- 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.
Difference between revisions of "Attribute"
m (Changed quality rating from "Exceptional" to "Tattered" using the rating script) |
(Several problems with this page prevent it from being Exceptional: Unverified info, Not at all mobile friendly, bad formatting, etc. Improved the formatting slightly with this update.) |
||
Line 27: | Line 27: | ||
|- style="border-top: 3px solid #aaa" | |- style="border-top: 3px solid #aaa" | ||
− | | 2250 | + | | 2250–5000 || unbelievably strong |
|- | |- | ||
− | | 2000 | + | | 2000–2249 || mighty |
|- | |- | ||
− | | 1750 | + | | 1750–1999 || very strong |
|- | |- | ||
− | | 1500 | + | | 1500–1749 || strong |
|- | |- | ||
− | | 751 | + | | 751–1000 || weak |
|- | |- | ||
− | | 501 | + | | 501–750 || very weak |
|- | |- | ||
− | | 251 | + | | 251–500 || unquestionably weak |
|- | |- | ||
− | | 0 | + | | 0–250 || unfathomably weak |
|} | |} | ||
Line 47: | Line 47: | ||
===Agility=== | ===Agility=== | ||
− | This attribute affects the speed of a creature's fast-moving [[gait]]s in the same way as strength | + | This attribute affects the speed of a creature's fast-moving [[gait]]s in the same way as strength — a creature with maximum agility and strength can run faster than a creature with minimum agility and strength. |
{| {{prettytable}} | {| {{prettytable}} | ||
Line 55: | Line 55: | ||
|- style="border-top: 3px solid #aaa" | |- style="border-top: 3px solid #aaa" | ||
− | | 1900 | + | | 1900–5000 || amazingly agile |
|- | |- | ||
− | | 1650 | + | | 1650–1899 || extremely agile |
|- | |- | ||
− | | 1400 | + | | 1400–1649 || very agile |
|- | |- | ||
− | | 1150 | + | | 1150–1399 || agile |
|- | |- | ||
− | | 401 | + | | 401–650 || clumsy |
|- | |- | ||
− | | 151 | + | | 151–400 || quite clumsy |
|- | |- | ||
− | | 0 | + | | 0–150 || totally clumsy |
|- | |- | ||
| NULL || abysmally clumsy | | NULL || abysmally clumsy | ||
Line 84: | Line 84: | ||
|- style="border-top: 3px solid #aaa" | |- style="border-top: 3px solid #aaa" | ||
− | | 2250 | + | | 2250–5000 || basically unbreakable |
|- | |- | ||
− | | 2000 | + | | 2000–2249 || incredibly tough |
|- | |- | ||
− | | 1750 | + | | 1750–1999 || quite durable |
|- | |- | ||
− | | 1500 | + | | 1500–1749 || tough |
|- | |- | ||
− | | 751 | + | | 751–1000 || flimsy |
|- | |- | ||
− | | 501 | + | | 501–750 || very flimsy |
|- | |- | ||
− | | 251 | + | | 251–500 || remarkably flimsy |
|- | |- | ||
− | | 0 | + | | 0–250 || shockingly fragile |
|} | |} | ||
Line 111: | Line 111: | ||
|- style="border-top: 3px solid #aaa" | |- style="border-top: 3px solid #aaa" | ||
− | | 2000 | + | | 2000–5000 || absolutely inexhaustible |
|- | |- | ||
− | | 1750 | + | | 1750–1999 || indefatigable |
|- | |- | ||
− | | 1500 | + | | 1500–1749 || very slow to tire |
|- | |- | ||
− | | 1250 | + | | 1250–1499 || slow to tire |
|- | |- | ||
− | | 501 | + | | 501–750 || quick to tire |
|- | |- | ||
− | | 251 | + | | 251–500 || very quick to tire |
|- | |- | ||
− | | 1 | + | | 1–250 || extremely quick to tire |
|- | |- | ||
| 0 || truly quick to tire | | 0 || truly quick to tire | ||
Line 139: | Line 139: | ||
|- style="border-top: 3px solid #aaa" | |- style="border-top: 3px solid #aaa" | ||
− | | 2000 | + | | 2000–5000 || possessed of amazing recuperative powers |
|- | |- | ||
− | | 1750 | + | | 1750–1999 || incredibly quick to heal |
|- | |- | ||
− | | 1500 | + | | 1500–1749 || quite quick to heal |
|- | |- | ||
− | | 1250 | + | | 1250–1499 || quick to heal |
|- | |- | ||
− | | 501 | + | | 501–750 || slow to heal |
|- | |- | ||
− | | 251 | + | | 251–500 || very slow to heal |
|- | |- | ||
− | | 1 | + | | 1–250 || really slow to heal |
|- | |- | ||
| 0 || shockingly slow to heal | | 0 || shockingly slow to heal | ||
Line 166: | Line 166: | ||
|- style="border-top: 3px solid #aaa" | |- style="border-top: 3px solid #aaa" | ||
− | | 2000 | + | | 2000–5000 || virtually never sick |
|- | |- | ||
− | | 1750 | + | | 1750–1999 || almost never sick |
|- | |- | ||
− | | 1500 | + | | 1500–1749 || very rarely sick |
|- | |- | ||
− | | 1250 | + | | 1250–1499 || rarely sick |
|- | |- | ||
− | | 501 | + | | 501–750 || susceptible to disease |
|- | |- | ||
− | | 251 | + | | 251–500 || quite susceptible to disease |
|- | |- | ||
− | | 1 | + | | 1–250 || really susceptible to disease |
|- | |- | ||
| 0 || stunningly susceptible to disease | | 0 || stunningly susceptible to disease | ||
Line 206: | Line 206: | ||
|- style="border-top: 3px solid #aaa" | |- style="border-top: 3px solid #aaa" | ||
− | | 2250 | + | | 2250–5000 || awesome intellectual powers |
|- | |- | ||
− | | 2000 | + | | 2000–2249 || great analytical abilities |
|- | |- | ||
− | | 1750 | + | | 1750–1999 || a sharp intellect |
|- | |- | ||
− | | 1500 | + | | 1500–1749 || a good intellect |
|- | |- | ||
− | | 751 | + | | 751–1000 || poor analytical abilities |
|- | |- | ||
− | | 501 | + | | 501–750 || very bad analytical abilities |
|- | |- | ||
− | | 251 | + | | 251–500 || a lousy intellect |
|- | |- | ||
− | | 0 | + | | 0–250 || a stunning lack of analytical ability |
|} | |} | ||
Line 232: | Line 232: | ||
|- style="border-top: 3px solid #aaa" | |- style="border-top: 3px solid #aaa" | ||
− | | 2542 | + | | 2542–5000 || unbreakable focus |
|- | |- | ||
− | | 2292 | + | | 2292–2541 || a great ability to focus |
|- | |- | ||
− | | 2042 | + | | 2042–2291 || very good focus |
|- | |- | ||
− | | 1792 | + | | 1792–2041 || the ability to focus |
|- | |- | ||
− | | 1043 | + | | 1043–1292 || poor focus |
|- | |- | ||
− | | 793 | + | | 793–1042 || quite poor focus |
|- | |- | ||
− | | 543 | + | | 543–792 || really poor focus |
|- | |- | ||
− | | 0 | + | | 0–542 || the absolute inability to focus |
|} | |} | ||
Line 260: | Line 260: | ||
|- style="border-top: 3px solid #aaa" | |- style="border-top: 3px solid #aaa" | ||
− | | 2000 | + | | 2000–5000 || an unbreakable will |
|- | |- | ||
− | | 1750 | + | | 1750–1999 || an iron will |
|- | |- | ||
− | | 1500 | + | | 1500–1749 || a lot of willpower |
|- | |- | ||
− | | 1250 | + | | 1250–1499 || willpower |
|- | |- | ||
− | | 501 | + | | 501–750 || little willpower |
|- | |- | ||
− | | 251 | + | | 251–500 || a large deficit of willpower |
|- | |- | ||
− | | 1 | + | | 1–250 || next to no willpower |
|- | |- | ||
| 0 || absolutely no willpower | | 0 || absolutely no willpower | ||
Line 285: | Line 285: | ||
|- style="border-top: 3px solid #aaa" | |- style="border-top: 3px solid #aaa" | ||
− | | 2250 | + | | 2250–5000 || a boundless creative imagination |
|- | |- | ||
− | | 2000 | + | | 2000–2249 || great creativity |
|- | |- | ||
− | | 1751 | + | | 1751–1999 || very good creativity |
|- | |- | ||
− | | 1500 | + | | 1500–1750 || good creativity |
|- | |- | ||
− | | 751 | + | | 751–1000 || meager creativity |
|- | |- | ||
− | | 501 | + | | 501–750 || poor creativity |
|- | |- | ||
− | | 251 | + | | 251–500 || lousy creativity |
|- | |- | ||
− | | 0 | + | | 0–250 || next to no creative talent |
|} | |} | ||
Line 312: | Line 312: | ||
|- style="border-top: 3px solid #aaa" | |- style="border-top: 3px solid #aaa" | ||
− | | 2000 | + | | 2000–5000 || uncanny intuition |
|- | |- | ||
− | | 1750 | + | | 1750–1999 || great intuition |
|- | |- | ||
− | | 1500 | + | | 1500–1749 || very good intuition |
|- | |- | ||
− | | 1250 | + | | 1250–1499 || good intuition |
|- | |- | ||
− | | 501 | + | | 501–750 || bad intuition |
|- | |- | ||
− | | 251 | + | | 251–500 || very bad intuition |
|- | |- | ||
− | | 1 | + | | 1–250 || lousy intuition |
|- | |- | ||
| 0 || horrible intuition | | 0 || horrible intuition | ||
Line 338: | Line 338: | ||
|- style="border-top: 3px solid #aaa" | |- style="border-top: 3px solid #aaa" | ||
− | | 2250 | + | | 2250–5000 || absolutely boundless patience |
|- | |- | ||
− | | 2000 | + | | 2000–2249 || a deep well of patience |
|- | |- | ||
− | | 1750 | + | | 1750–1999 || a great deal of patience |
|- | |- | ||
− | | 1500 | + | | 1500–1749 || a sum of patience |
|- | |- | ||
− | | 751 | + | | 751–1000 || a shortage of patience |
|- | |- | ||
− | | 501 | + | | 501–750 || little patience |
|- | |- | ||
− | | 251 | + | | 251–500 || very little patience |
|- | |- | ||
− | | 0 | + | | 0–250 || no patience at all |
|} | |} | ||
Line 365: | Line 365: | ||
|- style="border-top: 3px solid #aaa" | |- style="border-top: 3px solid #aaa" | ||
− | | 2250 | + | | 2250–5000 || an astonishing memory |
|- | |- | ||
− | | 2000 | + | | 2000–2249 || an amazing memory |
|- | |- | ||
− | | 1750 | + | | 1750–1999 || a great memory |
|- | |- | ||
− | | 1500 | + | | 1500–1749 || a good memory |
|- | |- | ||
− | | 751 | + | | 751–1000 || an iffy memory |
|- | |- | ||
− | | 501 | + | | 501–750 || a poor memory |
|- | |- | ||
− | | 251 | + | | 251–500 || a really bad memory |
|- | |- | ||
− | | 0 | + | | 0–250 || little memory to speak of |
|} | |} | ||
Line 391: | Line 391: | ||
|- style="border-top: 3px solid #aaa" | |- style="border-top: 3px solid #aaa" | ||
− | | 2000 | + | | 2000–5000 || an astonishing ability with languages and words |
|- | |- | ||
− | | 1750 | + | | 1750–1999 || a great affinity for language |
|- | |- | ||
− | | 1500 | + | | 1500–1749 || a natural inclination toward language |
|- | |- | ||
− | | 1250 | + | | 1250–1499 || a way with words |
|- | |- | ||
− | | 501 | + | | 501–750 || a little difficulty with words |
|- | |- | ||
− | | 251 | + | | 251–500 || little linguistic ability |
|- | |- | ||
− | | 1 | + | | 1–250 || very little linguistic ability |
|- | |- | ||
| 0 || difficulty with words and language | | 0 || difficulty with words and language | ||
Line 417: | Line 417: | ||
|- style="border-top: 3px solid #aaa" | |- style="border-top: 3px solid #aaa" | ||
− | | 2542 | + | | 2542–5000 || a stunning feel for spatial relationships |
|- | |- | ||
− | | 2292 | + | | 2292–2541 || an amazing spatial sense |
|- | |- | ||
− | | 2042 | + | | 2042–2291 || a great feel for the surrounding space |
|- | |- | ||
− | | 1792 | + | | 1792–2041 || a good spatial sense |
|- | |- | ||
− | | 1043 | + | | 1043–1292 || a questionable spatial sense |
|- | |- | ||
− | | 793 | + | | 793–1042 || poor spatial senses |
|- | |- | ||
− | | 543 | + | | 543–792 || an atrocious spatial sense |
|- | |- | ||
− | | 0 | + | | 0–542 || no sense for spatial relationships |
|} | |} | ||
Line 443: | Line 443: | ||
|- style="border-top: 3px solid #aaa" | |- style="border-top: 3px solid #aaa" | ||
− | | 2000 | + | | 2000–5000 || an astonishing knack for music |
|- | |- | ||
− | | 1750 | + | | 1750–1999 || a great musical sense |
|- | |- | ||
− | | 1500 | + | | 1500–1749 || a natural ability with music |
|- | |- | ||
− | | 1250 | + | | 1250–1499 || a feel for music |
|- | |- | ||
− | | 501 | + | | 501–750 || an iffy sense for music |
|- | |- | ||
− | | 251 | + | | 251–500 || little natural inclination toward music |
|- | |- | ||
− | | 1 | + | | 1–250 || next to no natural musical ability |
|- | |- | ||
| 0 || absolutely no feel for music at all | | 0 || absolutely no feel for music at all | ||
Line 471: | Line 471: | ||
|- style="border-top: 3px solid #aaa" | |- style="border-top: 3px solid #aaa" | ||
− | | 2000 | + | | 2000–5000 || an astounding feel for the position of own body |
|- | |- | ||
− | | 1750 | + | | 1750–1999 || a great kinesthetic sense |
|- | |- | ||
− | | 1500 | + | | 1500–1749 || a very good sense of the position of own body |
|- | |- | ||
− | | 1250 | + | | 1250–1499 || a good kinesthetic sense |
|- | |- | ||
− | | 501 | + | | 501–750 || a meager kinesthetic sense |
|- | |- | ||
− | | 251 | + | | 251–500 || a poor kinesthetic sense |
|- | |- | ||
− | | 1 | + | | 1–250 || a very clumsy kinesthetic sense |
|- | |- | ||
| 0 || an unbelievably atrocious sense of the position of own body | | 0 || an unbelievably atrocious sense of the position of own body | ||
Line 496: | Line 496: | ||
|- style="border-top: 3px solid #aaa" | |- style="border-top: 3px solid #aaa" | ||
− | | 2000 | + | | 2000–5000 || an absolutely remarkable sense of others' emotions |
|- | |- | ||
− | | 1750 | + | | 1750–1999 || a great sense of empathy |
|- | |- | ||
− | | 1500 | + | | 1500–1749 || a very good sense of empathy |
|- | |- | ||
− | | 1250 | + | | 1250–1499 || an ability to read emotions fairly well |
|- | |- | ||
− | | 501 | + | | 501–750 || poor empathy |
|- | |- | ||
− | | 251 | + | | 251–500 || a very bad sense of empathy |
|- | |- | ||
− | | 1 | + | | 1–250 || next to no empathy |
|- | |- | ||
| 0 || the utter inability to judge others' emotions | | 0 || the utter inability to judge others' emotions | ||
Line 522: | Line 522: | ||
|- style="border-top: 3px solid #aaa" | |- style="border-top: 3px solid #aaa" | ||
− | | 2000 | + | | 2000–5000 || a shockingly profound feel for social relationships |
|- | |- | ||
− | | 1750 | + | | 1750–1999 || a great feel for social relationships |
|- | |- | ||
− | | 1500 | + | | 1500–1749 || a very good feel for social relationships |
|- | |- | ||
− | | 1250 | + | | 1250–1499 || a good feel for social relationships |
|- | |- | ||
− | | 501 | + | | 501–750 || a meager ability with social relationships |
|- | |- | ||
− | | 251 | + | | 251–500 || a poor ability to manage or understand social relationships |
|- | |- | ||
− | | 1 | + | | 1–250 || a lack of understanding of social relationships |
|- | |- | ||
| 0 || an absolute inability to understand social relationships | | 0 || an absolute inability to understand social relationships | ||
Line 773: | Line 773: | ||
|} | |} | ||
− | (*) Combat skills: [[Axeman]], [[Fighter]], [[Hammerman]], [[Kicker]], [[Knife user]], [[Lasher]], [[Maceman]], [[Misc. object user]], [[Pikeman]], [[Shield user]], [[Spearman]], [[Striker]], [[Swordsman]], [[Thrower]]. Does ''not'' include [[Dodger]]. | + | (*) Combat skills: [[Axeman]], [[Fighter]], [[Hammerman]], [[Kicker]], [[Knife user]], [[Lasher]], [[Maceman]], [[Misc. object user]], [[Pikeman]], [[Shield user]], [[Spearman]], [[Striker]], [[Swordsman]], [[Thrower]]. Does ''not'' include [[Dodger]].{{verify}} |
(**) Unless otherwise prohibited by traits. | (**) Unless otherwise prohibited by traits. | ||
Line 783: | Line 783: | ||
Notes: | Notes: | ||
− | This data assumes, without evidence, that the same skills use <i>some</i> of the attributes that they train (i.e. that high agility improves chance of dodging). | + | This data assumes, without evidence, that the same skills use <i>some</i> of the attributes that they train (i.e. that high agility improves chance of dodging). The data is accurate as of game version 31.18. |
*Spatial Sense and Kinesthetic Sense are almost everywhere | *Spatial Sense and Kinesthetic Sense are almost everywhere | ||
Line 870: | Line 870: | ||
Organizer, Conversationalist, Flatterer, Judge of intent, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills) | Organizer, Conversationalist, Flatterer, Judge of intent, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills) | ||
− | == | + | == Dwarf Attributes == |
Each attribute is a number between 0 and 5000, but in dwarven terms anything below 200 is rare [http://dffd.wimbli.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. | Each attribute is a number between 0 and 5000, but in dwarven terms anything below 200 is rare [http://dffd.wimbli.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. | ||
Line 882: | Line 882: | ||
Agility is "-", the only attribute to be below default. Its ranges are [150:600:800:900:1000:1100:1500], mean 862.5, median 900. | 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 him 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 labour is completed). | 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 him 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 labour is completed). |
Revision as of 14:11, 18 July 2014
This article was migrated from DF2014:Attribute and may be inaccurate for the current version of DF (v50.14). See this page for more information. |
v50.14 · v0.47.05 This article is about the current version of DF.Note that some content may still need to be updated. |
A creature has numerous attributes which affect its performance at various tasks. These attributes are split into physical factors associated with the body and mental factors associated with a creature's soul.
Attributes can be viewed in the Thoughts and Preferences screen. Body attributes are listed just above prefstrings, and soul attributes are listed immediately thereafter. Positive attributes are shown in dark green while negative attributes are shown in red.
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 gain and rust rates, along with 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.
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. 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.
StrengthAlters the damage done in melee (increases velocity of weapon swings), increases muscle mass (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.
|
AgilityThis 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.
| ||||||||||||||||||||||||||||||||||||
ToughnessReduces physical damage.
|
EnduranceReduces the rate at which dwarves become exhausted.
| ||||||||||||||||||||||||||||||||||||
RecuperationIncreases the rate of wound healing.
|
Disease ResistanceReduces the risk of 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.
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
|
Focus
| ||||||||||||||||||||||||||||||||||||
WillpowerWillpower directly reduces exertion and pain effects.
|
Creativity
| ||||||||||||||||||||||||||||||||||||
Intuition
|
PatienceSome non-skill tasks are affected by Patience.
| ||||||||||||||||||||||||||||||||||||
Memory
|
Linguistic Ability
| ||||||||||||||||||||||||||||||||||||
Spatial Sense
|
MusicalityThis attribute doesn't affect any skills.
| ||||||||||||||||||||||||||||||||||||
Kinesthetic SenseMost skills involving any movement at all (lots of them), and many non-skilled tasks as well are affected by Kinesthetic Sense.
|
Empathy
| ||||||||||||||||||||||||||||||||||||
Social Awareness
|
Skills By Soul Attribute
Skills by Associated Attributes
- If your browser cannot display this table properly you can view the legacy version.
(*) Combat skills: Axeman, Fighter, Hammerman, Kicker, Knife user, Lasher, Maceman, Misc. object user, Pikeman, Shield user, Spearman, Striker, Swordsman, Thrower. Does not include Dodger.[Verify]
(**) Unless otherwise prohibited by traits.
(***) Social skills: Conversationalist, Flatterer, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher, unless otherwise prohibited by traits. Does not include Comedian, Intimidator, Judge of intent, or Liar.
Implemented but unknown: Shearer, Spinner, Presser, Beekeeper, Potter, Glazer, Wax worker
Notes: This data assumes, without evidence, that the same skills use some of the attributes that they train (i.e. that high agility improves chance of dodging). The data is accurate as of game version 31.18.
- Spatial Sense and Kinesthetic Sense are almost everywhere
- Nothing trains Disease Resistance, Recuperation, or Musicality
- Intimidation and Comedy, social skills, raise Agility. Dwarven comedy is slapstick/clowning, not stand-up.
- knowledge_acquisition (student) doesn't boost skill gain except for teacher-student relations in a barracks
- Choose high-volume labors that train useful attributes for milita 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:
Miner, Carpenter, Wood cutter, Mason, Bone doctor, Brewer, Cheese maker, Dyer, Grower, Lye maker, Milker, Miller, Potash Maker, Soaper, Thresher, Wood burner, Fisherdwarf, Armorsmith, Furance operator, Metal crafter, Metalsmith, Weaponsmith, Glassmaker, Leatherworker, Strand extractor, Mechanic, Pump operator, Siege engineer, Siege operator, Swimmer, all general combat and close combat skills (but not Dodger)
Agility:
Bowyer, Carpenter, Wood cutter, Engraver, Mason, Animal caretaker, Animal trainer, Trapper, Bone doctor, Crutch-walker, Surgeon, Suturer, Wound dresser, Brewer, Butcher, Cheese maker, Cook, Dyer, Grower, Herbalist, Milker, Miller, Tanner, Thresher, Fish cleaner, Fish dissector, Fisherdwarf, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Leatherworker, Stone crafter, Weaver, Wood crafter, Strand extractor, Mechanic, Siege engineer, Alchemist, Swimmer, Comedian, Intimidator, Student, Druid, Coordination, all general combat, close combat, and ranged combat/hunting skills (but not Biter or Armor user)
Toughness:
Miner, Animal trainer, Lye maker, Potash maker, Soaper, Wood burner, Furnace operator, Pump operator, Siege operator, Druid, all general combat and close combat skills
Endurance:
Miner, Wood cutter, Mason, Animal trainer, Crutch-walker, Butcher, Cheese maker, Dyer, Grower, Lye maker, Milker, Miller, Potash maker, Soaper, Thresher, Wood burner, Fish cleaner, Armorsmith, Furnace operator, Metal crafter, Metalsmith, Weaponsmith, Glassmaker, Leatherworker, Strand extractor, Mechanic, Pump operator, Siege engineer, Siege operator, Swimmer, Armor user, Biter, Dodger, Druid
Disease Resistance:
Nothing!
Recuperation:
Swimming while drowning(Slow gain)[Verify], Recovering from wounds[Verify]
Analytical Ability:
Animal caretaker, Trapper, Diagnostician, Cheese maker, Cook, Furnace operator, Gem cutter, Strand extractor, Mechanic, Siege engineer, Siege operator, Alchemist, Knapper, Appraiser, Building designer, Organizer, Record keeper, Student, Military tactics, Tracker
Memory:
Animal caretaker, Diagnostician, Herbalist, Appraiser, Record keeper, Student, Reader
Creativity:
Bowyer, Carpenter, Engraver, Mason, Trapper, Cheese maker, Cook, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Gem setter, Bone carver, Clothier, Glassmaker, Leatherworker, Stone crafter, Weaver, Wood crafter, Mechanic, Siege engineer, Alchemist, Building designer, Organizer, Comedian, Liar, Military tactics, Poet, Wordsmith, Writer
Intuition:
Animal trainer, Diagnostician, Alchemist, Appraiser, Observer, Military tactics, Poet, Wordsmith, Writer
Focus:
Bone doctor, Surgeon, Suturer, Fisherdwarf, Siege operator, Record keeper, Concentration, Observer, Student, Tracker, Discipline, Reader, ranged combat/hunting skills
Willpower:
Miner, Wood cutter, Crutch-walker, Pump operator, Swimmer, Concentration, Discipline, all general combat and close combat skills
Patience:
Animal trainer, Fisherdwarf, Concentration
Spatial Sense:
Miner, Bowyer, Carpenter, Wood cutter, Engraver, Mason, Trapper, Bone doctor, Crutch-walker, Surgeon, Suturer, Wound dresser, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Leatherworker, Stone crafter, Weaver, Wood crafter, Mechanic, Siege engineer, Siege operator, Swimmer, Knapper, Building designer, Observer, Tracker, Coordination, all general combat, close combat, and ranged combat/hunting skills (but not Armor user)
Kinesthetic Sense:
Miner, Bowyer, Carpenter, Wood cutter, Engraver, Mason, Bone doctor, Crutch-walker, Surgeon, Suturer, Wound dresser, Brewer, Butcher, Cheese maker, Cook, Dyer, Grower, Herbalist, Lye maker, Milker, Miller, Potash Maker, Soaper, Tanner, Thresher, Wood burner, Fish cleaner, Fish dissector, Fisherdwarf, Armorsmith, Furnace operator, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Leatherworker, Stone crafter, Weaver, Wood crafter, Strand extractor, Pump operator, Swimmer, Knapper, Comedian, Intimidator, Coordination, all general combat, close combat, and ranged combat/hunting skills
Linguistic Ability:
Comedian, Conversationalist, Flatterer, Intimidator, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher, Poet, Wordsmith, Writer, Reader, Speaker (personality traits may preclude access to some of these skills)
Musicality:
Nothing!
Empathy:
Animal caretaker, Animal trainer, Conversationalist, Flatterer, Judge of intent, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)
Social Awareness:
Organizer, Conversationalist, Flatterer, Judge of intent, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)
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 him walk and work faster in all areas (According to [2] speed is a factor in determining how fast a labour is completed).
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 [3] 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.