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v0.31:Attribute
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 Creature_Tokens.
Attributes can be viewed for individual dwarfs 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 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 (thicker muscle layer also resists damage more), and increases how much a creature can carry. Increasing strength, at least in adventurers, increases movement speed (albeit not as much as agility) due to better carrying capacity.
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
This attribute is directly related to a character's Speed, and the difference between 1000 agility and the maximum 5000 agility is roughly halving the time between each turn you take.
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
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
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 |
Disease Resistance
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 |
Recuperation
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 |
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 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
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 |
Memory
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 |
Creativity
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
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 |
Focus
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
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 |
Patience
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 |
Spatial Sense
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 |
Kinesthetic Sense
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 |
Linguistic Ability
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 |
Musicality
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 |
Empathy
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
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 Soul Attribute
Skills and associated attributes
I gathered data on what attributes are trained by various skills. I assume, without evidence, that the same skills use some of the attributes that they train (i.e. that high agility improves chance of dodging). Game version 31.18.
Notes:
- 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
Military/Adventure skills
Melee weapon skills, including axe, sword, dagger, mace, hammer, spear, pike and whip
- strength
- agility
- toughness
- willpower
- spatial sense
- kinesthetic sense
Other fighting skills, including throw, shield (shield user), misc_weapon (inc. shield bash), melee_combat (fighter), grasp_strike (punch/strike), stance_strike (kick)
- strength
- agility
- toughness
- willpower
- spatial sense
- kinesthetic sense
Ranged combat skills, including crossbow, bow, blowgun, sneak (ambusher) and ranged_combat (archer)
- agility
- focus
- spatial sense
- kinesthetic sense
armor (armor user)
- strength
- toughness
- endurance
- willpower
- kinesthetic sense
dodging
- agility
- toughness
- endurance
- willpower
- spatial sense
- kinesthetic sense
crutch_walk
- agility
- endurance
- willpower
- spatial sense
- kinesthetic sense
swimming
- strength
- agility
- endurance
- willpower
- spatial sense
- kinesthetic sense
situational_awareness (observer)
- focus
- intuition
- spatial sense
wrestling
- strength
- agility
- endurance
- willpower
- spatial sense
- kinesthetic sense
bite
- strength
- toughness
- endurance
- willpower
- spatial sense
- kinesthetic sense
knapping
- strength
- agility
- analytical ability
- spatial sense
- kinesthetic sense
Labor skills
mining
- strength
- toughness
- endurance
- willpower
- spatial sense
- kinesthetic sense
woodcutting
- strength
- agility
- endurance
- willpower
- spatial sense
- kinesthetic sense
carpentry
- strength
- agility
- creativity
- spatial sense
- kinesthetic sense
detailstone (engraver)
- agility
- creativity
- spatial sense
- kinesthetic sense
masonry
- strength
- agility
- endurance
- creativity
- spatial sense
- kinesthetic sense
animaltrain
- agility
- toughness
- endurance
- intuition
- patience
- empathy
animalcare
- agility
- analytical ability
- memory
- empathy
dissect_fish
- agility
- kinesthetic sense
dissect_vermin (animal dissection)
- agility
- kinesthetic sense
processfish (fish cleaner)
- agility
- endurance
- kinesthetic sense
butcher
- strength
- agility
- endurance
- kinesthetic sense
trapping
- agility
- analytical ability
- creativity
- spatial sense
tanner
- agility
- kinesthetic sense
weaving
- agility
- creativity
- spatial sense
- kinesthetic sense
brewing
- strength
- agility
- kinesthetic sense
clothesmaking
- agility
- creativity
- spatial sense
- kinesthetic sense
milling
- strength
- agility
- endurance
- kinesthetic sense
processplants (thresher)
- strength
- agility
- endurance
- kinesthetic sense
cheesemaking
- strength
- agility
- endurance
- analytical ability
- creativity
- kinesthetic sense
milk
- strength
- agility
- endurance
- kinesthetic sense
cook
- agility
- analytical ability
- creativity
- kinesthetic sense
plant (farmer)
- strength
- agility
- endurance
- kinesthetic sense
herbalism (plant gathering)
- agility
- memory
- kinesthetic sense
fish
- strength
- agility
- focus
- patience
- kinesthetic sense
smelt (furnace operator)
- strength
- toughness
- endurance
- analytical ability
- kinesthetic sense
extract_strand
- strength
- agility
- endurance
- analytical ability
- kinesthetic sense
forge_weapon, forge_armor, forge_furniture, metalcraft
- strength
- agility
- endurance
- creativity
- spatial sense
- kinesthetic sense
cutgem
- agility
- analytical ability
- spatial sense
- kinesthetic sense
encrustgem, woodcraft, stonecraft, bonecarve, bowyer (makes crossbows)
- agility
- creativity
- spatial sense
- kinesthetic sense
glassmaker, leatherwork
- strength
- agility
- endurance
- creativity
- spatial sense
- kinesthetic sense
siegecraft (siege engineer)
- strength
- agility
- endurance
- analytical ability
- creativity
- spatial sense
siegeoperate
- strength
- toughness
- endurance
- analytical ability
- focus
- spatial sense
mechanics
- strength
- agility
- endurance
- analytical ability
- creativity
- spatial sense
designbuilding (architect)
- analytical ability
- creativity
- spatial sense
dress_wounds
- agility
- spatial sense
- kinesthetic sense
- empathy
diagnose
- analytical ability
- intuition
- memory
surgery
- agility
- focus
- spatial sense
- kinesthetic sense
set_bone
- strength
- agility
- focus
- spatial sense
- kinesthetic sense
suture
- agility
- focus
- spatial sense
- kinesthetic sense
wood_burning, lye_making, soap_making, potash_making
- strength
- toughness
- endurance
- kinesthetic sense
dyer
- strength
- agility
- endurance
- kinesthetic sense
operate_pump
- strength
- toughness
- endurance
- willpower
- kinesthetic sense
Social awareness/Admin/Misc skills
persuasion, negotiation, conversation, flattery, console, pacify, leadership, teaching
- linguistic ability
- empathy
- social awareness
judging_intent
- intuition
- empathy
- social awareness
appraisal (trader)
- analytical ability
- intuition
- memory
organization
- analytical ability
- creativity
- social awareness
record_keeping
- analytical ability
- focus
- memory
lying
- creativity
- linguistic ability
- social awareness
intimidation
- agility
- linguistic ability
- kinesthetic sense
comedy
- agility
- creativity
- linguistic ability
- kinesthetic sense
knowledge_acquisition (student)
- analytical ability
- focus
- memory
Unimplemented skills
military_tactics
- analytical ability
- creativity
- intuition
magic_nature (druid)
- agility
- toughness
- endurance
- focus
- willpower
- empathy
tracking
- analytical ability
- focus
- spatial sense
concentration
- focus
- willpower
- patience
discipline
- focus
- willpower
writing
- creativity
- intuition
- linguistic ability
prose
- creativity
- intuition
- linguistic ability
poetry
- creativity
- intuition
- linguistic ability
reading
- focus
- memory
- linguistic ability
speaking
- linguistic ability
coordination
- agility
- spatial sense
- kinesthetic sense
balance
- strength
- agility
- kinesthetic sense
alchemy
- agility
- analytical ability
- creativity
- intuition
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, 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, 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, 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
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
Memory:
Animal caretaker, Diagnostician, Herbalist, Appraiser, Record keeper, Student
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
Intuition:
Animal trainer, Diagnostician, Alchemist, Appraiser, Observer
Focus:
Bone doctor, Surgeon, Suturer, Fisherdwarf, Siege operator, Record keeper, Concentration, Observer, Student, ranged combat/hunting skills
Willpower:
Miner, Wood cutter, Crutch-walker, Pump operator, Swimmer, Concentration, 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, 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, all general combat, close combat, and ranged combat/hunting skills
Linguistic Ability:
Comedian, Conversationalist, Flatterer, Intimidator, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)
Musicality:
Nothing!
Empathy:
Animal caretaker, Animal trainer, Conversationalist, Flatterer, Judge of intent, Negotiator, Persuader, Consolor, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)
Social Awareness:
Organizer, Conversationalist, Flatterer, Judge of intent, Liar, Negotiator, Persuader, Consolor, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)
Many of these skills are in clusters.
Skill Clusters
Bowyer, Engraver, Gem setter, Bone carver, Clothier, Stone crafter, Weaver, and Wood crafter all improve Agility, Creativity, Spatial Sense, and Kinesthetic Sense. Add Strength to this cluster and you get Carpenter. Add Endurance as well and you get another major cluster: Mason, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Glassmaker, and Leatherworker all improve Strength, Agility, Endurance, Creativity, Spatial Sense, and Kinesthetic Sense.
There's a group of agricultural skills: Butcher, Dyer, Grower, Milker, Miller, and Thresher all test Strength, Agility, Endurance, and Kinesthetic Sense. A similar group of attributes is linked to four skills that feed into or rely on the ashery somehow: Lye maker, Potash maker, Soaper, and Wood burner all improve Strength, Toughness, Endurance, and Kinesthetic Sense.
The wide swath of general and close combat skills test Strength, Agility, Toughness, Willpower, Spatial Sense, and Kinesthetic Sense. Ranged combat/hunting skills are linked with Agility, Focus, Spatial Sense, and Kinesthetic Sense. The social skills generally want Linguistic Ability, Empathy, and Social Awareness.
There are a few little coincidences. Surgeon and Suturer class with the ranged combat skills. Miner and Biter form a group. (Bite the earth!) Wood cutter, Swimmer, and Wrestler are a group, the Upper Body Strength cluster. Remove Strength from that cluster and you get Crutch-walker, the Lower Body Weakness skill. Diagnostician and Appraiser are a group, a festering wound and an elven trade delegation have certain similarities. Trapper and Building designer, Mechanic and Siege engineer, Pump operator and Armor user, all pairs, and perhaps that last has some cross-training potential.
How Your Dwarf Gets Attributes
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: racial 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 range is not specified in the raws, but it is [200:750:900:1000:1100:1300:2000]. The mean is 1025, the median is 1000.
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
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 Template:L, who might watch Template:L and comrades die as often as they kill Template:L. |
67 - 99 | Is a hardened individual. | ||
33 - 66 | Is getting used to tragedy. | ||
0 - 32 | Nothing displayed. Dwarf is not yet traumatized. |