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Difference between revisions of "40d:Attribute"
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As your dwarves gain [[experience]] in various skills, they also gain '''attribute''' increases. There are three dwarven attributes: Strength, Agility, and Toughness. When a [[dwarf]] gains an attribute increase, an announcement appears: "[Dwarf] is more experienced." Dwarves will not gain attributes if they are doing something that does not involve a skill -- hauling, being stationed on duty (and not in combat), on break, etc. | As your dwarves gain [[experience]] in various skills, they also gain '''attribute''' increases. There are three dwarven attributes: Strength, Agility, and Toughness. When a [[dwarf]] gains an attribute increase, an announcement appears: "[Dwarf] is more experienced." Dwarves will not gain attributes if they are doing something that does not involve a skill -- hauling, being stationed on duty (and not in combat), on break, etc. | ||
Dwarves which attain [[legendary]] skill levels are likely to have one or more attributes at a highly developed level, and will continue to gain attribute increases as they exercise their skill. | Dwarves which attain [[legendary]] skill levels are likely to have one or more attributes at a highly developed level, and will continue to gain attribute increases as they exercise their skill. | ||
− | [[Toady]] has stated that although there is no cap on attribute increases, after the fifth increase they are still displayed as 'Ultra-Mighty' 'Perfectly Agile' or 'Superdwarvenly Tough', so an attribute gain message without a change in displayed attributes is possible. | + | [[Main:Toady|Toady]] has stated that although there is no cap on attribute increases, after the fifth increase they are still displayed as 'Ultra-Mighty' 'Perfectly Agile' or 'Superdwarvenly Tough', so an attribute gain message without a change in displayed attributes is possible. |
==The 3 attributes== | ==The 3 attributes== | ||
Line 18: | Line 19: | ||
* Mighty | * Mighty | ||
* Ultra-Mighty | * Ultra-Mighty | ||
+ | |||
+ | The following jobs determine their speed based on strength: | ||
+ | * Mining (dig, carve staircase, carve ramp, dig channel, remove stairs) | ||
+ | * Wood cutting | ||
+ | * Farming jobs (planting seeds, harvesting crops, fertilizing fields, gathering shrubs, processing plants to thread or barrel, milling, milking) | ||
+ | * Furniture crafting ([[door]]s, [[floodgate]]s, [[bed]]s, [[chair]]s, [[coffin]]s, [[table]]s, [[chest]]s, [[bin]]s, [[armor stand]]s, [[weapon rack]]s, [[cabinet]]s, [[statue]]s, [[cage]]s, [[barrel]]s, [[window]]s, pipe sections, hatch covers, querns, millstones) | ||
+ | * Finished good crafting (weapons, anvils, siege engine parts, armor, helms, pants, gloves, shoes, shields, flasks, goblets, instruments, toys, animal traps, buckets, ammo, backpacks, quivers, trap components, siege ammo, | ||
+ | * Misc. crafting ([[blocks]], dyeing, studding with metal) | ||
+ | * Furnace jobs ([[raw glass]], smelting [[ore]]s, [[melt]]ing items, charcoal, ash, custom reactions) | ||
+ | * Animal processing (butchering, tanning leather, rendering fat) | ||
+ | * Animal handling (caging and uncaging, chaining and unchaining, leading creatures, pitting creatures) | ||
+ | * Other jobs | ||
+ | ** Loading siege engines | ||
+ | ** Cleaning jammed traps | ||
+ | ** Removing [[construction]]s | ||
+ | ** Filling [[waterskin]]s | ||
+ | ** Filling ponds | ||
+ | ** Filling and draining aquariums | ||
+ | ** Recovering wounded, giving food and water | ||
=== Agile === | === Agile === | ||
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*Perfectly Agile -- speed 1818 | *Perfectly Agile -- speed 1818 | ||
− | The "speed" values are what is shown in [[ | + | The "speed" values are what is shown in [[Adventurer mode]]. If you choose to modify the game to make dwarves faster, you must use numbers lower than 1000 (e.g., [SPEED:700]) in the raws. See [[speed]] for more details. |
+ | |||
+ | The following jobs determine their speed based on agility: | ||
+ | * Stone detailing (smoothing, engraving, carving fortifications) | ||
+ | * Loading [[trap]]s | ||
+ | * Linking buildings to triggers | ||
+ | * Fishing jobs (fishing, cleaning fish, catching live fish, extracting from fish) | ||
+ | * Trapping (baiting traps, catching live vermin, extracting from vermin, recovering pet vermin) | ||
+ | * Farming jobs (making cheese, processsing plants to bags or vials, extracting from plants, brewing, cooking meals) | ||
+ | * Jeweling (cutting gems or glass, encrusting goods with gems or glass) | ||
+ | * Processing (making lye, potash, pearlash, soap, extracting strands) | ||
+ | * Crafting (crafts, coins, chains, totems, mechanisms, weaving cloth, decorating items, sewing images) | ||
+ | * Managing work orders | ||
=== Tough === | === Tough === | ||
− | Makes a dwarf both harder to injure and capable of making more combat moves before getting tired. | + | Makes a dwarf both harder to injure and capable of making more combat moves before getting tired. Increases the time before a dwarf succumbs to suffocation and drowning. Reduces the chance of falling unconscious due to pain. Also decreases the amount of bedrest needed to heal from wounds. |
The levels of toughness are: | The levels of toughness are: | ||
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Races other than dwarves will have different race-appropriate descriptors for the top toughness level (Superhumanly, Superelvenly, or Supergoblinly). | Races other than dwarves will have different race-appropriate descriptors for the top toughness level (Superhumanly, Superelvenly, or Supergoblinly). | ||
+ | The following jobs determine their speed based on toughness: | ||
+ | * Collecting sand | ||
+ | * Taming animals | ||
+ | * Training animals for hunting or war | ||
== Increasing attributes == | == Increasing attributes == | ||
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This presumably keeps going, following the formula: Y=1750X+250X<sup>2</sup> (Experience needed = 1750*level + 250*level squared) | This presumably keeps going, following the formula: Y=1750X+250X<sup>2</sup> (Experience needed = 1750*level + 250*level squared) | ||
− | + | {{Category|Dwarves}} |
Latest revision as of 13:30, 12 June 2024
This article is about an older version of DF. |
As your dwarves gain experience in various skills, they also gain attribute increases. There are three dwarven attributes: Strength, Agility, and Toughness. When a dwarf gains an attribute increase, an announcement appears: "[Dwarf] is more experienced." Dwarves will not gain attributes if they are doing something that does not involve a skill -- hauling, being stationed on duty (and not in combat), on break, etc.
Dwarves which attain legendary skill levels are likely to have one or more attributes at a highly developed level, and will continue to gain attribute increases as they exercise their skill.
Toady has stated that although there is no cap on attribute increases, after the fifth increase they are still displayed as 'Ultra-Mighty' 'Perfectly Agile' or 'Superdwarvenly Tough', so an attribute gain message without a change in displayed attributes is possible.
The 3 attributes[edit]
Strong[edit]
Allows a dwarf to carry heavy objects without being slowed, and (presumably) increases damage. In adventure mode, having a higher level of strength will enable you to pull your weapons out of a wound in which they have been stuck with a lower chance of losing hold of it. It also increases your chance of successful wrestling moves (i.e. pulling a sword out of a kobold's hand).
The levels of strength are:
- (No indicator - base strength)
- Strong
- Very Strong
- Extremely Strong
- Mighty
- Ultra-Mighty
The following jobs determine their speed based on strength:
- Mining (dig, carve staircase, carve ramp, dig channel, remove stairs)
- Wood cutting
- Farming jobs (planting seeds, harvesting crops, fertilizing fields, gathering shrubs, processing plants to thread or barrel, milling, milking)
- Furniture crafting (doors, floodgates, beds, chairs, coffins, tables, chests, bins, armor stands, weapon racks, cabinets, statues, cages, barrels, windows, pipe sections, hatch covers, querns, millstones)
- Finished good crafting (weapons, anvils, siege engine parts, armor, helms, pants, gloves, shoes, shields, flasks, goblets, instruments, toys, animal traps, buckets, ammo, backpacks, quivers, trap components, siege ammo,
- Misc. crafting (blocks, dyeing, studding with metal)
- Furnace jobs (raw glass, smelting ores, melting items, charcoal, ash, custom reactions)
- Animal processing (butchering, tanning leather, rendering fat)
- Animal handling (caging and uncaging, chaining and unchaining, leading creatures, pitting creatures)
- Other jobs
- Loading siege engines
- Cleaning jammed traps
- Removing constructions
- Filling waterskins
- Filling ponds
- Filling and draining aquariums
- Recovering wounded, giving food and water
Agile[edit]
Speeds many tasks undertaken by a dwarf, including movement, combat, digging. (Does not speed "workshop" related tasks.[Verify])
The levels of agility are:
- (No indicator - base agility) -- speed 1000
- Agile -- speed 1098
- Very Agile -- speed 1219
- Extremely Agile -- speed 1369
- Unbelievably Agile -- speed 1562
- Perfectly Agile -- speed 1818
The "speed" values are what is shown in Adventurer mode. If you choose to modify the game to make dwarves faster, you must use numbers lower than 1000 (e.g., [SPEED:700]) in the raws. See speed for more details.
The following jobs determine their speed based on agility:
- Stone detailing (smoothing, engraving, carving fortifications)
- Loading traps
- Linking buildings to triggers
- Fishing jobs (fishing, cleaning fish, catching live fish, extracting from fish)
- Trapping (baiting traps, catching live vermin, extracting from vermin, recovering pet vermin)
- Farming jobs (making cheese, processsing plants to bags or vials, extracting from plants, brewing, cooking meals)
- Jeweling (cutting gems or glass, encrusting goods with gems or glass)
- Processing (making lye, potash, pearlash, soap, extracting strands)
- Crafting (crafts, coins, chains, totems, mechanisms, weaving cloth, decorating items, sewing images)
- Managing work orders
Tough[edit]
Makes a dwarf both harder to injure and capable of making more combat moves before getting tired. Increases the time before a dwarf succumbs to suffocation and drowning. Reduces the chance of falling unconscious due to pain. Also decreases the amount of bedrest needed to heal from wounds.
The levels of toughness are:
- (No indicator - base toughness)
- Tough
- Very Tough
- Extremely Tough
- Unbelievably Tough
- Superdwarvenly Tough
Races other than dwarves will have different race-appropriate descriptors for the top toughness level (Superhumanly, Superelvenly, or Supergoblinly).
The following jobs determine their speed based on toughness:
- Collecting sand
- Taming animals
- Training animals for hunting or war
Increasing attributes[edit]
Attribute increases are based on total experience gained across all skills, and are not connected to the attainment of specific skill levels.
The specific attribute gained is selected randomly, and specific skills have no relationship to which attributes are gained - any skill can bestow any attribute equally.
Dwarves with a single skill will get their first attribute between Competent and Skilled, their second when reaching Talented, a third between Expert and Professional, a fourth when reaching Great, and a fifth between High Master and Grand Master. Further increases can happen after Legendary.
There are several good guides at how to quickly level up your dwarves in the military section, most notably the Sparring article and the Cross-training article.
|
|
This presumably keeps going, following the formula: Y=1750X+250X2 (Experience needed = 1750*level + 250*level squared)