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v0.31:Attribute

From Dwarf Fortress Wiki
Revision as of 05:34, 24 April 2011 by Knaveofstaves (talk | contribs) (combined attr ranges and descriptions into tables)
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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.

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

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.