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

Difference between revisions of "Attribute"

From Dwarf Fortress Wiki
Jump to navigation Jump to search
m (new locations for attribute info in v50)
Line 1,053: Line 1,053:
  
 
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.
 
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 dwarf mode. Those caps are governed by {{token|MENT_ATT_CAP_PERC}} and {{token|PHYS_ATT_CAP_PERC}}. By default the maximum attribute values (barring increases from vampirism and other interactions) are governed by the starting value as well as the median for that caste (that is the middle value in {{token|PHYS_ATT_RANGE}}, for example 1000 for most attributes for dwarves).  
 
Attributes are capped in Adventure mode and probably also in dwarf mode. Those caps are governed by {{token|MENT_ATT_CAP_PERC}} and {{token|PHYS_ATT_CAP_PERC}}. By default the maximum attribute values (barring increases from vampirism and other interactions) are governed by the starting value as well as the median for that caste (that is the middle value in {{token|PHYS_ATT_RANGE}}, for example 1000 for most attributes for dwarves).  

Revision as of 06:11, 7 January 2023

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

Stats icon.png

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.

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):
He is slow to tire and agile, but he is quite susceptible to disease.

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.

Attributes can be viewed for individual dwarves by selecting (view dwarves, z, enter), or by going to the (units menu, view, then enter).

Descriptions

In-game attribute descriptions are calculated based on the difference from the species average. Humans' 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.

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.

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 traits 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 gaits 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.

Value Description
2250–5000 unbelievably strong
2000–2249 mighty
1750–1999 very strong
1500–1749 strong
1001–1499 (no description)
751–1000 weak
501–750 very weak
251–500 unquestionably weak
0–250 unfathomably weak

Agility

This attribute affects the speed of a creature's fast-moving gaits in the same way as strength — 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".

Value Description
1900–5000 amazingly agile
1650–1899 extremely agile
1400–1649 very agile
1150–1399 agile
651–1149 (no description)
401–650 clumsy
151–400 quite clumsy
0–150 totally clumsy
(never displayed) abysmally clumsy

Toughness

Reduces physical damage of all kinds, including bleeding and suffocation. The dwarf median of 1250 is higher than average.

Value Description
2250–5000 basically unbreakable
2000–2249 incredibly tough
1750–1999 quite durable
1500–1749 tough
1001–1499 (no description)
751–1000 flimsy
501–750 very flimsy
251–500 remarkably flimsy
0–250 shockingly fragile

Endurance

Reduces the rate at which dwarves become exhausted, as well as increasing pain tolerance. The dwarven median endurance of 1000 is exactly the human average.

Value Description
2000–5000 absolutely inexhaustible
1750–1999 indefatigable
1500–1749 very slow to tire
1250–1499 slow to tire
751–1249 (no description)
501–750 quick to tire
251–500 very quick to tire
1–250 extremely quick to tire
0 truly quick to tire

Recuperation

Increases the rate of wound healing and reduces fat. The dwarven median recuperation of 1000 is exactly the human average.

Value Description
2000–5000 possessed of amazing recuperative powers
1750–1999 incredibly quick to heal
1500–1749 quite quick to heal
1250–1499 quick to heal
751–1249 (no description)
501–750 slow to heal
251–500 very slow to heal
1–250 really slow to heal
0 shockingly slow to heal

Disease resistance

Reduces the risk of contracting syndromes, 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.

Value Description
2000–5000 virtually never sick
1750–1999 almost never sick
1500–1749 very rarely sick
1250–1499 rarely sick
751–1249 (no description)
501–750 susceptible to disease
251–500 quite susceptible to disease
1–250 really susceptible to disease
0 stunningly susceptible to disease

Skills by body attribute

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 traits where one may prefer higher or lower depending on the situation.

From this post by Toady One:

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.

At the bottom is a list of which attributes affect which skills. This pair of charts provides an easier to read summary of the soul attributes that are useful for doctors and soldiers.

Analytical ability

The dwarven median analytical ability of 1250 is slightly above average.

Value Description
2250–5000 awesome intellectual powers
2000–2249 great analytical abilities
1750–1999 a sharp intellect
1500–1749 a good intellect
1001–1499 (no description)
751–1000 poor analytical abilities
501–750 very bad analytical abilities
251–500 a lousy intellect
0–250 a stunning lack of analytical ability

Focus

The dwarven median focus of 1500 is above average.

Value[Verify] Description
2542–5000 unbreakable focus
2292–2541 a great ability to focus
2042–2291 very good focus
1792–2041 the ability to focus
1293–1791 (no description)
1043–1292 poor focus
793–1042 quite poor focus
543–792 really poor focus
0–542 the absolute inability to focus

Willpower

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.

Value Description
2000–5000 an unbreakable will
1750–1999 an iron will
1500–1749 a lot of willpower
1250–1499 willpower
751–1249 (no description)
501–750 little willpower
251–500 a large deficit of willpower
1–250 next to no willpower
0 absolutely no willpower

Creativity

The dwarven median creativity of 1250 is slightly above the human average.

Value Description
2250–5000 a boundless creative imagination
2000–2249 great creativity
1751–1999 very good creativity
1500–1750 good creativity
1001–1499 (no description)
751–1000 meager creativity
501–750 poor creativity
251–500 lousy creativity
0–250 next to no creative talent

Intuition

The dwarven median intuition of 1000 is exactly the human average.

Value Description
2000–5000 uncanny intuition
1750–1999 great intuition
1500–1749 very good intuition
1250–1499 good intuition
751–1249 (no description)
501–750 bad intuition
251–500 very bad intuition
1–250 lousy intuition
0 horrible intuition

Patience

Some non-skill tasks are affected by Patience. The dwarven median patience of 1250 is slightly above the human average.

Value Description
2250–5000 absolutely boundless patience
2000–2249 a deep well of patience
1750–1999 a great deal of patience
1500–1749 a sum of patience
1001–1499 (no description)
751–1000 a shortage of patience
501–750 little patience
251–500 very little patience
0–250 no patience at all

Memory

The dwarven median memory of 1250 is slightly above the human average.

Or, at least, that was the case until recently. Elves, Humans, and goblins now have 5000-5000-5000-5000-5000 - completely maxed out by default in the current Steam release (50.04). The poor dwarves are presumably too addled by drink to perform cognitively at that level in front of such a large audience. Or maybe it has something to do with Vitamin D (for Dwarf) deficiency: at present, the only intelligent, civilization-forming creatures without maxed-out memory attributes are the ones who are known to embrace a subterranean existence - kobolds, dwarves, etc. Coincidence? I think not.

Value Description
2250–5000 an astonishing memory
2000–2249 an amazing memory
1750–1999 a great memory
1500–1749 a good memory
1001–1499 (no description)
751–1000 an iffy memory
501–750 a poor memory
251–500 a really bad memory
0–250 little memory to speak of

Linguistic ability

The dwarven median linguistic ability of 1000 is exactly the human average.

Value Description
2000–5000 an astonishing ability with languages and words
1750–1999 a great affinity for language
1500–1749 a natural inclination toward language
1250–1499 a way with words
751–1249 (no description)
501–750 a little difficulty with words
251–500 little linguistic ability
1–250 very little linguistic ability
0 difficulty with words and language

Spatial sense

The dwarven median spatial sense of 1500 is above the human average.

Value Description
2542–5000 a stunning feel for spatial relationships
2292–2541 an amazing spatial sense
2042–2291 a great feel for the surrounding space
1792–2041 a good spatial sense
1293–1791 (no description)
1043–1292 a questionable spatial sense
793–1042 poor spatial senses
543–792 an atrocious spatial sense
0–542 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.

Value Description
2000–5000 an astonishing knack for music
1750–1999 a great musical sense
1500–1749 a natural ability with music
1250–1499 a feel for music
751–1249 (no description)
501–750 an iffy sense for music
251–500 little natural inclination toward music
1–250 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.

Value Description
2000–5000 an astounding feel for the position of [his/her] own body
1750–1999 a great kinesthetic sense
1500–1749 a very good sense of the position of [his/her] own body
1250–1499 a good kinesthetic sense
751–1249 (no description)
501–750 a meager kinesthetic sense
251–500 a poor kinesthetic sense
1–250 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.

Value Description
2000–5000 an absolutely remarkable sense of others' emotions
1750–1999 a great sense of empathy
1500–1749 a very good sense of empathy
1250–1499 an ability to read emotions fairly well
751–1249 (no description)
501–750 poor empathy
251–500 a very bad sense of empathy
1–250 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.

Value Description
2000–5000 a shockingly profound feel for social relationships
1750–1999 a great feel for social relationships
1500–1749 a very good feel for social relationships
1250–1499 a good feel for social relationships
751–1249 (no description)
501–750 a meager ability with social relationships
251–500 a poor ability to manage or understand social relationships
1–250 a lack of understanding of social relationships
0 an absolute inability to understand social relationships

Skills by soul attribute

Skills by associated attributes

If your browser cannot display this table properly, you can view the legacy version.






Skill
Strength Agility Toughness Endurance Analytical Ability Focus Willpower Creativity Intuition Patience Memory Linguistic Ability Spatial Sense Musicality Kinesthetic Sense Empathy Social Awareness
Miner A B C C B A
Wood cutter A B C C B A
Carpenter A B C B A
Engraver A C B A
Mason A B C C B A
Animal trainer A B C C B A
Animal caretaker A A B C
Fish dissector A A
Animal dissector A A
Fish cleaner A B A
Butcher A B C A
Trapper A A B C
Tanner A A
Weaver A C B A
Brewer A B A
Alchemist A A B C
Clothier A C B A
Miller A B C A
Thresher B A C A
Cheese maker B A C B C A






Skill
Strength Agility Toughness Endurance Analytical Ability Focus Willpower Creativity Intuition Patience Memory Linguistic Ability Spatial Sense Musicality Kinesthetic Sense Empathy Social Awareness
Milker A B C A
Cook A B C A
Planter A B C A
Herbalist A B A
Fisherdwarf B A A B C
Furnace operator A B C B A
Strand extractor B A C B A
Weaponsmith A B C C B A
Armorsmith A B C C B A
Metalsmith A B C C B A
Gem cutter A C B A
Gem setter A C B A
Wood crafter A C B A
Stone crafter A C B A
Metal crafter A B C C B A
Glassmaker A B C C B A
Leatherworker A B C C B A
Bone carver A C B A
Axeman A B C B C A
Swordsman A B C B C A






Skill
Strength Agility Toughness Endurance Analytical Ability Focus Willpower Creativity Intuition Patience Memory Linguistic Ability Spatial Sense Musicality Kinesthetic Sense Empathy Social Awareness
Knife user B A C B C A
Maceman A B C B C A
Hammerman A B C B C A
Spearman A B C B C A
Crossbowman A C A B
Shield user A B C B C A
Armor user A B C B A
Siege engineer A B C A B C
Siege operator A B C B C A
Bowyer A C B A
Pikeman A B C B C A
Lasher B A C B C A
Bowman A C A B
Blowgunner A C A B
Thrower A B C C A B
Mechanic B A C A B C
Druid B C A C B A
Ambusher A C A B
Building designer A B C
Wound dresser A B A C






Skill
Strength Agility Toughness Endurance Analytical Ability Focus Willpower Creativity Intuition Patience Memory Linguistic Ability Spatial Sense Musicality Kinesthetic Sense Empathy Social Awareness
Diagnostician A C B
Surgeon A C B A
Bone doctor B A C B A
Suturer A C B A
Crutch-walker A B C B A
Wood burner A B C A
Lye maker A B C A
Soaper A B C A
Potash maker A B C A
Dyer A B C A
Pump operator A B C B A
Swimmer A B C C B A
Persuader A C B
Negotiator A C B
Judge of intent C A B
Appraiser A C B
Organizer A C B
Record keeper A C B
Liar C A B
Intimidator A B A B






Skill
Strength Agility Toughness Endurance Analytical Ability Focus Willpower Creativity Intuition Patience Memory Linguistic Ability Spatial Sense Musicality Kinesthetic Sense Empathy Social Awareness
Conversationalist A C B
Comedian A B A C
Flatterer A C B
Consoler B A C
Pacifier A C B
Tracker A B C
Student B C A
Concentration A C B
Discipline B A
Observer B C A
Wordsmith B C A
Writer B C A
Poet B C A
Reader B C A
Speaker A C B
Coordination A B A
Balance B A A
Leader C A B
Teacher C A B
Fighter B A C C B A






Skill
Strength Agility Toughness Endurance Analytical Ability Focus Willpower Creativity Intuition Patience Memory Linguistic Ability Spatial Sense Musicality Kinesthetic Sense Empathy Social Awareness
Archer A C A B
Wrestler A B C C B A
Biter A B C C B A
Striker A B C C B A
Kicker A B C C B A
Dodger A B C C B A
Misc. object user A B C C B A
Knapper B A B A C
Tactician A B C
Shearer B A C B A
Spinner B A C B A
Potter A C B A
Glazer A C B A
Presser A B C A
Beekeeper B A C A B C
Wax worker A C B A
Climber B C A C B A
Gelder A B C A
Dancer C A B B C A
Musician C B A






Skill
Strength Agility Toughness Endurance Analytical Ability Focus Willpower Creativity Intuition Patience Memory Linguistic Ability Spatial Sense Musicality Kinesthetic Sense Empathy Social Awareness
Singer C B A
Keyboardist A C B A
Stringed instrumentalist A C B A
Wind instrumentalist A B C B A
Percussionist C A B C B A
Critical thinker A
Logician A
Mathematician A C B
Astronomer A C B
Chemist A B C
Geographer B C A
Optics engineer B C A
Fluid engineer B C A
Papermaker A B B A
Bookbinder A A B
Schemer C B A
Rider A C A 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, Alchemist, Clothier, Thresher, Cheese maker, Cook, Herbalist, Fisherdwarf, Strand extractor, Gem cutter, Gem setter, Wood crafter, Stone crafter, Bone carver, Knife user, Crossbowman, Bowyer, Lasher, Bowman, Blowgunner, Mechanic, Ambusher, Wound dresser, Surgeon, Bone doctor, Suturer, Crutch-walker, Comedian, Coordination, Balance, Fighter, Archer, Dodger, Knapper, Shearer, Spinner, Potter, Glazer, Beekeeper, Wax worker, Dancer, Keyboardist, Stringed instrumentalist, Wind instrumentalist, Percussionist, Bookbinder, Rider
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, Alchemist, Siege engineer, Mechanic, Building designer, 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, Alchemist, Clothier, Cheese maker, Cook, Weaponsmith, Armorsmith, Metalsmith, Gem setter, Wood crafter, Stone crafter, Metal crafter, Glassmaker, Leatherworker, Bone carver, Siege engineer, Bowyer, Mechanic, Building designer, 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, Alchemist, 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, Building designer, 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 [1] 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 [2] speed is a factor in determining how fast a labour is completed).

According to [3] 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 dwarf mode. Those caps are governed by [MENT_ATT_CAP_PERC] and [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 [PHYS_ATT_RANGE], for example 1000 for most attributes for dwarves). attribute_cap = starting_value + max {starting_value, median}

The speed of learning attributes is governed by "cost to improve" in [PHYS_ATT_RATES] and [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 [4] the counter is incremented every ten ticks a skill using that attribute is in use. This means it takes 5000 TUs or just over 4 in-game days of continuous labour to improve an attribute by 1. The improved attribute gain from military training may stem from the fact that sparring and individual combat drills train multiple skills at the same time.

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] ---
[0:400:600:750:800:900:1100] --
[150:600:800:900:1000:1100:1500] -
[200:700:900:1000:1100:1300:2000] Default
[450:950:1150:1250:1350:1550:2250] +
[700:1200:1400:1500:1600:1800:2500] ++
[1250:1500:1750:2000:2500:3000:5000] +++
[5000:5000:5000:5000:5000:5000:5000] max