
 +
| Justified if no repercussions
 +
| Required
 +
| Required
 
|-
 
|-
| 1500&ndash;1749 || good creativity
+
| Killing enemy
 +
| Acceptable
 +
| Acceptable
 +
| Acceptable
 +
| Required
 +
| Required
 
|-
 
|-
| 1001&ndash;1499 || (no description)
+
| Killing animal
 +
| Acceptable
 +
| Justified in self-defence
 +
| Acceptable
 +
| Acceptable
 +
| Acceptable
 
|-
 
|-
| 751&ndash;1000 || meager creativity
+
| Killing plant
 +
| Acceptable
 +
| Unthinkable
 +
| Acceptable
 +
| Acceptable
 +
| Acceptable
 
|-
 
|-
| 501&ndash;750 || poor creativity
+
| Torture as example
 +
| Unthinkable
 +
| Acceptable
 +
| Acceptable
 +
| Acceptable
 +
| Unthinkable
 
|-
 
|-
| 251&ndash;500 || lousy creativity
+
| Torture for information
 +
| Unthinkable
 +
| Misguided
 +
| Acceptable
 +
| Acceptable
 +
| N/A
 
|-
 
|-
| 0&ndash;250 || next to no creative talent
+
| Torture for fun
|}
+
| Unthinkable
 
+
| Unthinkable
===Intuition===
+
| Appalling
The dwarven median intuition of 1000 is exactly the human average.
+
| Acceptable
 
+
| Acceptable
{| class=wikitable style="width:400px;"
 
! Value
 
! Description
 
|-
 
| 2000&ndash;5000 || uncanny intuition
 
|-
 
| 1750&ndash;1999 || great intuition
 
|-
 
| 1500&ndash;1749 || very good intuition
 
|-
 
| 1250&ndash;1499 || good intuition
 
 
|-
 
|-
| 751&ndash;1249 || (no description)
+
| Torture of animals
 +
| Unthinkable
 +
| Unthinkable
 +
| Shunned
 +
| Acceptable
 +
| Unthinkable
 
|-
 
|-
| 501&ndash;750 || bad intuition
+
| Treason
 +
| Capital punishment
 +
| Exile
 +
| Capital punishment
 +
| Capital punishment
 +
| Unthinkable
 
|-
 
|-
| 251&ndash;500 || very bad intuition
+
| Oathbreaking
 +
| Capital punishment
 +
| Exile
 +
| Capital punishment
 +
| Personal matter
 +
| N/A
 
|-
 
|-
| 1&ndash;250 || lousy intuition
+
| Lying
 +
| Personal matter
 +
| Exile
 +
| Personal matter
 +
| Personal matter
 +
| N/A
 
|-
 
|-
| 0 || horrible intuition
+
| Vandalism
|}
+
| Serious punishment
 
+
| Reprimand
===Patience===
+
| Serious punishment
Some non-skill tasks are affected by Patience; for example, it directly impacts the rate at which a character in [[adventure mode]] will become impatient during a conversation, and thusly determines the length of the discussion.
+
| Personal matter
The dwarven median patience of 1250 is slightly above the human average.
+
| N/A
{| class=wikitable style="width:400px;"
 
! Value
 
! Description
 
|-
 
| 2250&ndash;5000 || absolutely boundless patience
 
 
|-
 
|-
| 2000&ndash;2249 || a deep well of patience
+
| Trespassing
|-
+
| Serious punishment
| 1750&ndash;1999 || a great deal of patience
+
| Reprimand
|-
+
| Serious punishment
| 1500&ndash;1749 || a sum of patience
+
| Personal matter
|-
+
| N/A
| 1001&ndash;1499 || (no description)
 
|-
 
| 751&ndash;1000 || a shortage of patience
 
|-
 
| 501&ndash;750 || little patience
 
|-
 
| 251&ndash;500 || very little patience
 
|-
 
| 0&ndash;250 || no patience at all
 
|}
 
 
 
===Memory===
 
The dwarven median memory of 1250 is slightly above the human average.
 
 
 
{| class=wikitable style="width:400px;"
 
! Value
 
! Description
 
|-
 
| 2250&ndash;5000 || an astonishing memory
 
|-
 
| 2000&ndash;2249 || an amazing memory
 
|-
 
| 1750&ndash;1999 || a great memory
 
|-
 
| 1500&ndash;1749 || a good memory
 
|-
 
| 1001&ndash;1499 || (no description)
 
|-
 
| 751&ndash;1000 || an iffy memory
 
|-
 
| 501&ndash;750 || a poor memory
 
|-
 
| 251&ndash;500 || a really bad memory
 
|-
 
| 0&ndash;250 || little memory to speak of
 
|}
 
 
 
===Linguistic ability===
 
The dwarven median linguistic ability of 1000 is exactly the human average.
 
 
 
{| class=wikitable style="width:400px;"
 
! Value
 
! Description
 
|-
 
| 2000&ndash;5000 || an astonishing ability with languages and words
 
|-
 
| 1750&ndash;1999 || a great affinity for language
 
|-
 
| 1500&ndash;1749 || a natural inclination toward language
 
|-
 
| 1250&ndash;1499 || a way with words
 
|-
 
| 751&ndash;1249 || (no description)
 
|-
 
| 501&ndash;750 || a little difficulty with words
 
|-
 
| 251&ndash;500 || little linguistic ability
 
|-
 
| 1&ndash;250 || very little linguistic ability
 
|-
 
| 0 || difficulty with words and language
 
|}
 
 
 
===Spatial sense===
 
The dwarven median spatial sense of 1500 is above the human average.
 
 
 
{| class=wikitable style="width:400px;"
 
! Value
 
! Description
 
|-
 
| 2500&ndash;5000 || a stunning feel for spatial relationships
 
|-
 
| 2250&ndash;2499 || an amazing spatial sense
 
|-
 
| 2000&ndash;2249 || a great feel for the surrounding space
 
|-
 
| 1750&ndash;1999 || a good spatial sense
 
|-
 
| 1251&ndash;1749 || (no description)
 
|-
 
| 1001&ndash;1250 || a questionable spatial sense
 
|-
 
| 751&ndash;1000 || poor spatial senses
 
|-
 
| 501&ndash;750 || an atrocious spatial sense
 
|-
 
| 0&ndash;500 || no sense for spatial relationships
 
|}
 
 
 
===Musicality===
 
Musicality affects performances, such as playing music with instruments and singing. The dwarven median musicality of 1000 is exactly the human average.
 
 
 
{| class=wikitable style="width:400px;"
 
! Value
 
! Description
 
|-
 
| 2000&ndash;5000 || an astonishing knack for music
 
|-
 
| 1750&ndash;1999 || a great musical sense
 
|-
 
| 1500&ndash;1749 || a natural ability with music
 
|-
 
| 1250&ndash;1499 || a feel for music
 
|-
 
| 751&ndash;1249 || (no description)
 
|-
 
| 501&ndash;750 || an iffy sense for music
 
|-
 
| 251&ndash;500 || little natural inclination toward music
 
|-
 
| 1&ndash;250 || next to no natural musical ability
 
|-
 
| 0 || absolutely no feel for music at all
 
|}
 
 
 
===Kinesthetic sense===
 
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.
 
 
 
{| class=wikitable style="width:400px;"
 
! Value
 
! Description
 
|-
 
| 2000&ndash;5000 || an astounding feel for the position of [his/her] own body
 
|-
 
| 1750&ndash;1999 || a great kinesthetic sense
 
|-
 
| 1500&ndash;1749 || a very good sense of the position of [his/her] own body
 
|-
 
| 1250&ndash;1499 || a good kinesthetic sense
 
|-
 
| 751&ndash;1249 || (no description)
 
|-
 
| 501&ndash;750 || a meager kinesthetic sense
 
|-
 
| 251&ndash;500 || a poor kinesthetic sense
 
|-
 
| 1&ndash;250 || a very clumsy kinesthetic sense
 
|-
 
| 0 || an unbelievably atrocious sense of the position of [his/her] own body
 
|}
 
 
 
===Empathy===
 
The dwarven median empathy of 1000 is exactly the human average.
 
 
 
{| class=wikitable style="width:400px;"
 
! Value
 
! Description
 
|-
 
| 2000&ndash;5000 || an absolutely remarkable sense of others' emotions
 
|-
 
| 1750&ndash;1999 || a great sense of empathy
 
|-
 
| 1500&ndash;1749 || a very good sense of empathy
 
|-
 
| 1250&ndash;1499 || an ability to read emotions fairly well
 
|-
 
| 751&ndash;1249 || (no description)
 
|-
 
| 501&ndash;750 || poor empathy
 
|-
 
| 251&ndash;500 || a very bad sense of empathy
 
|-
 
| 1&ndash;250 || next to no empathy
 
|-
 
| 0 || the utter inability to judge others' emotions
 
|}
 
 
 
===Social awareness===
 
The dwarven median social awareness of 1000 is exactly the human average.
 
 
 
{| class=wikitable style="width:400px;"
 
! Value
 
! Description
 
|-
 
| 2000&ndash;5000 || a shockingly profound feel for social relationships
 
|-
 
| 1750&ndash;1999 || a great feel for social relationships
 
|-
 
| 1500&ndash;1749 || a very good feel for social relationships
 
|-
 
| 1250&ndash;1499 || a good feel for social relationships
 
|-
 
| 751&ndash;1249 || (no description)
 
|-
 
| 501&ndash;750 || a meager ability with social relationships
 
|-
 
| 251&ndash;500 || a poor ability to manage or understand social relationships
 
|-
 
| 1&ndash;250 || a lack of understanding of social relationships
 
|-
 
| 0 || an absolute inability to understand social relationships
 
|}
 
 
 
== Skills by soul attribute ==
 
{{SkillsBySoulAttribute}}
 
 
 
== Skills by associated attributes ==
 
 
{| border="1" cellpadding="2" style="border-spacing: 0; border-width: 1px; border-style: solid; text-align:center;"
 
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"
 
! style="text-align:center;" | <br><br><br><br><br><br>Skill
 
{{Rotated-heading|[[#Strength|Strength]]}}
 
{{Rotated-heading|[[#Agility|Agility]]}}
 
{{Rotated-heading|[[#Toughness|Toughness]]}}
 
{{Rotated-heading|[[#Endurance|Endurance]]}}
 
!rowspan="144"|
 
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}
 
{{Rotated-heading|[[#Focus|Focus]]}}
 
{{Rotated-heading|[[#Willpower|Willpower]]}}
 
{{Rotated-heading|[[#Creativity|Creativity]]}}
 
{{Rotated-heading|[[#Intuition|Intuition]]}}
 
{{Rotated-heading|[[#Patience|Patience]]}}
 
{{Rotated-heading|[[#Memory|Memory]]}}
 
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}
 
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}
 
{{Rotated-heading|[[#Musicality|Musicality]]}}
 
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}
 
{{Rotated-heading|[[#Empathy|Empathy]]}}
 
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}
 
|-style="background:#f5f5f5;"
 
| [[Miner]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||
 
|-
 
| [[Wood cutter]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Carpenter]] || {{X|A}} || {{X|B}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||
 
|-
 
| [[Engraver]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Mason]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||
 
|-
 
| [[Animal trainer]] || || {{X|A}} || {{X|B}} || {{X|C}} || || || || || {{X|C}} || {{X|B}} || || || || || || {{X|A}} ||
 
|-style="background:#f5f5f5;"
 
| [[Animal caretaker]] || || {{X|A}} || || || {{X|A}} || || || || || || {{X|B}} || || || || || {{X|C}} ||
 
|-
 
| [[Fish dissector]] || || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Animal dissector]] || || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||
 
|-
 
| [[Fish cleaner]] || || {{X|A}} || || {{X|B}} || || || || || || || || || || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Butcher]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||
 
|-
 
| [[Trapper]] || || {{X|A}} || || || {{X|A}} || || || {{X|B}} || || || || || {{X|C}} || || || ||
 
|-style="background:#f5f5f5;"
 
| [[Tanner]] || || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||
 
|-
 
| [[Weaver]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Brewer]] || {{X|A}} || {{X|B}} || || || || || || || || || || || || || {{X|A}} || ||
 
|-
 
| [[Clothier]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Miller]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||
 
|-
 
| [[Thresher]] || {{X|B}} || {{X|A}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Cheese maker]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|B}} || || || {{X|C}} || || || || || || || {{X|A}} || ||
 
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"
 
! style="text-align:center;" | <br><br><br><br><br><br>Skill
 
{{Rotated-heading|[[#Strength|Strength]]}}
 
{{Rotated-heading|[[#Agility|Agility]]}}
 
{{Rotated-heading|[[#Toughness|Toughness]]}}
 
{{Rotated-heading|[[#Endurance|Endurance]]}}
 
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}
 
{{Rotated-heading|[[#Focus|Focus]]}}
 
{{Rotated-heading|[[#Willpower|Willpower]]}}
 
{{Rotated-heading|[[#Creativity|Creativity]]}}
 
{{Rotated-heading|[[#Intuition|Intuition]]}}
 
{{Rotated-heading|[[#Patience|Patience]]}}
 
{{Rotated-heading|[[#Memory|Memory]]}}
 
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}
 
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}
 
{{Rotated-heading|[[#Musicality|Musicality]]}}
 
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}
 
{{Rotated-heading|[[#Empathy|Empathy]]}}
 
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}
 
|-style="background:#f5f5f5;"
 
| [[Milker]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||
 
|-
 
| [[Cook]] || || {{X|A}} || || || {{X|B}} || || || {{X|C}} || || || || || || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Planter]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||
 
|-
 
| [[Herbalist]] || || {{X|A}} || || || || || || || || || {{X|B}} || || || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Fisherdwarf]] || {{X|B}} || {{X|A}} || || || || {{X|A}} || || || || {{X|B}} || || || || || {{X|C}} || ||
 
|-
 
| [[Furnace operator]] || {{X|A}} || || {{X|B}} || {{X|C}} || {{X|B}} || || || || || || || || || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Strand extractor]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|B}} || || || || || || || || || || {{X|A}} || ||
 
|-
 
| [[Weaponsmith]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Armorsmith]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||
 
|-
 
| [[Metalsmith]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Gem cutter]] || || {{X|A}} || || || {{X|C}} || || || || || || || || {{X|B}} || || {{X|A}} || ||
 
|-
 
| [[Gem setter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Wood crafter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||
 
|-
 
| [[Stone crafter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Metal crafter]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||
 
|-
 
| [[Glassmaker]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Leatherworker]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||
 
|-
 
| [[Bone carver]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Axeman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||
 
|-
 
| [[Swordsman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||
 
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"
 
! style="text-align:center;" | <br><br><br><br><br><br>Skill
 
{{Rotated-heading|[[#Strength|Strength]]}}
 
{{Rotated-heading|[[#Agility|Agility]]}}
 
{{Rotated-heading|[[#Toughness|Toughness]]}}
 
{{Rotated-heading|[[#Endurance|Endurance]]}}
 
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}
 
{{Rotated-heading|[[#Focus|Focus]]}}
 
{{Rotated-heading|[[#Willpower|Willpower]]}}
 
{{Rotated-heading|[[#Creativity|Creativity]]}}
 
{{Rotated-heading|[[#Intuition|Intuition]]}}
 
{{Rotated-heading|[[#Patience|Patience]]}}
 
{{Rotated-heading|[[#Memory|Memory]]}}
 
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}
 
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}
 
{{Rotated-heading|[[#Musicality|Musicality]]}}
 
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}
 
{{Rotated-heading|[[#Empathy|Empathy]]}}
 
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}
 
|-style="background:#f5f5f5;"
 
| [[Knife user]] || {{X|B}} || {{X|A}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||
 
|-
 
| [[Maceman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Hammerman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||
 
|-
 
| [[Spearman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Crossbowman]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||
 
|-
 
| [[Shield user]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Armor user]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|B}} || || || || || || || || {{X|A}} || ||
 
|-
 
| [[Siege engineer]] || {{X|A}} || {{X|B}} || || {{X|C}} || {{X|A}} || || || {{X|B}} || || || || || {{X|C}} || || || ||
 
|-style="background:#f5f5f5;"
 
| [[Siege operator]] || {{X|A}} || || {{X|B}} || {{X|C}} || {{X|B}} || {{X|C}} || || || || || || || {{X|A}} || || || ||
 
|-
 
| [[Bowyer]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Pikeman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||
 
|-
 
| [[Lasher]] || {{X|B}} || {{X|A}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Bowman]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||
 
|-
 
| [[Blowgunner]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Thrower]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|A}} || || {{X|B}} || ||
 
|-
 
| [[Mechanic]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|A}} || || || {{X|B}} || || || || || {{X|C}} || || || ||
 
|-style="background:#f5f5f5;"
 
| [[Druid]] || || {{X|B}} || {{X|C}} || {{X|A}} || || {{X|C}} || {{X|B}} || || || || || || || || || {{X|A}} ||
 
|-
 
| [[Ambusher]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||
 
|-
 
| [[Wound dresser]] || || {{X|A}} || || || || || || || || || || || {{X|B}} || || {{X|A}} || {{X|C}} ||
 
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"
 
! style="text-align:center;" | <br><br><br><br><br><br>Skill
 
{{Rotated-heading|[[#Strength|Strength]]}}
 
{{Rotated-heading|[[#Agility|Agility]]}}
 
{{Rotated-heading|[[#Toughness|Toughness]]}}
 
{{Rotated-heading|[[#Endurance|Endurance]]}}
 
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}
 
{{Rotated-heading|[[#Focus|Focus]]}}
 
{{Rotated-heading|[[#Willpower|Willpower]]}}
 
{{Rotated-heading|[[#Creativity|Creativity]]}}
 
{{Rotated-heading|[[#Intuition|Intuition]]}}
 
{{Rotated-heading|[[#Patience|Patience]]}}
 
{{Rotated-heading|[[#Memory|Memory]]}}
 
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}
 
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}
 
{{Rotated-heading|[[#Musicality|Musicality]]}}
 
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}
 
{{Rotated-heading|[[#Empathy|Empathy]]}}
 
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}
 
|-style="background:#f5f5f5;"
 
| [[Diagnostician]] || || || || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || ||
 
|-
 
| [[Surgeon]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|B}} || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Bone doctor]] || {{X|B}} || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|B}} || || {{X|A}} || ||
 
|-
 
| [[Suturer]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|B}} || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Crutch-walker]] || || {{X|A}} || || {{X|B}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||
 
|-
 
| [[Wood burner]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Lye maker]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||
 
|-
 
| [[Soaper]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Potash maker]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||
 
|-
 
| [[Dyer]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Pump operator]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|B}} || || || || || || || || {{X|A}} || ||
 
|-
 
| [[Swimmer]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Persuader]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}
 
|-
 
| [[Negotiator]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}
 
|-style="background:#f5f5f5;"
 
| [[Judge of intent]] || || || || || || || || || {{X|C}} || || || || || || || {{X|A}} || {{X|B}}
 
|-
 
| [[Appraiser]] || || || || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || ||
 
|-style="background:#f5f5f5;"
 
| [[Organizer]] || || || || || {{X|A}} || || || {{X|C}} || || || || || || || || || {{X|B}}
 
|-
 
| [[Record keeper]] || || || || || {{X|A}} || {{X|C}} || || || || || {{X|B}} || || || || || ||
 
|-style="background:#f5f5f5;"
 
| [[Liar]] || || || || || || || || {{X|C}} || || || || {{X|A}} || || || || || {{X|B}}
 
|-
 
| [[Intimidator]] || {{X|A}} || {{X|B}} || || || || || || || || || || {{X|A}} || || || {{X|B}} || ||
 
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"
 
! style="text-align:center;" | <br><br><br><br><br><br>Skill
 
{{Rotated-heading|[[#Strength|Strength]]}}
 
{{Rotated-heading|[[#Agility|Agility]]}}
 
{{Rotated-heading|[[#Toughness|Toughness]]}}
 
{{Rotated-heading|[[#Endurance|Endurance]]}}
 
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}
 
{{Rotated-heading|[[#Focus|Focus]]}}
 
{{Rotated-heading|[[#Willpower|Willpower]]}}
 
{{Rotated-heading|[[#Creativity|Creativity]]}}
 
{{Rotated-heading|[[#Intuition|Intuition]]}}
 
{{Rotated-heading|[[#Patience|Patience]]}}
 
{{Rotated-heading|[[#Memory|Memory]]}}
 
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}
 
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}
 
{{Rotated-heading|[[#Musicality|Musicality]]}}
 
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}
 
{{Rotated-heading|[[#Empathy|Empathy]]}}
 
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}
 
|-style="background:#f5f5f5;"
 
| [[Conversationalist]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}
 
|-
 
| [[Comedian]] || || {{X|A}} || || || || || || {{X|B}} || || || || {{X|A}} || || || {{X|C}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Flatterer]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}
 
|-
 
| [[Consoler]] || || || || || || || || || || || || {{X|B}} || || || || {{X|A}} || {{X|C}}
 
|-style="background:#f5f5f5;"
 
| [[Pacifier]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}
 
|-
 
| [[Tracker]] || || || || || {{X|A}} || || || || {{X|B}} || || || || {{X|C}} || || || ||
 
|-style="background:#f5f5f5;"
 
| [[Student]] || || || || || {{X|B}} || {{X|C}} || || || || || {{X|A}} || || || || || ||
 
|-
 
| [[Concentration]] || || || || || || {{X|A}} || {{X|C}} || || || {{X|B}} || || || || || || ||
 
|-style="background:#f5f5f5;"
 
| [[Discipline]] || || || || || || {{X|B}} || {{X|A}} || || || || || || || || || ||
 
|-
 
| [[Observer]] || || || || || || {{X|B}} || || || {{X|C}} || || || || {{X|A}} || || || ||
 
|-style="background:#f5f5f5;"
 
| [[Wordsmith]] || || || || || || || || {{X|B}} || {{X|C}} || || || {{X|A}} || || || || ||
 
|-
 
| [[Writer]] || || || || || || || || {{X|B}} || {{X|C}} || || || {{X|A}} || || || || ||
 
|-style="background:#f5f5f5;"
 
| [[Poet]] || || || || || || || || {{X|B}} || {{X|C}} || || || {{X|A}} || || || || ||
 
|-
 
| [[Reader]] || || || || || || {{X|B}} || || || || || {{X|C}} || {{X|A}} || || || || ||
 
|-style="background:#f5f5f5;"
 
| [[Speaker]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}
 
|-
 
| [[Coordination]] || || {{X|A}} || || || || || || || || || || || {{X|B}} || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Balance]] || {{X|B}} || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||
 
|-
 
| [[Leader]] || || || || || || || || || || || || {{X|C}} || || || || {{X|A}} || {{X|B}}
 
|-style="background:#f5f5f5;"
 
| [[Teacher]] || || || || || || || || || || || || {{X|C}} || || || || {{X|A}} || {{X|B}}
 
|-
 
| [[Fighter]] || {{X|B}} || {{X|A}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||
 
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"
 
! style="text-align:center;" | <br><br><br><br><br><br>Skill
 
{{Rotated-heading|[[#Strength|Strength]]}}
 
{{Rotated-heading|[[#Agility|Agility]]}}
 
{{Rotated-heading|[[#Toughness|Toughness]]}}
 
{{Rotated-heading|[[#Endurance|Endurance]]}}
 
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}
 
{{Rotated-heading|[[#Focus|Focus]]}}
 
{{Rotated-heading|[[#Willpower|Willpower]]}}
 
{{Rotated-heading|[[#Creativity|Creativity]]}}
 
{{Rotated-heading|[[#Intuition|Intuition]]}}
 
{{Rotated-heading|[[#Patience|Patience]]}}
 
{{Rotated-heading|[[#Memory|Memory]]}}
 
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}
 
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}
 
{{Rotated-heading|[[#Musicality|Musicality]]}}
 
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}
 
{{Rotated-heading|[[#Empathy|Empathy]]}}
 
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}
 
|-style="background:#f5f5f5;"
 
| [[Archer]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||
 
|-
 
| [[Wrestler]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Biter]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||
 
|-
 
| [[Striker]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Kicker]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||
 
|-
 
| [[Dodger]] || || {{X|A}} || {{X|B}} || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Misc. object user]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||
 
|-
 
| [[Knapper]] || {{X|B}} || {{X|A}} || || || {{X|B}} || || || || || || || || {{X|A}} || || {{X|C}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Tactician]] || || || || || {{X|A}} || || || {{X|B}} || {{X|C}} || || || || || || || ||
 
|-
 
| [[Shearer]] || {{X|B}} || {{X|A}} || || {{X|C}} || || || || || || || || || {{X|B}} || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Spinner]] || {{X|B}} || {{X|A}} || || {{X|C}} || || || || || || || || || {{X|B}} || || {{X|A}} || ||
 
|-
 
| [[Potter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Glazer]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||
 
|-
 
| [[Presser]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Beekeeper]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|A}} || || || || || || || || {{X|B}} || || {{X|C}} || ||
 
|-
 
| [[Wax worker]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Climber]] || {{X|B}} || {{X|C}} || || {{X|A}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||
 
|-
 
| [[Gelder]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Dancer]] || {{X|C}} || {{X|A}} || || {{X|B}} || || || || || || || || || {{X|B}} || {{X|C}} || {{X|A}} || ||
 
|-
 
| [[Musician]] || || || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||
 
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"
 
! style="text-align:center;" | <br><br><br><br><br><br>Skill
 
{{Rotated-heading|[[#Strength|Strength]]}}
 
{{Rotated-heading|[[#Agility|Agility]]}}
 
{{Rotated-heading|[[#Toughness|Toughness]]}}
 
{{Rotated-heading|[[#Endurance|Endurance]]}}
 
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}
 
{{Rotated-heading|[[#Focus|Focus]]}}
 
{{Rotated-heading|[[#Willpower|Willpower]]}}
 
{{Rotated-heading|[[#Creativity|Creativity]]}}
 
{{Rotated-heading|[[#Intuition|Intuition]]}}
 
{{Rotated-heading|[[#Patience|Patience]]}}
 
{{Rotated-heading|[[#Memory|Memory]]}}
 
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}
 
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}
 
{{Rotated-heading|[[#Musicality|Musicality]]}}
 
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}
 
{{Rotated-heading|[[#Empathy|Empathy]]}}
 
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}
 
|-style="background:#f5f5f5;"
 
| [[Singer]] || || || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||
 
|-
 
| [[Keyboardist]] || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||
 
|-style="background:#f5f5f5;"
 
| [[Stringed instrumentalist]] || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||
 
|-
 
| [[Wind instrumentalist]] || || {{X|A}} || || {{X|B}} || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||
 
|-style="background:#f5f5f5;"
 
| [[Percussionist]] || {{X|C}} || {{X|A}} || || {{X|B}} || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||
 
|-
 
| [[Critical thinker]] || || || || || {{X|A}} || || || || || || || || || || || ||
 
|-style="background:#f5f5f5;"
 
| [[Logician]] || || || || || {{X|A}} || || || || || || || || || || || ||
 
|-
 
| [[Mathematician]] || || || || || {{X|A}} || || || || || || {{X|C}} || || {{X|B}} || || || ||
 
|-style="background:#f5f5f5;"
 
| [[Astronomer]] || || || || || {{X|A}} || || || || || || {{X|C}} || || {{X|B}} || || || ||
 
|-
 
| [[Chemist]] || || || || || {{X|A}} || {{X|B}} || || || || || {{X|C}} || || || || || ||
 
|-style="background:#f5f5f5;"
 
| [[Geographer]] || || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || || || ||
 
|-
 
| [[Optics engineer]] || || || || || {{X|B}} || {{X|C}} || || || || || || || {{X|A}} || || || ||
 
|-style="background:#f5f5f5;"
 
| [[Fluid engineer]] || || || || || {{X|B}} || {{X|C}} || || || || || || || {{X|A}} || || || ||
 
|-
 
| [[Papermaker]] || {{X|A}} || {{X|B}} || || || || || || || || || || || {{X|B}} || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
| [[Bookbinder]] || || {{X|A}} || || || || || || || || || || || {{X|A}} || || {{X|B}} || ||
 
|-
 
| [[Schemer]] || || || || || || || || {{X|C}} || {{X|B}} || || || || || || || || {{X|A}}
 
|-style="background:#f5f5f5;"
 
| [[Rider]] || || {{X|A}} || || || || || {{X|C}} || || || || || || || || {{X|A}} || {{X|B}} ||
 
|}
 
 
 
Notes:
 
*Skills have both Primary attributes (labeled "A") and Secondary attributes (labeled "B" and "C"). Primary attributes give a bonus for every 100 points, while secondary attributes give a bonus for every 250 points.
 
*Spatial Sense and Kinesthetic Sense are almost everywhere
 
*Nothing trains Disease Resistance or Recuperation
 
*Intimidator and Comedian, both social skills, raise Agility. Dwarven comedy is slapstick/clowning, not stand-up.
 
*Student skill doesn't boost skill gain except for teacher-student relations in a barracks
 
*Choose high-volume labors that train useful attributes for militia day-jobs/bootcamp
 
*Fishing, Siege Operating, and Record Keeping are useful for marksdwarves as they train the Focus attribute
 
*Hunting (ambusher/sneak) has identical attribute gain to Crossbow and Archer skills
 
 
 
===Attributes trained by skills===
 
'''''Strength''''':
 
:'''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
 
:'''Secondary''': Thresher, Cheese maker, Fisherdwarf, Strand extractor, Knife user, Lasher, Mechanic, Bone doctor, Balance, Fighter, Knapper, Shearer, Spinner, Beekeeper, Climber, Dancer, Percussionist
 
 
 
'''''Agility''''':
 
:'''Primary''': Engraver, Animal trainer, Animal caretaker, Fish dissector, Animal dissector, Fish cleaner, Trapper, Tanner, Weaver, 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
 
:'''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
 
 
 
'''''Toughness''''':
 
:'''Primary''': ''none''
 
:'''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
 
 
 
'''''Endurance''''':
 
:'''Primary''': Druid, Climber
 
:'''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
 
 
 
'''''Disease Resistance''''':
 
:Nothing!
 
 
 
'''''Recuperation''''':
 
:Nothing!
 
 
 
'''''Analytical Ability''''':
 
:'''Primary''': Animal caretaker, Trapper, Siege engineer, Mechanic, Diagnostician, Appraiser, Organizer, Record keeper, Tracker, Tactician, Beekeeper, Critical thinker, Logician, Mathematician, Astronomer, Chemist
 
:'''Secondary''': Cheese maker, Cook, Furnace operator, Strand extractor, Gem cutter, Siege operator, Student, Knapper, Geographer, Optics engineer, Fluid engineer
 
 
 
'''''Focus''''':
 
:'''Primary''': Fisherdwarf, Concentration
 
:'''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
 
 
 
'''''Willpower''''':
 
:'''Primary''': Discipline
 
:'''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
 
 
 
'''''Creativity''''':
 
:'''Primary''': ''none''
 
:'''Secondary''': Carpenter, Engraver, Mason, Trapper, Weaver, 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
 
 
 
'''''Intuition''''':
 
:'''Primary''': ''none''
 
:'''Secondary''': Animal trainer, Diagnostician, Judge of Intent, Appraiser, Tracker, Observer, Wordsmith, Writer, Poet, Tactician, Schemer
 
 
 
'''''Patience''''':
 
:'''Primary''': ''none''
 
:'''Secondary''': Animal trainer, Fisherdwarf, Concentration
 
 
 
'''''Memory''''':
 
:'''Primary''': Student
 
:'''Secondary''': Animal caretaker, Herbalist, Diagnostician, Appraiser, Record keeper, Reader, Mathematician, Astronomer, Chemist, Geographer
 
 
 
'''''Linguistic Ability''''':
 
:'''Primary''': Persuader, Negotiator, Liar, Intimidator, Conversationalist, Comedian, Flatterer, Pacifier, Wordsmith, Writer, Poet, Reader, Speaker
 
:'''Secondary''': Consoler, Leader, Teacher
 
 
 
'''''Spatial Sense''''':
 
:'''Primary''': Crossbowman, Siege operator, Bowman, Blowgunner, Ambusher, Observer, Archer, Knapper, Geographer, Optics engineer, Fluid engineer, Bookbinder
 
:'''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
 
 
 
'''''Musicality''''':
 
:'''Primary''': Musician, Singer, Keyboardist, Stringed instrumentalist, Wind instrumentalist, Percussionist
 
:'''Secondary''': Dancer
 
 
 
'''''Kinesthetic Sense''''':
 
:'''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
 
:'''Secondary''': Fisherdwarf, Crossbowman, Bowman, Blowgunner, Thrower, Ambusher, Intimidator, Comedian, Archer, Knapper, Beekeeper, Bookbinder
 
 
 
'''''Empathy''''':
 
:'''Primary''': Animal trainer, Druid, Judge of intent, Consoler, Leader, Teacher
 
:'''Secondary''': Animal caretaker, Wound dresser, Persuader, Negotiator, Conversationalist, Flatterer, Pacifier, Speaker, Rider
 
 
 
'''''Social Awareness''''':
 
:'''Primary''': Schemer
 
:'''Secondary''': Persuader, Negotiator, Judge of intent, Organizer, Liar, Conversationalist, Flatterer, Consoler, Pacifier, Speaker, Leader, Teacher
 
 
 
== Dwarf attributes ==
 
 
 
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.
 
 
 
Focus and Spatial Sense are referred to as "++", or two steps above default. Their range is defined as [700:1200:1400:1500:1600:1800:2500], which sets out six ranges: 700-1200, 1200-1400, etc. Dwarves have an equal chance of dropping into any of these ranges, and an equal probability again of getting any number in that range. So the bottom one-sixth of your dwarves will be really low, the top one-sixth really high, and the two-thirds in the middle huddled around average. This also means that the median and the mean are slightly different: the mean for ++ is 1516.66... while median is 1500.
 
 
 
Strength, Toughness, Analytical Ability, Creativity, Patience, and Memory are +, or one step above default. Their ranges are [450:950:1150:1250:1350:1550:2250], and their mean is 1266.66...
 
 
 
Endurance, Disease Resistance, Recuperation, Intuition, Willpower, Kinesthetic Sense, Linguistic Ability, Musicality, Empathy, and Social Awareness are AVG, or the default. Their ranges are not specified in the raws, but they are [200:700:900:1000:1100:1300:2000] for Physical and [200:800:900:1000:1100:1300:2000] for Mental.
 
 
 
Agility is "-", the only attribute to be below default. Its ranges are [150:600:800:900:1000:1100:1500], mean 862.5, median 900.
 
 
 
== Training attributes ==
 
 
 
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 labor is completed). 
 
 
 
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.
 
 
 
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.
 
 
 
Attributes are capped in Adventure mode and probably also in fortress 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).
 
attribute_cap = starting_value + max {starting_value, median}. But this is correct only if the starting attribute is equal or lower than the median one. Otherwise, the cap is just 2x starting attribute.
 
 
 
The speed of learning attributes is governed by "cost to improve" 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 labor 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.
 
 
 
==Standard ranges==
 
 
 
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.
 
 
 
{|
 
|[0:0:0:0:0:0:0]                    || unattainable
 
 
|-
 
|-
|[0:100:200:300:400:450:500]        || ---
+
| Theft
 +
| Serious punishment
 +
| Reprimand
 +
| Serious punishment
 +
| Personal matter
 +
| N/A
 
|-
 
|-
|[0:400:600:750:800:900:1100]        || --
+
| Assault
 +
| Serious punishment
 +
| Exile
 +
| Serious punishment
 +
| Personal matter
 +
| Personal matter
 
|-
 
|-
|[150:600:800:900:1000:1100:1500]    || -
+
| Slavery
 +
| Capital punishment
 +
| Exile
 +
| Acceptable
 +
| Personal matter
 +
| Unthinkable
 
|-
 
|-
|[200:700:900:1000:1100:1300:2000]  || Default
+
| Eating sapients
 +
| Unthinkable
 +
| Unthinkable
 +
| Unthinkable
 +
| Personal matter
 +
| Unthinkable
 
|-
 
|-
|[450:950:1150:1250:1350:1550:2250]  || +
+
| Eating sapients (that have been killed in battle)
 +
| Unthinkable
 +
| Acceptable
 +
| Unthinkable
 +
| Personal matter
 +
| Unthinkable
 
|-
 
|-
|[700:1200:1400:1500:1600:1800:2500] || ++
+
| Making a trophy from a corpse of the same race
 +
| Appalling
 +
| Unthinkable
 +
| Acceptable
 +
| Acceptable
 +
| Unthinkable
 
|-
 
|-
|[1250:1500:1750:2000:2500:3000:5000]|| +++
+
| Making a trophy from a corpse of another sapient race
 +
| Shunned
 +
| Unthinkable
 +
| Acceptable
 +
| Acceptable
 +
| Unthinkable
 
|-
 
|-
|[5000:5000:5000:5000:5000:5000:5000]|| max
+
| Making a trophy from the corpse of an animal
 +
| Acceptable
 +
| Unthinkable
 +
| Acceptable
 +
| Acceptable
 +
| Unthinkable
 
|}
 
|}
  
{{Category|Game mechanics}}
+
{{Category|Modding}}
[[ru:Attribute]]
+
{{Category|Tokens}}
 +
{{Template:V50 entities}}
 +
[[ru:Ethic]]

Revision as of 20:08, 12 February 2026

This article is about the current version of DF.
Note that some content may still need to be updated.


Ethic tags are used in the entity raw files to determine how different civilizations feel about various issues. Relationships between civilizations are based on their ethic responses in relation to each other; similar ethics result in friendship, while conflicting ethics result in animosity. Strongly conflicting ethics often trigger wars during world generation. (In practice, this generally causes elves to declare war on everybody else over killing plants and making trophies, and everybody else to declare war on the elves over the devouring of sapient beings.)

Some ethics also affect fortress mode features, such as justice, or trading. In adventurer mode, ethics can affect the level of conflict (lethal, or no quarter). During world generation, ethics also affect how the entity treats its kills, such as devouring them or making trophies out of them.

Example

In the raw files for entities, ethics appear as follows:

[ETHIC:LYING:PERSONAL_MATTER]

This means that the entity will treat lying as a personal matter - more technically, the value of its LYING ethic is set to PERSONAL_MATTER.

Ethic types

Token Extra Information
 ASSAULT The result of a tantrumming citizen attacking another in fortress mode. Other effects unknown.
 EAT_SAPIENT_KILL This determines if members of the civilization will sometimes devour defeated enemy combatants.
 EAT_SAPIENT_OTHER This includes whether or not a civilization is willing to butcher other sapients. Note that any sapient creature that dies on site will never be butchered by citizens in fortress mode and if butchered in adventure mode the products are inedible and unusable. However this works for offsite behaviors (caravans will deliver products made from sentients, etc.) Also note that if an item doesn't actually come from a sapient creature that died on site (i.e: it was generated as part of a caravan or site) it is usable and edible regardless of ethics.
 KILL_ANIMAL A response of JUSTIFIED_IF_EXTREME_REASON, JUSTIFIED_IF_SELF_DEFENSE, or anything from MISGUIDED to UNTHINKABLE (see below) causes the entity to refuse animal products in trade — namely, materials with [IMPLIES_ANIMAL_KILL]. Animal products sold by caravans will be marked as "grown", which means kosher for their ethics, for example grown leather.
 KILL_ENEMY If REQUIRED, all lethal combat with an enemy who is an enemy of the whole entity will put the creature in no quarter mode.
 KILL_ENTITY_MEMBER If REQUIRED, all lethal combat with an enemy in the same entity will put the creature in no quarter mode. Determines whether and how often entity members will be murdered.
 KILL_NEUTRAL If REQUIRED, all lethal combat with an enemy who is neutral with the entity will put the creature in no quarter mode, and the creature will also demand that strangers identify themselves; it will also greatly increase war aggression in worldgen.
 KILL_PLANT This includes a civilization's position towards wood — any response from MISGUIDED to UNTHINKABLE (see below) causes the entity to refuse wooden objects (except for "grown" wooden objects) in trade, and also prohibits them from bringing caravan wagons. Caravans will sell grown wood objects (if the civ has WOOD_PREF) and even grown non-wood objects but that elves refuse to buy (if the civ uses misc processed wood products).
 LYING Giving false witness reports?[Verify]
 MAKE_TROPHY_ANIMAL This determines whether animal kills will lead to characters with trophies. Historical figures can arrive at your fortress with leather, horn, ivory, tooth, hair, bone or nail jewellery from slain non-sapients, and fortress citizens may put on crafts made from their kills as well.
 MAKE_TROPHY_SAME_RACE This determines whether kills of one's own race will lead to characters with trophies. Historical figures can arrive at your fortress with leather, tooth, hair, bone or nail jewellery from their race. Example: a goblin with a -goblin tooth ring-.
 MAKE_TROPHY_SAPIENT This determines whether kills of other sapients will lead to characters with trophies - as previously, but regarding other races, including INTELLIGENT.
 OATH_BREAKING The result of a citizen violating noble mandates in fortress mode. Other effects unknown.
 SLAVERY Civilization will enslave defeated enemies and bring them back to their site. Also affects whether you may trade caged sapient beings to merchants. Aside from diplomacy, higher/lower values don't seem to affect anything beyond if a civilization is willing to take slaves at all.[Verify]
 THEFT This determines whether the civilization will try to steal goods and how it will respond when stolen from.[Verify]
 TORTURE_ANIMALS Determines if the civilization will kill all animals of the conquered site, or preserve them for further use.
 TORTURE_AS_EXAMPLE Civilization will sometimes execute non-combatants after defeating enemy defenders.
 TORTURE_FOR_FUN
 TORTURE_FOR_INFORMATION
 TREASON Protects position-holders from being murdered like everyone else – the reason that demon overlords of goblins manage to live for centuries, despite goblins' regard of killing each other as being a personal matter.
 TRESPASSING Ignoring burrow restrictions[Verify]
 VANDALISM The result of a tantruming citizen breaking furniture in fortress mode. Other effects unknown.

Ethic values

As used internally (see below), roughly in order of acceptability:

Num Token
0  NOT_APPLICABLE
1  ACCEPTABLE
2  PERSONAL_MATTER
3  JUSTIFIED_IF_NO_REPERCUSSIONS
4  JUSTIFIED_IF_GOOD_REASON
5  JUSTIFIED_IF_EXTREME_REASON
6  JUSTIFIED_IF_SELF_DEFENSE
7  ONLY_IF_SANCTIONED
8  MISGUIDED
9  SHUN
10  APPALLING
11  PUNISH_REPRIMAND
12  PUNISH_SERIOUS Will result in either a beating or a month in prison. See: Justice#Punishments
13  PUNISH_EXILE Mentioning in history: "...after being exiled following a criminal conviction."
14  PUNISH_CAPITAL Will result in either 8 months in prison or 50 hammerstrikes. See: Justice#Punishments
15  UNTHINKABLE
16  REQUIRED


Ethic value numbers in relation to each other

The following table describes how entities respond to other cultures, with the observer on the vertical axis and their target on the horizontal axis. If an entity's accumulated animosity towards another passes a certain threshold (determined by the ruler's personality) then it will run a risk-assessment check. If passed, this will lead to a declaration of war.

In general, entities react much more strongly to actions that violate their taboos than to the outlawing of their customs in other civilisations. For example, Civ A finds slavery Acceptable, but Civ B considers it a Capital Offence.

  • Civ A will consider Civ B most unreasonable (−5) for executing people over such a non-issue.
  • Civ B will be shocked and disgusted (−15) that Civ A engages in such a debased activity.
  • The end result is mutual negativity. However, Civ B is 3× more offended, and much more likely to go to war over the issue — assuming, of course, they think they have a chance of winning.
  TARGET
Accept. Personal Reperc. Good Extreme Self-Def. Sanct. Misguid. Shun Appall. Reprim. Serious Exile Capital Unthink. Req.
OBSERVER      Acceptable +1 +1 +1 0 0 0 0 −1 −2 −2 −2 −3 −5 −5 −2 +1
Personal +1 +1 +1 0 0 0 0 −1 −2 −2 −2 −3 −5 −5 −2 +1
No Reperc. +1 +1 +1 0 0 0 0 −1 −2 −2 −2 −3 −5 −5 −2 +1
Good Reas. 0 0 0 +2 +1 0 0 0 −1 −1 −1 −1 −1 −1 −1 0
Extreme Reas. −1 −1 0 +1 +2 0 0 0 −1 −1 −1 −1 −1 −1 −1 −1
Self-Defence −2 −2 −1 0 +1 +2 0 0 0 −1 −1 −1 −1 −1 −1 −2
Sanctioned −2 −2 −1 0 +1 0 +2 0 0 −1 −1 −1 −1 −1 −1 −2
Misguided −1 −1 0 0 0 0 0 +2 +1 +1 +1 0 0 −1 +1 −1
Shun −1 −1 0 0 0 0 0 +1 +2 +1 +1 0 0 −1 +1 −1
Appalling −5 −5 −3 −2 −1 −1 −2 +1 +1 +2 +1 +1 +1 0 +1 −5
Reprimand −5 −5 −3 −2 −1 −1 −2 +1 +1 +1 +2 +1 +1 0 +1 −5
Serious −10 −10 −7 −3 −2 −2 −3 0 +1 +1 0 +2 +1 +1 +1 −10
Exile −10 −10 −7 −3 −2 −2 −3 0 +1 +1 0 +1 +2 +1 +1 −10
Capital −15 −15 −10 −5 −3 −3 −5 0 0 +1 0 +1 +1 +2 +1 −15
Unthinkable −15 −15 −10 −5 −3 −3 −5 0 +1 +1 0 +1 +1 +1 +2 −15
Required +1 +1 +1 0 0 0 0 −1 −2 −2 −2 −3 −5 −5 −2 +1

All above info was collected and interpreted from the data given by Toady himself at [1].

Ethics of vanilla civilizations

Animal people currently have the same ethics as kobolds.

Issue Mountain
(dwarf)
Forest
(elf)
Plains
(human)
Evil
(goblin)
Skulking
(kobold)
Killing member of the same entity Capital punishment Justified with extreme reason Justified with good reason Personal matter Exile
Killing neutral sapient Only if sanctioned Acceptable Justified if no repercussions Required Required
Killing enemy Acceptable Acceptable Acceptable Required Required
Killing animal Acceptable Justified in self-defence Acceptable Acceptable Acceptable
Killing plant Acceptable Unthinkable Acceptable Acceptable Acceptable
Torture as example Unthinkable Acceptable Acceptable Acceptable Unthinkable
Torture for information Unthinkable Misguided Acceptable Acceptable N/A
Torture for fun Unthinkable Unthinkable Appalling Acceptable Acceptable
Torture of animals Unthinkable Unthinkable Shunned Acceptable Unthinkable
Treason Capital punishment Exile Capital punishment Capital punishment Unthinkable
Oathbreaking Capital punishment Exile Capital punishment Personal matter N/A
Lying Personal matter Exile Personal matter Personal matter N/A
Vandalism Serious punishment Reprimand Serious punishment Personal matter N/A
Trespassing Serious punishment Reprimand Serious punishment Personal matter N/A
Theft Serious punishment Reprimand Serious punishment Personal matter N/A
Assault Serious punishment Exile Serious punishment Personal matter Personal matter
Slavery Capital punishment Exile Acceptable Personal matter Unthinkable
Eating sapients Unthinkable Unthinkable Unthinkable Personal matter Unthinkable
Eating sapients (that have been killed in battle) Unthinkable Acceptable Unthinkable Personal matter Unthinkable
Making a trophy from a corpse of the same race Appalling Unthinkable Acceptable Acceptable Unthinkable
Making a trophy from a corpse of another sapient race Shunned Unthinkable Acceptable Acceptable Unthinkable
Making a trophy from the corpse of an animal Acceptable Unthinkable Acceptable Acceptable Unthinkable
Groups
Laws
Diplomacy