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{{Quality|Exceptional}}
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{{Quality|Exceptional|21:26, 20 September 2016 (UTC)}}
 
{{av}}
 
{{av}}
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:''"Memory" redirects here. For computer memory, see [[Memory (computing)]].''
 +
A creature has numerous attributes which affect its performance at various tasks, split into physical factors associated with the body, and mental factors associated with the soul.
  
[[File:attributes_v50_preview.png|thumb|262px|right|Attributes of a stoneworker.]]A creature has numerous '''attributes''' which affect its performance at various tasks, split into physical factors associated with the body, and mental factors associated with the [[soul]].
+
Attributes can be viewed in the [[thoughts and preferences]] screen. Body attributes are listed directly before prefstrings; soul attributes directly after. Positive attributes are shown in green, negative attributes are shown in red, and average attributes are omitted. Said attributes may be listed on the thoughts and preferences screen as follows (may have to be highlighted to be seen):<br />
 
 
Body Attributes can be viewed in the creature's Health -> Description screen. Soul Attributes can be viewed in the creature's Personality -> Traits screen. Positive attributes are shown in green, negative attributes are shown in red, and average attributes are omitted. Said attributes may be listed as follows (may have to be highlighted to be seen):<br />
 
 
{{DFtext|He is slow to tire and agile, |2:0}}{{DFtext|but he is quite susceptible to disease.|4:0}}
 
{{DFtext|He is slow to tire and agile, |2:0}}{{DFtext|but he is quite susceptible to disease.|4:0}}
  
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=== Strength ===
 
=== Strength ===
Alters the damage done in melee (increases velocity of weapon swings), increases muscle mass (a thicker muscle layer also resists damage more), and increases how much a creature can carry. Higher strength also increases the speed of fast [[gait]]s in most creatures, including running, soaring, galloping, and fast swimming, however, proportionate gains in muscle mass can eventually reduce speed enough to overtake the gains (more so with larger creatures than dwarves). The dwarven median of 1250 is higher than average.
+
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 [[gait]]s in most creatures, including running, soaring, galloping, and fast swimming, however proportionate gains in muscle mass can eventually reduce speed enough to overtake the gains (moreso with larger creatures than dwarves.). The dwarf median of 1250 is higher than average.
  
{| class=wikitable style="width:400px;"
+
{| {{prettytable}}
 
! Value
 
! Value
 
! Description
 
! Description
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| 1001&ndash;1499 || (no description)
 
| 1001&ndash;1499 || (no description)
 
|-
 
|-
| 751&ndash;1000 || weak
+
| 751&ndash;1000 || weak
 
|-
 
|-
| 501&ndash;750   || very weak
+
| 501&ndash;750 || very weak
 
|-
 
|-
| 251&ndash;500   || unquestionably weak
+
| 251&ndash;500 || unquestionably weak
 
|-
 
|-
 
| 0&ndash;250 || unfathomably weak
 
| 0&ndash;250 || unfathomably weak
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Because dwarves in general have below-average agility, and because the descriptions are based on the difference from the racial average, no dwarves will ever display as "abysmally clumsy".
 
Because dwarves in general have below-average agility, and because the descriptions are based on the difference from the racial average, no dwarves will ever display as "abysmally clumsy".
  
{| class=wikitable style="width:400px;"
+
{| {{prettytable}}
 
! Value
 
! Value
 
! Description
 
! Description
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| 1150&ndash;1399 || agile
 
| 1150&ndash;1399 || agile
 
|-
 
|-
| 651&ndash;1149 || (no description)
+
| 651&ndash;1149 || (no description)
 
|-
 
|-
| 401&ndash;650   || clumsy
+
| 401&ndash;650 || clumsy
 
|-
 
|-
| 151&ndash;400   || quite clumsy
+
| 151&ndash;400 || quite clumsy
 
|-
 
|-
| 0&ndash;150     || totally clumsy
+
| 0&ndash;150 || totally clumsy
 
|-
 
|-
 
| (never displayed) || abysmally clumsy
 
| (never displayed) || abysmally clumsy
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===Toughness===
 
===Toughness===
Increases the amount of time required to suffocate.
+
Reduces physical damage of all kinds, including bleeding and suffocation. The dwarf median of 1250 is higher than average.
  
{| class=wikitable style="width:400px;"
+
{| {{prettytable}}
 
! Value
 
! Value
 
! Description
 
! Description
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===Endurance===
 
===Endurance===
Reduces the rate at which dwarves become exhausted, as well as increasing pain tolerance. The dwarven median endurance of 1000 is exactly the human average.
+
Reduces the rate at which dwarves become exhausted. The dwarf median endurance of 1000 is exactly the human average.
  
{| class=wikitable style="width:400px;"
+
{| {{prettytable}}
 
! Value
 
! Value
 
! Description
 
! Description
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===Recuperation===
 
===Recuperation===
Increases the rate of wound healing and reduces fat. The dwarven median recuperation of 1000 is exactly the human average.
+
Increases the rate of wound healing and reduces fat. The dwarf median recuperation of 1000 is exactly the human average.
  
{| class=wikitable style="width:400px;"
+
{| {{prettytable}}
 
! Value
 
! Value
 
! Description
 
! Description
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| 1250&ndash;1499 || quick to heal
 
| 1250&ndash;1499 || quick to heal
 
|-
 
|-
| 751&ndash;1249 || (no description)
+
| 751&ndash;1249 || (no description)
 
|-
 
|-
| 501&ndash;750   || slow to heal
+
| 501&ndash;750 || slow to heal
 
|-
 
|-
| 251&ndash;500   || very slow to heal
+
| 251&ndash;500 || very slow to heal
 
|-
 
|-
 
| 1&ndash;250 || really slow to heal
 
| 1&ndash;250 || really slow to heal
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===Disease resistance===
 
===Disease resistance===
Reduces the risk of contracting [[syndrome]]s, and their negative effects when active, including the [[alcohol]]-induced ones. The dwarven median disease resistance of 1000 is exactly the human average. Having a disease resistance of 5000 does not grant immunities.
+
Reduces the risk of contracting syndromes and their negative effects when active, including the [[alcohol]]-induced ones. The dwarf median disease resistance of 1000 is exactly the human average.  
  
{| class=wikitable style="width:400px;"
+
{| {{prettytable}}
 
! Value
 
! Value
 
! Description
 
! Description
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| 1250&ndash;1499 || rarely sick
 
| 1250&ndash;1499 || rarely sick
 
|-
 
|-
| 751&ndash;1249 || (no description)
+
| 751&ndash;1249 || (no description)
 
|-
 
|-
| 501&ndash;750   || susceptible to disease
+
| 501&ndash;750 || susceptible to disease
 
|-
 
|-
| 251&ndash;500   || quite susceptible to disease
+
| 251&ndash;500 || quite susceptible to disease
 
|-
 
|-
 
| 1&ndash;250 || really susceptible to disease
 
| 1&ndash;250 || really susceptible to disease
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===Analytical ability===
 
===Analytical ability===
The dwarven median analytical ability of 1250 is slightly above average.
+
The dwarf median analytical ability of 1250 is slightly above average.
  
{| class=wikitable style="width:400px;"
+
{| {{prettytable}}
 
! Value  
 
! Value  
 
! Description
 
! Description
 +
 
|-  
 
|-  
 
| 2250&ndash;5000 || awesome intellectual powers
 
| 2250&ndash;5000 || awesome intellectual powers
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===Focus===
 
===Focus===
Determines the rate at which a character will become either focused or distracted. The dwarven median focus of 1500 is above average. Higher values delay the impact of unsatisfied [[needs]], and vice versa.
+
The dwarf median focus of 1500 is above average.
  
{| class=wikitable style="width:400px;"
+
{| {{prettytable}}
 
! Value{{verify}}
 
! Value{{verify}}
 
! Description
 
! Description
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===Willpower===
 
===Willpower===
Willpower directly reduces exertion and pain effects, and also affects the threshold before creatures flee in battle and the effects of stress. The dwarven median willpower of 1000 is exactly the human average.
+
Willpower directly reduces exertion and pain effects, and also affects the threshold before creatures flee in battle and the effects of stress. The dwarf median willpower of 1000 is exactly the human average.
  
{| class=wikitable style="width:400px;"
+
{| {{prettytable}}
 
! Value  
 
! Value  
 
! Description
 
! Description
 +
 
|-  
 
|-  
 
| 2000&ndash;5000 || an unbreakable will
 
| 2000&ndash;5000 || an unbreakable will
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===Creativity===
 
===Creativity===
The dwarven median creativity of 1250 is slightly above the human average.
+
The dwarf median creativity of 1250 is slightly above the human average.
  
{| class=wikitable style="width:400px;"
+
{| {{prettytable}}
 
! Value  
 
! Value  
 
! Description
 
! Description
 +
 
|-  
 
|-  
 
| 2250&ndash;5000 || a boundless creative imagination
 
| 2250&ndash;5000 || a boundless creative imagination
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===Intuition===
 
===Intuition===
The dwarven median intuition of 1000 is exactly the human average.
+
The dwarf median intuition of 1000 is exactly the human average.
  
{| class=wikitable style="width:400px;"
+
{| {{prettytable}}
 
! Value  
 
! Value  
 
! Description
 
! Description
 +
 
|-  
 
|-  
 
| 2000&ndash;5000 || uncanny intuition
 
| 2000&ndash;5000 || uncanny intuition
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===Patience===
 
===Patience===
Some non-skill tasks are affected by Patience. The dwarven median patience of 1250 is slightly above the human average. Directly impacts the rate a character in [[Adventure mode]] will become impatient during a conversation, and thusly determines the length.
+
Some non-skill tasks are affected by Patience. The dwarf median patience of 1250 is slightly above the human average.
 
+
{| {{prettytable}}
{| class=wikitable style="width:400px;"
 
 
! Value  
 
! Value  
 
! Description
 
! Description
 +
 
|-  
 
|-  
 
| 2250&ndash;5000 || absolutely boundless patience
 
| 2250&ndash;5000 || absolutely boundless patience
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===Memory===
 
===Memory===
The dwarven median memory of 1250 is slightly above the human average.
+
The dwarf median memory of 1250 is slightly above the human average.
  
{| class=wikitable style="width:400px;"
+
{| {{prettytable}}
 
! Value  
 
! Value  
 
! Description
 
! Description
 +
 
|-  
 
|-  
 
| 2250&ndash;5000 || an astonishing memory
 
| 2250&ndash;5000 || an astonishing memory
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===Linguistic ability===
 
===Linguistic ability===
The dwarven median linguistic ability of 1000 is exactly the human average.
+
The dwarf median linguistic ability of 1000 is exactly the human average.
  
{| class=wikitable style="width:400px;"
+
{| {{prettytable}}
 
! Value  
 
! Value  
 
! Description
 
! Description
 +
 
|-  
 
|-  
 
| 2000&ndash;5000 || an astonishing ability with languages and words
 
| 2000&ndash;5000 || an astonishing ability with languages and words
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===Spatial sense===
 
===Spatial sense===
The dwarven median spatial sense of 1500 is above the human average.
+
The dwarf median spatial sense of 1500 is above the human average.
  
{| class=wikitable style="width:400px;"
+
{| {{prettytable}}
 
! Value
 
! Value
 
! Description
 
! Description
 +
 
|-  
 
|-  
 
| 2542&ndash;5000 || a stunning feel for spatial relationships
 
| 2542&ndash;5000 || a stunning feel for spatial relationships
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===Musicality===
 
===Musicality===
Musicality affects performances, such as playing music with instruments and singing. The dwarven median musicality of 1000 is exactly the human average.  
+
Musicality affects performances such as playing music with instruments and singing. The dwarf median musicality of 1000 is exactly the human average.  
 
+
{| {{prettytable}}
{| class=wikitable style="width:400px;"
 
 
! Value  
 
! Value  
 
! Description
 
! Description
 +
 
|-  
 
|-  
 
| 2000&ndash;5000 || an astonishing knack for music
 
| 2000&ndash;5000 || an astonishing knack for music
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===Kinesthetic sense===
 
===Kinesthetic sense===
Most skills involving any movement at all (lots of them), and many non-skilled tasks as well, are affected by Kinesthetic Sense. The dwarven median kinesthetic sense of 1000 is exactly the human average.
+
Most skills involving any movement at all (lots of them), and many non-skilled tasks as well are affected by Kinesthetic Sense. The dwarf median kinesthetic sense of 1000 is exactly the human average.
  
{| class=wikitable style="width:400px;"
+
{| {{prettytable}}
 
! Value  
 
! Value  
 
! Description
 
! Description
 +
 
|-  
 
|-  
 
| 2000&ndash;5000 || an astounding feel for the position of [his/her] own body
 
| 2000&ndash;5000 || an astounding feel for the position of [his/her] own body
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===Empathy===
 
===Empathy===
The dwarven median empathy of 1000 is exactly the human average.
+
The dwarf median empathy of 1000 is exactly the human average.
  
{| class=wikitable style="width:400px;"
+
{| {{prettytable}}
 
! Value  
 
! Value  
 
! Description
 
! Description
 +
 
|-  
 
|-  
 
| 2000&ndash;5000 || an absolutely remarkable sense of others' emotions
 
| 2000&ndash;5000 || an absolutely remarkable sense of others' emotions
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===Social awareness===
 
===Social awareness===
The dwarven median social awareness of 1000 is exactly the human average.
+
The dwarf median social awareness of 1000 is exactly the human average.
  
{| class=wikitable style="width:400px;"
+
{| {{prettytable}}
 
! Value  
 
! Value  
 
! Description
 
! Description
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== Skills by associated attributes ==
 
== Skills by associated attributes ==
 +
:''If your browser cannot display this table properly, you can view the [[Attribute_table_old|legacy version]].''
 
   
 
   
 
{| border="1" cellpadding="2" style="border-spacing: 0; border-width: 1px; border-style: solid; text-align:center;"
 
{| border="1" cellpadding="2" style="border-spacing: 0; border-width: 1px; border-style: solid; text-align:center;"
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| [[Brewer]] || {{X|A}} || {{X|B}} || || || || || || || || || || || || || {{X|A}} || ||
 
| [[Brewer]] || {{X|A}} || {{X|B}} || || || || || || || || || || || || || {{X|A}} || ||
 
|-
 
|-
 +
| [[Alchemist]] || || {{X|A}} || || || {{X|A}} || || || {{X|B}} || {{X|C}} || || || || || || || ||
 +
|-style="background:#f5f5f5;"
 
| [[Clothier]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||
 
| [[Clothier]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||
 +
|-
 +
| [[Miller]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
|-style="background:#f5f5f5;"
| [[Miller]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||
+
| [[Thresher]] || {{X|B}} || {{X|A}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||
 
|-
 
|-
| [[Thresher]] || {{X|B}} || {{X|A}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
 
| [[Cheese maker]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|B}} || || || {{X|C}} || || || || || || || {{X|A}} || ||
 
| [[Cheese maker]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|B}} || || || {{X|C}} || || || || || || || {{X|A}} || ||
 
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"
 
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"
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| [[Cook]] || || {{X|A}} || || || {{X|B}} || || || {{X|C}} || || || || || || || {{X|A}} || ||
 
| [[Cook]] || || {{X|A}} || || || {{X|B}} || || || {{X|C}} || || || || || || || {{X|A}} || ||
 
|-style="background:#f5f5f5;"
 
|-style="background:#f5f5f5;"
| [[Planter]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||
+
| [[Grower]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||
 
|-
 
|-
 
| [[Herbalist]] || || {{X|A}} || || || || || || || || || {{X|B}} || || || || {{X|A}} || ||
 
| [[Herbalist]] || || {{X|A}} || || || || || || || || || {{X|B}} || || || || {{X|A}} || ||
Line 709: Line 721:
 
|-
 
|-
 
| [[Ambusher]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||
 
| [[Ambusher]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||
 +
|-style="background:#f5f5f5;"
 +
| [[Building designer]] || || || || || {{X|A}} || || || {{X|B}} || || || || || {{X|C}} || || || ||
 
|-
 
|-
 
| [[Wound dresser]] || || {{X|A}} || || || || || || || || || || || {{X|B}} || || {{X|A}} || {{X|C}} ||
 
| [[Wound dresser]] || || {{X|A}} || || || || || || || || || || || {{X|B}} || || {{X|A}} || {{X|C}} ||
Line 954: Line 968:
  
 
===Attributes trained by skills===
 
===Attributes trained by skills===
'''''Strength''''':
+
'''Strength''':
:'''Primary''': Miner, Wood cutter, Carpenter, Mason, Butcher, Brewer, Miller, Milker, Planter, Furnace operator, Weaponsmith, Armorsmith, Metalsmith, Metal crafter, Glassmaker, Leatherworker, Axeman, Swordsman, Maceman, Hammerman, Spearman, Shield user, Armor user, Siege engineer, Siege operator, Pikeman, Thrower, Wood burner, Lye maker, Soaper, Potash maker, Dyer, Pump operator, Swimmer, Intimidator, Wrestler, Biter, Striker, Kicker, Misc. object user, Presser, Gelder, Papermaker
+
 
:'''Secondary''': Thresher, Cheese maker, Fisherdwarf, Strand extractor, Knife user, Lasher, Mechanic, Bone doctor, Balance, Fighter, Knapper, Shearer, Spinner, Beekeeper, Climber, Dancer, Percussionist
+
Miner, Carpenter, Wood cutter, Mason, Bone doctor, Beekeeper, Brewer, Cheese maker, Dyer, Grower, Lye maker, Milker, Miller, Potash Maker, Presser, Soaper, Spinner, Thresher, Wood burner, Fisherdwarf, Armorsmith, Furnace operator, Metal crafter, Metalsmith, Weaponsmith, Glassmaker, Leatherworker, Strand extractor, Mechanic, Pump operator, Siege engineer, Siege operator, Swimmer, Climber, 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, Beekeeper, Brewer, Butcher, Cheese maker, Cook, Dyer, Grower, Herbalist, Milker, Miller, Presser, Spinner, Tanner, Thresher, Fish cleaner, Fish dissector, Fisherdwarf, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Glazer, Leatherworker, Potter, Stone crafter, Wax worker, 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, Swimming while drowning{{verify}}
 +
 
 +
'''Endurance''':
 +
 
 +
Miner, Wood cutter, Mason, Animal trainer, Crutch-walker, Beekeeper, Butcher, Cheese maker, Dyer, Grower, Lye maker, Milker, Miller, Potash maker, Presser, Soaper, Spinner, Thresher, Wood burner, Fish cleaner, Armorsmith, Furnace operator, Metal crafter, Metalsmith, Weaponsmith, Glassmaker, Leatherworker, Strand extractor, Mechanic, Pump operator, Siege engineer, Siege operator, Swimmer, Climber, Armor user, Biter, Dodger, Druid
 +
 
 +
'''Disease Resistance''':
 +
 
 +
Nothing!
 +
 
 +
'''Recuperation''':
 +
 
 +
Nothing!
 +
 
 +
'''Analytical Ability''':
 +
 
 +
Animal caretaker, Trapper, Diagnostician, Beekeeper, 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, Glazer, Leatherworker, Potter, Stone crafter, Wax worker, 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
  
'''''Agility''''':
+
'''Focus''':
:'''Primary''': Engraver, Animal trainer, Animal caretaker, Fish dissector, Animal dissector, Fish cleaner, Trapper, Tanner, Weaver, Alchemist, Clothier, Thresher, Cheese maker, Cook, Herbalist, Fisherdwarf, Strand extractor, Gem cutter, Gem setter, Wood crafter, Stone crafter, Bone carver, Knife user, Crossbowman, Bowyer, Lasher, Bowman, Blowgunner, Mechanic, Ambusher, Wound dresser, Surgeon, Bone doctor, Suturer, Crutch-walker, Comedian, Coordination, Balance, Fighter, Archer, Dodger, Knapper, Shearer, Spinner, Potter, Glazer, Beekeeper, Wax worker, Dancer, Keyboardist, Stringed instrumentalist, Wind instrumentalist, Percussionist, Bookbinder, Rider
 
:'''Secondary''': Wood cutter, Carpenter, Mason, Butcher, Brewer, Miller, Milker, Planter, Weaponsmith, Armorsmith, Metalsmith, Metal crafter, Axeman, Swordsman, Maceman, Hammerman, Spearman, Shield user, Siege engineer, Pikeman, Thrower, Druid, Dyer, Swimmer, Intimidator, Wrestler, Striker, Kicker, Misc. object user, Presser, Climber, Gelder, Papermaker
 
  
'''''Toughness''''':
+
Bone doctor, Surgeon, Suturer, Fisherdwarf, Siege operator, Record keeper, Concentration, Observer, Student, Tracker, Discipline, Reader, ranged combat/hunting skills
:'''Primary''': ''none''
 
:'''Secondary''': Miner, Animal trainer, Furnace operator, Axeman, Swordsman, Knife user, Maceman, Hammerman, Spearman, Shield user, Armor user, Siege operator, Pikeman, Lasher, Thrower, Druid, Wood burner, Lye maker, Soaper, Potash maker, Pump operator, Fighter, Biter, Striker, Kicker, Dodger, Misc. object user
 
  
'''''Endurance''''':
+
'''Willpower''':
:'''Primary''': Druid, Climber
 
:'''Secondary''': Miner, Wood cutter, Mason, Animal trainer, Fish cleaner, Butcher, Miller, Thresher, Cheese maker, Milker, Planter, Furnace operator, Strand extractor, Weaponsmith, Armorsmith, Metalsmith, Metal crafter, Glassmaker, Leatherworker, Armor user, Siege engineer, Siege operator, Mechanic, Crutch-walker, Wood burner, Lye maker, Soaper, Potash maker, Dyer, Pump operator, Swimmer, Wrestler, Biter, Dodger, Shearer, Spinner, Presser, Beekeeper, Gelder, Dancer, Wind instrumentalist, Percussionist
 
  
'''''Disease Resistance''''':
+
Miner, Wood cutter, Crutch-walker, Pump operator, Swimmer, Climber, Concentration, Discipline, all general combat and close combat skills
:Nothing!
 
  
'''''Recuperation''''':
+
'''Patience''':
:Nothing!
 
  
'''''Analytical Ability''''':
+
Animal trainer, Fisherdwarf, Concentration
:'''Primary''': Animal caretaker, Trapper, Alchemist, Siege engineer, Mechanic, Diagnostician, Appraiser, Organizer, Record keeper, Tracker, Tactician, Beekeeper, Critical thinker, Logician, Mathematician, Astronomer, Chemist
 
:'''Secondary''': Cheese maker, Cook, Furnace operator, Strand extractor, Gem cutter, Siege operator, Student, Knapper, Geographer, Optics engineer, Fluid engineer
 
  
'''''Focus''''':
+
'''Spatial Sense''':
:'''Primary''': Fisherdwarf, Concentration
 
:'''Secondary''': Crossbowman, Siege operator, Bowman, Blowgunner, Druid, Ambusher, Surgeon, Bone doctor, Suturer, Record keeper, Student, Discipline, Observer, Reader, Archer, Musician, Singer, Keyboardist, Stringed instrumentalist, Wind instrumentalist, Percussionist, Schemer
 
  
'''''Willpower''''':
+
Miner, Bowyer, Carpenter, Wood cutter, Engraver, Mason, Trapper, Bone doctor, Crutch-walker, Surgeon, Suturer, Wound dresser, Spinner, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Glazer, Leatherworker, Potter, Stone crafter, Wax worker, Weaver, Wood crafter, Mechanic, Siege engineer, Siege operator, Swimmer, Climber, Knapper, Building designer, Observer, Tracker, Coordination, all general combat, close combat, and ranged combat/hunting skills (but not Armor user)
:'''Primary''': Discipline
 
:'''Secondary''': Miner, Wood cutter, Axeman, Swordsman, Knife user, Maceman, Hammerman, Spearman, Shield user, Armor user, Pikeman, Lasher, Thrower, Druid, Crutch-walker, Pump operator, Swimmer, Concentration, Fighter, Wrestler, Biter, Striker, Kicker, Dodger, Misc. object user, Climber, Rider
 
  
'''''Creativity''''':
+
'''Kinesthetic Sense''':
:'''Primary''': ''none''
 
:'''Secondary''': Carpenter, Engraver, Mason, Trapper, Weaver, Alchemist, Clothier, Cheese maker, Cook, Weaponsmith, Armorsmith, Metalsmith, Gem setter, Wood crafter, Stone crafter, Metal crafter, Glassmaker, Leatherworker, Bone carver, Siege engineer, Bowyer, Mechanic, Organizer, Liar, Comedian, Wordsmith, Writer, Poet, Tactician, Potter, Glazer, Wax worker, Musician, Singer, Keyboardist, Stringed instrumentalist, Wind instrumentalist, Percussionist, Schemer
 
  
'''''Intuition''''':
+
Miner, Bowyer, Carpenter, Wood cutter, Engraver, Mason, Bone doctor, Crutch-walker, Surgeon, Suturer, Wound dresser, Beekeeper, Brewer, Butcher, Cheese maker, Cook, Dyer, Grower, Herbalist, Lye maker, Milker, Miller, Potash Maker, Presser, Soaper, Spinner, Tanner, Thresher, Wood burner, Fish cleaner, Fish dissector, Fisherdwarf, Armorsmith, Furnace operator, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Glazer, Leatherworker, Potter, Stone crafter, Wax worker, Weaver, Wood crafter, Strand extractor, Pump operator, Swimmer, Climber, Knapper, Comedian, Intimidator, Coordination, all general combat, close combat, and ranged combat/hunting skills
:'''Primary''': ''none''
 
:'''Secondary''': Animal trainer, Alchemist, Diagnostician, Judge of Intent, Appraiser, Tracker, Observer, Wordsmith, Writer, Poet, Tactician, Schemer
 
  
'''''Patience''''':
+
'''Linguistic Ability''':
:'''Primary''': ''none''
 
:'''Secondary''': Animal trainer, Fisherdwarf, Concentration
 
  
'''''Memory''''':
+
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)
:'''Primary''': Student
 
:'''Secondary''': Animal caretaker, Herbalist, Diagnostician, Appraiser, Record keeper, Reader, Mathematician, Astronomer, Chemist, Geographer
 
  
'''''Linguistic Ability''''':
+
'''Musicality''':
:'''Primary''': Persuader, Negotiator, Liar, Intimidator, Conversationalist, Comedian, Flatterer, Pacifier, Wordsmith, Writer, Poet, Reader, Speaker
 
:'''Secondary''': Consoler, Leader, Teacher
 
  
'''''Spatial Sense''''':
+
Quality of musical performances
:'''Primary''': Crossbowman, Siege operator, Bowman, Blowgunner, Ambusher, Observer, Archer, Knapper, Geographer, Optics engineer, Fluid engineer, Bookbinder
 
:'''Secondary''': Miner, Wood cutter, Carpenter, Engraver, Mason, Trapper, Weaver, Clothier, Weaponsmith, Armorsmith, Metalsmith, Gem cutter, Gem setter, Wood crafter, Stone crafter, Metal crafter, Glassmaker, Leatherworker, Bone carver, Axeman, Swordsman, Knife user, Maceman, Hammerman, Spearman, Shield user, Siege engineer, Bowyer, Pikeman, Lasher, Mechanic, Wound dresser, Surgeon, Bone doctor, Suturer, Crutch-walker, Swimmer, Tracker, Coordination, Fighter, Wrestler, Biter, Striker, Kicker, Dodger, Misc. object user, Shearer, Spinner, Potter, Glazer, Beekeeper, Wax worker, Climber, Dancer, Mathematician, Astronomer, Papermaker
 
  
'''''Musicality''''':
+
'''Empathy''':
:'''Primary''': Musician, Singer, Keyboardist, Stringed instrumentalist, Wind instrumentalist, Percussionist
 
:'''Secondary''': Dancer
 
  
'''''Kinesthetic Sense''''':
+
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)
:'''Primary''': Miner, Wood cutter, Carpenter, Engraver, Mason, Fish dissector, Animal dissector, Fish cleaner, Butcher, Tanner, Weaver, Brewer, Clothier, Miller, Thresher, Cheese maker, Milker, Cook, Planter, Herbalist, Furnace operator, Strand extractor, Weaponsmith, Armorsmith, Metalsmith, Gem cutter, Gem setter, Wood crafter, Stone crafter, Metal crafter, Glassmaker, Leatherworker, Bone carver, Axeman, Swordsman, Knife user, Maceman, Hammerman, Spearman, Shield user, Armor user, Bowyer, Pikeman, Lasher, Wound dresser, Surgeon, Bone doctor, Suturer, Crutch-walker, Wood burner, Lye maker, Soaper, Potash maker, Dyer, Pump operator, Swimmer, Coordination, Balance, Fighter, Wrestler, Biter, Striker, Kicker, Dodger, Misc. object user, Shearer, Spinner, Potter, Glazer, Presser, Wax worker, Climber, Gelder, Dancer, Papermaker, Rider
 
:'''Secondary''': Fisherdwarf, Crossbowman, Bowman, Blowgunner, Thrower, Ambusher, Intimidator, Comedian, Archer, Knapper, Beekeeper, Bookbinder
 
  
'''''Empathy''''':
+
'''Social Awareness''':
:'''Primary''': Animal trainer, Druid, Judge of intent, Consoler, Leader, Teacher
 
:'''Secondary''': Animal caretaker, Wound dresser, Persuader, Negotiator, Conversationalist, Flatterer, Pacifier, Speaker, Rider
 
  
'''''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)
:'''Primary''': Schemer
 
:'''Secondary''': Persuader, Negotiator, Judge of intent, Organizer, Liar, Conversationalist, Flatterer, Consoler, Pacifier, Speaker, Leader, Teacher
 
  
 
== Dwarf attributes ==
 
== Dwarf attributes ==
  
Each attribute is a number between 0 and 5000, but in dwarven terms anything below 200 is rare [http://dffd.bay12games.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.  
  
 
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.
 
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.
Line 1,042: Line 1,058:
 
== Training attributes ==  
 
== 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 them 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).   
 
 
According to [https://www.reddit.com/r/dwarffortress/comments/zquv8f/psa_you_can_build_a_gym_for_your_military_with/] Reddit post, strength and stamina can be trained via screw pumps reasonably quickly. The pumps don't have to be adjacent to any liquids, and dwarves will still operate them, pumping air.
 
 
 
Plant gathering trains Agility, Kinesthetic Sense, and Memory to a lesser degree. After a couple of years, plant gatherers become the faster dwarves in the fortress and are generally suitable for transfer to any demanding job.
 
  
Attributes are capped in Adventure mode and probably also in dwarf mode. Those caps are governed by {{token|MENT_ATT_CAP_PERC}} and {{token|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 {{token|PHYS_ATT_RANGE}}, for example 1000 for most attributes for dwarves).  
+
Attributes are capped in Adventure mode and probably also in Dwarf mode. Those caps are governed by {{token|MENT_ATT_CAP_PERC}} and {{token|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 {{token|PHYS_ATT_RANGE}}, for example 1000 for most attributes for Dwarves).  
 
attribute_cap = starting_value + max {starting_value, median}  
 
attribute_cap = starting_value + max {starting_value, median}  
  
The speed of learning attributes is governed by "cost to improve" in {{token|PHYS_ATT_RATES}} and {{token|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 [http://www.bay12forums.com/smf/index.php?topic=66525.msg3993120#msg3993120] 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.
+
The speed of learning attributes is governed by "cost to improve" in {{token|PHYS_ATT_RATES}} and {{token|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 [http://www.bay12forums.com/smf/index.php?topic=66525.msg3993120#msg3993120] 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.
  
 
==Standard ranges==
 
==Standard ranges==
Line 1,057: Line 1,069:
 
The game comes pre-stocked with several sets of attribute ranges, some better than others. The signs that come after the numeral ranges indicate what level that range represents, but have no effect in and of themselves.
 
The game comes pre-stocked with several sets of attribute ranges, some better than others. The signs that come after the numeral ranges indicate what level that range represents, but have no effect in and of themselves.
  
{|
+
[0:0:0:0:0:0:0]                       unattainable
|[0:0:0:0:0:0:0]                     || unattainable
+
 
|-
+
[0:100:200:300:400:450:500]           ---
|[0:100:200:300:400:450:500]         || ---
+
 
|-
+
[0:400:600:750:800:900:1100]           --
|[0:400:600:750:800:900:1100]       || --
+
 
|-
+
[150:600:800:900:1000:1100:1500]       -
|[150:600:800:900:1000:1100:1500]   || -
+
 
|-
+
[200:700:900:1000:1100:1300:2000]       Default
|[200:700:900:1000:1100:1300:2000]   || Default
+
 
|-
+
[450:950:1150:1250:1350:1550:2250]     +
|[450:950:1150:1250:1350:1550:2250] || +
+
 
|-
+
[700:1200:1400:1500:1600:1800:2500]   ++
|[700:1200:1400:1500:1600:1800:2500] || ++
+
 
|-
+
[1250:1500:1750:2000:2500:3000:5000] +++
|[1250:1500:1750:2000:2500:3000:5000]|| +++
+
 
|-
+
[5000:5000:5000:5000:5000:5000:5000] max
|[5000:5000:5000:5000:5000:5000:5000]|| max
 
|}
 
  
{{Category|Game mechanics}}
 
 
[[ru:Attribute]]
 
[[ru:Attribute]]

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