|
|
Line 533: |
Line 533: |
| |} | | |} |
| |} | | |} |
− | === Skills By Soul Attribute ===
| |
− | {{SkillsBySoulAttribute}}
| |
| | | |
| == Skills by Associated Attributes == | | == Skills by Associated Attributes == |
Line 896: |
Line 894: |
| *Fishing, Siege Operating, and Record Keeping are useful for marksdwarves as they train the Focus attribute | | *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 | | *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, Furnace 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''':
| |
− |
| |
− | Nothing!
| |
− |
| |
− | '''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)
| |
| | | |
| == How Your Dwarf Gets Attributes == | | == How Your Dwarf Gets Attributes == |
This article is about an older version of DF.
|
A creature has numerous attributes which impact 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 are located in the Thoughts and Preferences screen. Body attributes are listed just above prefstrings, and soul attributes are listed immediately thereafter. Positive attributes are dark green and negative attributes are red.
Attributes are now associated with skills, so that shield use will raise endurance as an attribute, but not attributes like memory. 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[edit]
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.
Strength[edit]
Alters 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 with which a creature, even a naked creature, may move.
Value (+)
|
Description
|
2250 - 5000 |
unbelievably strong
|
2000 - 2249 |
mighty
|
1750 - 1999 |
very strong
|
1500 - 1749 |
strong
|
751 - 1000 |
weak
|
501 - 750 |
very weak
|
251 - 500 |
unquestionably weak
|
0 - 250 |
unfathomably weak
|
|
Agility[edit]
This attribute increases the speed at which a creature works in the same way as strength -- a creature with maximum agility and strength can move around three times faster than a creature with minimum agility and strength.
Value (-)
|
Description
|
1900 - 5000 |
amazingly agile
|
1650 - 1899 |
extremely agile
|
1400 - 1649 |
very agile
|
1150 - 1399 |
agile
|
401 - 650 |
clumsy
|
151 - 400 |
quite clumsy
|
0 - 150 |
totally clumsy
|
NULL |
abysmally clumsy
|
|
Toughness[edit]
Reduces physical damage.
Value (+)
|
Description
|
2250 - 5000 |
basically unbreakable
|
2000 - 2249 |
incredibly tough
|
1750 - 1999 |
quite durable
|
1500 - 1749 |
tough
|
751 - 1000 |
flimsy
|
501 - 750 |
very flimsy
|
251 - 500 |
remarkably flimsy
|
0 - 250 |
shockingly fragile
|
|
Endurance[edit]
Reduces the rate at which dwarves become exhausted.
Value (AVG)
|
Description
|
2000 - 5000 |
absolutely inexhaustible
|
1750 - 1999 |
indefatigable
|
1500 - 1749 |
very slow to tire
|
1250 - 1499 |
slow to tire
|
501 - 750 |
quick to tire
|
251 - 500 |
very quick to tire
|
1 - 250 |
extremely quick to tire
|
0 |
truly quick to tire
|
|
Recuperation[edit]
Increases the rate of wound healing.
Value (AVG)
|
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
|
501 - 750 |
slow to heal
|
251 - 500 |
very slow to heal
|
1 - 250 |
really slow to heal
|
0 |
shockingly slow to heal
|
|
Disease Resistance[edit]
Reduces the risk of disease.
Value (AVG)
|
Description
|
2000 - 5000 |
virtually never sick
|
1750 - 1999 |
almost never sick
|
1500 - 1749 |
very rarely sick
|
1250 - 1499 |
rarely sick
|
501 - 750 |
susceptible to disease
|
251 - 500 |
quite susceptible to disease
|
1 - 250 |
really susceptible to disease
|
0 |
stunningly susceptible to disease
|
|
Soul Attributes[edit]
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[edit]
Value (+)
|
Description
|
2250 - 5000 |
awesome intellectual powers
|
2000 - 2249 |
great analytical abilities
|
1750 - 1999 |
a sharp intellect
|
1500 - 1749 |
a good intellect
|
751 - 1000 |
poor analytical abilities
|
501 - 750 |
very bad analytical abilities
|
251 - 500 |
a lousy intellect
|
0 - 250 |
a stunning lack of analytical ability
|
|
Value (++)
|
Description
|
2542 - 5000 |
unbreakable focus
|
2292 - 2541 |
a great ability to focus
|
2042 - 2291 |
very good focus
|
1792 - 2041 |
the ability to focus
|
1043 - 1292 |
poor focus
|
793 - 1042 |
quite poor focus
|
543 - 792 |
really poor focus
|
0 - 542 |
the absolute inability to focus
|
|
Willpower[edit]
Willpower directly reduces exertion and pain effects.
Value (AVG)
|
Description
|
2000 - 5000 |
an unbreakable will
|
1750 - 1999 |
an iron will
|
1500 - 1749 |
a lot of willpower
|
1250 - 1499 |
willpower
|
501 - 750 |
little willpower
|
251 - 500 |
a large deficit of willpower
|
1 - 250 |
next to no willpower
|
0 |
absolutely no willpower
|
|
Creativity[edit]
Value (+)
|
Description
|
2250 - 5000 |
a boundless creative imagination
|
2000 - 2249 |
great creativity
|
1750 - 1999 |
very good creativity
|
1500 - 1749 |
good creativity
|
751 - 1000 |
meager creativity
|
501 - 750 |
poor creativity
|
251 - 500 |
lousy creativity
|
0 - 250 |
next to no creative talent
|
|
Intuition[edit]
Value (AVG)
|
Description
|
2000 - 5000 |
uncanny intuition
|
1750 - 1999 |
great intuition
|
1500 - 1749 |
very good intuition
|
1250 - 1499 |
good intuition
|
501 - 750 |
bad intuition
|
251 - 500 |
very bad intuition
|
1 - 250 |
lousy intuition
|
0 |
horrible intuition
|
|
Patience[edit]
Some non-skill tasks are affected by Patience.
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
|
751 - 1000 |
a shortage of patience
|
501 - 750 |
little patience
|
251 - 500 |
very little patience
|
0 - 250 |
no patience at all
|
|
Value (+)
|
Description
|
2250 - 5000 |
an astonishing memory
|
2000 - 2249 |
an amazing memory
|
1750 - 1999 |
a great memory
|
1500 - 1749 |
a good memory
|
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[edit]
Value (AVG)
|
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
|
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[edit]
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
|
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[edit]
This attribute doesn't affect any skills as of version .31.25.
Value (AVG)
|
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
|
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[edit]
Most skills involving any movement at all (lots of them), and many non-skilled tasks as well are affected by Kinesthetic Sense.
Value (AVG)
|
Description
|
2000 - 5000 |
an astounding feel for the position of own body
|
1750 - 1999 |
a great kinesthetic sense
|
1500 - 1749 |
a very good sense of the position of own body
|
1250 - 1499 |
a good kinesthetic sense
|
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 own body
|
|
Empathy[edit]
Value (AVG)
|
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
|
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[edit]
Value (AVG)
|
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
|
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 Associated Attributes[edit]
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, Recuperation, or Musicality
- 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, and demonstrations 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
How Your Dwarf Gets Attributes[edit]
Each attribute is a number between 0 and 5000, but in dwarven terms 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.
Special Attributes[edit]
Though they are not classified with the above attributes, creatures can have the following attribute(s):
Attribute
|
Value Range
|
Value Points
|
Effect
|
Psychological Trauma
|
100
|
Doesn't really care about anything anymore.
|
This trait increases as dwarves witness death and suffer tragedy. The higher it gets, the harder it is for the dwarf to be affected by negative thoughts, so in several ways, this is a useful, if tragic, side effect of running a bloody fort. This trait often finds its way into experienced soldiers, who might watch friends and comrades die as often as they kill goblins.
|
67 - 99
|
Is a hardened individual.
|
33 - 66
|
Is getting used to tragedy.
|
0 - 32
|
|
Nothing displayed. Dwarf is not yet traumatized.
|