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Attribute
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.
Descriptions
In-game attribute descriptions are calculated based on the difference from the species average. Humans' median attribute values are always 1000. Thus, if the median dwarf has higher than 1000 for an attribute, that means the median dwarf is better than the median human for that attribute (however, individual humans may be better than individual dwarves due to intraspecies variation). Likewise, if the median dwarf has below 1000 for an attribute, then the median human bests the median dwarf in that contest.
The tiers at which descriptions change are 250, 500, 750, and 1000 above or below the species median. Interestingly, if a species has an attribute with a median below 1000, such as dwarves' agility, the lowest tier will never be displayed.
These descriptions are not used in adventurer mode.
Body Attributes
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different, as they are calculated based on the species average. In almost every case, a higher attribute value is better, as opposed to personality traits where one may prefer higher or lower depending on the situation.
Strength
Alters the damage done in melee (increases velocity of weapon swings), increases muscle mass (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. The dwarf median of 1250 is higher than average, but not by much.
Value | Description |
---|---|
2250–5000 | unbelievably strong |
2000–2249 | mighty |
1750–1999 | very strong |
1500–1749 | strong |
1001–1499 | (no description) |
751–1000 | weak |
501–750 | very weak |
251–500 | unquestionably weak |
0–250 | unfathomably weak |
Agility
This attribute affects the speed of a creature's fast-moving gaits in the same way as strength — a creature with maximum agility and strength can run faster than a creature with minimum agility and strength. The median dwarf agility of 900 is slightly below average.
Because dwarves in general have below-average agility, and because the descriptions are based off the difference from the racial average, no dwarves will ever display as "abysmally clumsy".
Value | Description |
---|---|
1900–5000 | amazingly agile |
1650–1899 | extremely agile |
1400–1649 | very agile |
1150–1399 | agile |
651–1149 | (no description) |
401–650 | clumsy |
151–400 | quite clumsy |
0–150 | totally clumsy |
(never displayed) | abysmally clumsy |
Toughness
Reduces physical damage. The dwarf median of 1250 is higher than average, but not by much.
Value | Description |
---|---|
2250–5000 | basically unbreakable |
2000–2249 | incredibly tough |
1750–1999 | quite durable |
1500–1749 | tough |
1001–1499 | (no description) |
751–1000 | flimsy |
501–750 | very flimsy |
251–500 | remarkably flimsy |
0–250 | shockingly fragile |
Endurance
Reduces the rate at which dwarves become exhausted. The dwarf median endurance of 1000 is exactly the human average.
Value | Description |
---|---|
2000–5000 | absolutely inexhaustible |
1750–1999 | indefatigable |
1500–1749 | very slow to tire |
1250–1499 | slow to tire |
751–1249 | (no description) |
501–750 | quick to tire |
251–500 | very quick to tire |
1–250 | extremely quick to tire |
0 | truly quick to tire |
Recuperation
Increases the rate of wound healing. The dwarf median recuperation of 1000 is exactly the human average.
Value | Description |
---|---|
2000–5000 | possessed of amazing recuperative powers |
1750–1999 | incredibly quick to heal |
1500–1749 | quite quick to heal |
1250–1499 | quick to heal |
751–1249 | (no description) |
501–750 | slow to heal |
251–500 | very slow to heal |
1–250 | really slow to heal |
0 | shockingly slow to heal |
Disease Resistance
Reduces the risk of disease. The dwarf median disease resistance of 1000 is exactly the human average.
Value | Description |
---|---|
2000–5000 | virtually never sick |
1750–1999 | almost never sick |
1500–1749 | very rarely sick |
1250–1499 | rarely sick |
751–1249 | (no description) |
501–750 | susceptible to disease |
251–500 | quite susceptible to disease |
1–250 | really susceptible to disease |
0 | stunningly susceptible to disease |
Skills By Body Attribute
Soul Attributes
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different. In almost every case, a higher attribute value is better, as opposed to personality traits where one may prefer higher or lower depending on the situation.
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
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Focus
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WillpowerWillpower directly reduces exertion and pain effects.
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Creativity
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Intuition
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PatienceSome non-skill tasks are affected by Patience.
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Memory
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Linguistic Ability
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Spatial Sense
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MusicalityThis attribute doesn't affect any skills.
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Kinesthetic SenseMost skills involving any movement at all (lots of them), and many non-skilled tasks as well are affected by Kinesthetic Sense.
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Empathy
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Social Awareness
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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.