https://dwarffortresswiki.org/api.php?action=feedcontributions&user=Dree12&feedformat=atomDwarf Fortress Wiki - User contributions [en]2024-03-28T11:58:36ZUser contributionsMediaWiki 1.35.11https://dwarffortresswiki.org/index.php?title=40d:Changes_in_v0.27&diff=20934340d:Changes in v0.272014-08-11T19:55:56Z<p>Dree12: Use unambiguous ISO date format</p>
<hr />
<div>'''Dwarf Fortress''' has a huge planned feature set (see [http://www.bay12games.com/dwarves/dev.html Bay 12 Games] for a list), and has evolved considerably since its first public release on August 8, 2006. The following is an overview of major and minor changes made to the game, and when they were made. There are currently many omissions of important changes (for instance, a period during which [[siege]]s were broken and finally fixed).<br />
<br />
== Changes in 0.40 (DF2014) ==<br />
'''See [[DF2014:Release information|the release information]].'''<br />
<br />
== Changes in 0.34 (DF2012) ==<br />
'''See [[DF2012:Release information|the release information]].'''<br />
<br />
== Changes in 0.31 ==<br />
'''See [[DF2010:Release information|the release information]].'''<br />
<br />
Along with a host of new features, the release of 0.31.01 brought a new version system, shortening the originally 5-part (6-part if the SDL experimental branch is included) version number to just three parts.<br />
<br />
== Changes in the 3D Version ==<br />
<br />
With the release of the 3D version, a huge number of changes were introduced. The central change was the introduction of a Z dimension to the game map; previously, all fortresses were built on a single, two-dimensional plane -- with the new release, fortresses could span dozens of levels. The layout of terrain on the game map also changed radically, featuring separate distinct stone layers with (mostly) geologically accurate contents, as well as allowing a single fortress to encompass several different biomes.<br />
<br />
The following is a list of major aspects of the 2D version that changed completely with the release of the 3D version.<br />
<br />
=== Miscellaneous ===<br />
*Z-levels only existed in [[adventurer mode]], and then only in a limited fashion. Most [[cave]]s, [[ruin]]s, goblin fortresses, and human buildings had a handful of levels internally, connected by stairs or ramps, but the surrounding terrain was completely flat. When visiting a player-built fortress in adventurer mode, the layout would be preserved but rotated 90 degrees, and a row of ramps would be inserted as a transition between various areas of the fort for no obvious reason.<br />
*Starting location choices -- Previously there were only a few dozen fixed locations on each map you could choose, all with the same layout and size; the only thing that varied was biome (climate, creatures, trees, and shrubs), and each location had only one biome. (Accessibility by different civilizations also varied depending on starting location -- this is perhaps little changed in the current version.) Now you can start just about ''anywhere'' on the world map, with a variable-size fortress map, which can span several different adjacent biomes and terrains.<br />
*Choice of starting goods was very limited. You couldn't bring an anvil (one would automatically be brought in the first summer by a metalsmith). Starting points were very tight - only 200 points plus your default starting equipment (2 picks, 2 battle axes, 15 pieces of meat/fish, 15 edible plants, 5 edible plant seeds, and 5 cloth-making plant seeds).<br />
*Nobles changed a lot. There used to be "guildmasters" corresponding to different professions (farming, mining, masonry, etc.). The manager was your first noble, who arrived after hitting 20 dwarves. There was no "trader" noble or trade skills (the "trade minister" did nothing of importance); you could trade at any point after the caravan fully unloaded. You couldn't do workshop profiles until the manager arrived and couldn't use the stocks screen until the bookkeeper arrived, which would also start the [[dwarven economy]]. The mayor, manager, trade minister, and treasurer were all different, full-time nobles, and the baron/count/duke (and their consorts) were all separate as well. Add to this the guildmasters and "Order of the <weapon>" nobles and you could potentially get up to '''39''' nobles in your fort.<br />
*There were no activity zones - fishing, drinking, and sand gathering was always done at the nearest accessible body of water (with a preference for running water), ponds were a special type of [[23a:channel|channel]], garbage was always dumped into the [[23a:chasm|chasm]] and destroyed, and meeting areas had to be designated from buildings (making them eligible for parties).<br />
<br />
=== Materials differences ===<br />
There were not as many kinds of stone. Stone was divided into three categories: Light ([[Limestone]], [[Marble]], [[Moonstone]]), Dark ([[Jet]], [[Obsidian]], [[Onyx]]), and Gray/rock (all others). Light and dark stone (other than obsidian) had 2x value multiplier, and Obsidian had 3x. You could choose whether to make something of light stone, dark stone, or rock, but you could not specify light or dark but exclude limestone or obsidian.<br />
<br />
Ore and gems were logically separate from stone. All types of ore/gems could be found - availability was based on how far into the mountain you were digging. For example, [[Native gold|gold]], [[Native platinum|platinum]], and [[hematite]] were always beyond the chasm, as was coal.<br />
<br />
There were not as many metals, and only a few alloys. Each metal type had only one ore - [[galena]] was a silver ore; there was no lead. All alloys were smelted from ore, with steel being the sole exception (pig iron was made from iron bars, but steel was made from pig iron and ''hematite'').<br />
<br />
Mining yields were all based on skill level (starting at 25% for a Dabbling miner), but only ore could reach a 100% yield - gems and coal maxed out at 63%, while normal stone could only reach 44%. Until version 0.34.07, all mining byproducts followed the "ore" formula; up to 100% of the time, dependent on skill.<br />
<br />
There was only one kind of coal: bituminous coal, yielding two bars of coke from smelting. Only Limestone could be used as [[Flux]] for making [[Steel]].<br />
<br />
Sand was always available, from the banks of the indoor or outdoor river.<br />
<br />
The [[encumbrance]] system was changed; the Γ unit was made 1/10th its former weight, and much greater variation in material weights was introduced.<br />
<br />
=== Building differences ===<br />
*Trader wagon access required an actual 3-wide road (not just a clear path) stretching from the western edge of the map to the depot (which had to be near the cliff face or inside the fort).<br />
*You couldn't build traps or farms outdoors. You could build bridges outdoors but not make them raisable/retractable.<br />
*You couldn't build/rebuild walls or any of the other [[constructions]].<br />
*Steel was necessary for building things over the magma river; Iron could be used with magma in other places.<br />
*Machines (gears, pumps, windmills, etc.) did not exist. There was a "mill" workshop that had to be built on one of the rivers.<br />
*Magma buildings had to have the left or right center tile over the magma river - other tiles could be but wouldn't power the building, and magma channels would not work.<br />
<br />
=== Terrain layout ===<br />
There was just an "outside", with a river zig-zagging north to south (except in scorching/freezing climates), a nearly flat cliff face, and cave river, chasm, magma river, demon pit, and adamantine-lined chasm at fairly regular distances in to the mountain, that were present in every fortress. The cave river was lined with limestone; the magma river was lined with obsidian. "Discovered" features (cave river, chasm, etc.) would only be partly revealed according to what was within line-of-sight from all dwarf-accessible tiles.<br />
<br />
(Note that the compass directions are an abstraction, and the river does not necessarily actually run north to south with the cliff face to the east)<br />
<br />
The chasm would contain primarily antmen, ratmen, or batmen, and 5-15 of them would spontaneously crawl out of it on a fairly regular basis until you poured enough magma in there to "kill" the chasm. While activity zones did not exist yet, you could [o]rder refuse to be dumped into the chasm.<br />
<br />
=== Rivers, Fluids and Flooding ===<br />
The underground river would flood when breached and then once each spring, summer, and fall (in the form of waves sweeping out up to 20 tiles from its banks), and the floods would tend to sweep dwarves into the river, who would almost always drown. Items swept into the river would permanently disappear. Irrigation was much more necessary for farming than it is now (as you could ''only'' build farms on muddied tiles; soil types did not exist), though some fortresses survived purely on tiles muddied by the natural flood ("Nile-style farms").<br />
<br />
Both the cave river and magma river had a chance of flooding when first breached; this would often drown the miner (or flat out kill him, in the case of magma).<br />
<br />
While natural floods were limited in size and would subside naturally, floods released by floodgates expanded ''forever'' and were only ended by an "anti-flood" caused by a floodgate closing or a cave-in. An antiflood would not be generated if the flood waters were connected to a source of water, leading to permanent flood states if one was not careful. One floodgate being destroyed (by a troll or magma man, for instance) or opened would pull fluid from the river into a channel, a second will release it onto the surface. Channels would absorb surface water and not allow floods to pass. Channels could be walked on when not filled with fluid. To carry fluid over rivers or the chasm, you had to use a bridge-like building called an aqueduct.<br />
<br />
Wells could just be "dug", and did not have to be connected to a water supply. Cave river creatures (frogmen, snakemen, or lizardmen) would show up spontaneously along the banks of the river (and also crawl out of wells beyond the cave river), though much less often than the chasm creatures.<br />
<br />
Aquifers did not exist in the 2D version.<br />
<br />
=== Cave-ins ===<br />
Cave-ins would happen in short order if you mined out a 7x7 area or larger without leaving an unmined natural column in place (or built a support pillar). The cave-in was not immediate, but cave-ins triggered by blowing out a support were immediate. Supports could survive the magma flood.<br />
<br />
=== Adamantine ===<br />
[[Image:DF2D Too Deep.png|thumb|right|Too Deep...]]<br />
Beyond the [[23a:Eerie glowing pit|eerie glowing pits]], forming the far edge of the map, was an adamantine-lined impassable chasm (containing no creatures -- at least, none you ever saw). Mining even a little bit of raw adamantine set into motion an eventual and unavoidable end-of-game, and mining 100 or more units would guarantee the game ended at the start of the next season. You could not reclaim a fortress lost this way. If you visited a "too deep"ed fortress in adventure mode, you would find a large "Demon". After the demon was defeated[http://www.bay12games.com/forum/index.php?topic=16340.msg156707#msg156707], all raw adamantine, mined or not, would turn into galena. The 3D versions effectively switched this around - rather than having to release demons in order to get to the adamantine, the demons would instead be released (either from the [[40d:Eerie glowing pit|eerie glowing pits]] or from [[DF2010:Hell|Hell]] itself) as a result of mining too much raw adamantine.<br />
<br />
=== Skills and labors ===<br />
<br />
In the 2D version, a number of related skills were lumped together via a common [[labor]]. The skills of weaponsmithing, armoring, blacksmithing, and metalcrafting all existed separately but were enabled via a single [[labor]] called "metalsmithing". Potash making and lye making were grouped under "ashery operating". Gem cutting and gem setting were lumped under "jeweling".<br />
<br />
Adamantine processing was divided into four skills (adamantine extractor, smelter, weaver, and worker) and controlled by 2 labors. It was nigh impossible to produce top-quality adamantine items because there wasn't enough adamantine available to train up an "adamantine worker" unless you managed to get a lucky [[strange mood]]. In the 3D version, adamantine extractor was renamed "strand extractor" and all further processing was transferred to the ordinary furnace operator, weaver, and smithing skills and labors.<br />
<br />
== Release History ==<br />
<br />
The most recent releases are listed at the top.<br />
<br />
=== Dwarf Fortress v0.40 ===<br />
* 0.40.03 (2014-07-13): ''Bugfix''; broke save game compatibility again due to more save corruption, several crash fixes.<br />
* 0.40.02 (2014-07-10): ''Bugfix''; broke save game compatibility due to save corruption, several crash fixes.<br />
* 0.40.01 (2014-07-07): ''Release''; Introduced world generation running in the background while fortresses and adventurers progress, un-retiring of fortresses, multiple tile trees, climbing & jumping, and more.<br />
<br />
=== Dwarf Fortress v0.34 ===<br />
<br />
In a [http://www.bay12games.com/dwarves/index.html devlog] entry for 2011-01-30, Threetoe announced plans for a series of nine numbered releases ("Short-term Goals" on the [http://www.bay12games.com/dwarves/dev.html dev page]) to finish off the long-planned "caravan" development arc. Release 1, improving towns and introducing markets, along with a variety of supernatural creature types, was predicted to have a version number of [http://www.bay12games.com/media/df_talk_14_transcript.html#14.16 0.33 or 0.34] and was released on Valentine's Day 2012 as version 0.34.01.<br />
<br />
* 0.34.11 (2012-06-04): ''Bugfix''<br />
* 0.34.10 (2012-05-21): ''Bugfix''<br />
* 0.34.09 (2012-05-17): ''Bugfix''<br />
* 0.34.08 (2012-05-14): Hauling overhaul - minecarts and wheelbarrows, more accurate projectiles, reduced mining yields, advanced stockpile/workshop links<br />
* 0.34.07 (2012-03-30): ''Bugfix''<br />
* 0.34.06 (2012-03-23): Updates to animal training ([[dungeon master]] removed, having been nonfunctional since 0.31.01), return of good/evil trees and shrubs<br />
* 0.34.05 (2012-03-06): ''Bugfix''<br />
* 0.34.04 (2012-02-29): ''Hotfix''<br />
* 0.34.03 (2012-02-28): ''Bugfix''<br />
* 0.34.02 (2012-02-18): ''Bugfix''; broke save compatibility due to save corruption, numerous fixes for old issues<br />
* 0.34.01 (2012-02-14): Introduction of human cities (shops, marketplaces, sewers, dungeons) and tombs, addition of [[interaction]]s ([[necromancer]]s, [[werebeast]]s, [[vampire]]s, etc.), historical migrants, truly evil regions, updated [[justice]] system,<br />
<br />
=== Dwarf Fortress v0.31 ===<br />
<br />
* 0.31.25 (2011-03-28): ''Hotfix'' -- Final update of version 0.31.<br />
* 0.31.24 (2011-03-27): ''Hotfix''<br />
* 0.31.23 (2011-03-26): ''Hotfix''<br />
* 0.31.22 (2011-03-24): ''Bugfix''<br />
* 0.31.21 (2011-03-06): ''Bugfix''<br />
* 0.31.20 (2011-03-06): ''Hotfix''<br />
* 0.31.19 (2011-02-16): Worldgen starvation, usually wiping out kobolds; grazing; ceramics; jugs, pots, nest boxes, beehives (and bees); site finder changes. Last major 0.31 release, and the (unnumbered) beginning of the caravan arc series.<br />
* 0.31.18 (2010-11-16): ''Hotfix''<br />
* 0.31.17 (2010-11-11): Bandits, Night Creatures, Bogeyman, Adventure mode improvements, combat aiming, castles<br />
* 0.31.16 (2010-10-04): ''Hotfix''<br />
* 0.31.15 (2010-10-03): ''Bugfix''<br />
* 0.31.14 (2010-09-23): ''Hotfix''<br />
* 0.31.13 (2010-09-15): Entity populations, sprawl, river density tweaking, TrueType font support<br />
* 0.31.12 (2010-07-25): ''Hotfix''<br />
* 0.31.11 (2010-07-23): Art of deities<br />
* 0.31.10 (2010-07-11): ''Hotfix''<br />
* 0.31.09 (2010-07-10): Adventure mode knapping and butchery, combat improvements<br />
* 0.31.08 (2010-06-19): ''Hotfix''<br />
* 0.31.07 (2010-06-19): ''Bugfix''<br />
* 0.31.06 (2010-06-09): ''Bugfix''<br />
* 0.31.05 (2010-06-04): ''Bugfix''<br />
* 0.31.04 (2010-05-16): Merge with the 40d19 branch<br />
* 0.31.03 (2010-04-12): Ability to create undead in arena<br />
* 0.31.02 (2010-04-08): ''Bugfix''<br />
* 0.31.01 (2010-04-01): Overhaul of many aspects of the game, first 2010 release<br />
<br />
=== 3D Version (before 2010) ===<br />
* ''Branch'': 0.28.181.40d2 thru 0.28.181.40d19: OpenGL optimizations, macros, zooming<br />
* 0.28.181.40d (2008-09-06): ''Bugfix''; [[40d:Cat cancels Store Item in Stockpile: Too injured|Cat bug introduced]]<br />
* 0.28.181.40c (2008-08-21): ''Hotfix''<br />
* 0.28.181.40b (2008-08-20): Partial print, windowed/fullscreen gridsizes<br />
* 0.28.181.40a (2008-08-18): Embark profiles added, [[note]]s extended to embark map, customizable forbid [[orders]] added (used ammunition, dead creatures' possessions, etc.)<br />
* 0.28.181.39f (2008-08-09): [[Custom grid]] sizes added<br />
* 0.28.181.39e (2008-07-23): ''Hotfix''<br />
* 0.28.181.39d (2008-07-23): Added [[Site finder]], can display hidden map features when choosing a site, [[Note]] support implemented<br />
* 0.28.181.39c (2008-07-16): ''Hotfix''<br />
* 0.28.181.39b (2008-07-14): ''Hotfix''; trees in [[Elf|Elven]] forest retreats no longer have names<br />
* 0.28.181.39a (2008-07-13): Lots of worldgen changes, including ethics (leading to wars and conquered sites), dynamic era naming, worldgen roads/bridges/tunnels, megabeasts being killed during worldgen, megabeasts being undead; cats and trained animals are now named on adoption, human weapon stores stock more stuff (including ammo), placing [[construction]]s now destroys engravings, and flying creatures no longer give birth in mid-air<br />
* 0.27.176.38c (2008-02-24): ''Bugfix''<br />
* 0.27.176.38b (2008-02-23): First Macintosh-compatible release; Dwarves no longer carry their artifacts around, booze food no longer melts, worlds can now have custom sizes<br />
* 0.27.176.38a (2008-02-15): Magma pipes now refill, ZERO_RENT and BABY_CHILD_CAP init.txt options were added, strange moods no longer convert workshops, metal crossbows now made by [[weaponsmith]]s instead of [[bowyer]]s, dwarves chat and make friends/grudges and get married, unhappy thoughts from [[masterpiece]] destruction are now reduced based on the number of masterpieces the dwarf has made<br />
* 0.27.173.38a (2008-02-04): [[Sphere]]s added, lots of new entity tags, numerous worldgen improvements, religions implemented, undead [[ruin]]s removed<br />
* 0.27.169.33g (2007-12-21): Mud no longer dries up during winter, occupied cages are named according to their contents, brand new "Bring to depot" interface, [[strange mood]]s no longer require glass until you actually make some<br />
* 0.27.169.33f (2007-12-14): ''Bugfix''; mud and blood no longer spread, auto-[[forbid]] fired ammunition<br />
* 0.27.169.33e (2007-12-08): ''Bugfix''; in particular, nobles no longer order themselves to be punished for failed mandates<br />
* 0.27.169.33d (2007-11-30): ''Bugfix''<br />
* 0.27.169.33c (2007-11-23): Animals screen now labels war dogs and hunting dogs correctly<br />
* 0.27.169.33b (2007-11-16): [[Carp]] and other fish no longer gain [[swimming]] skill, making them ''slightly'' less dangerous<br />
* 0.27.169.33a (2007-11-01): added [[wood]]en [[block]]s<br />
* 0.27.169.32a (2007-10-29): The very first fully 3D version<br />
<br />
=== 2D Version ===<br />
* 0.23.130.23a (2007-01-18): ''Hotfix'' - Final version<br />
* 0.23.125.23b (2007-01-16): ''Hotfix''<br />
* 0.23.125.23a (2007-01-16): Temperature support was further improved, population/FPS caps were added, coffins could now be restricted to only dwarves or only pets, and animals could now be marked for slaughter from their {{K|v}}-{{K|p}} screen<br />
* 0.22.123.23a (2006-12-21): ''Hotfix''<br />
* 0.22.123.23a (2006-12-21): More workshop orders were added - auto collect webs, auto slaughter, auto butcher, auto tan<br />
* 0.22.121.23b (2006-12-16): The ability to disable temperature and weather were added (to boost FPS)<br />
* 0.22.121.23a (2006-12-14): Bins could now be made from metal, and the embark screen now described your biome and listed what civilizations were nearby<br />
* 0.22.120.23b (2006-12-10): Improved temperature support was added<br />
* 0.22.120.23a (2006-11-23): The ability to use custom [[graphics sets]] was added<br />
* 0.22.110.23c (2006-11-17): ''Hotfix''<br />
* 0.22.110.23b (2006-11-15): ''Hotfix''<br />
* 0.22.110.23a (2006-11-17): [[Dye]]s and dyeing were implemented, allowed sewing cloth/leather images into goods, as well as more detailed [[decoration|art]] (historical figures and events, special shapes); standing orders now allowed auto collecting webs and only using dyed cloth<br />
* 0.22.110.22f (2006-11-03): ''Bugfix''. [[Boatmurdered]] began in this version.<br />
* 0.22.110.22e (2006-10-29): ''Hotfix''<br />
* 0.22.110.22d (2006-10-29): ''Hotfix''<br />
* 0.22.110.22c (2006-10-29): Custom [[stockpile]]s were added (previously, there were only 16 basic stockpile types; things like [[potash]] would be stored with your metal bars and you could not force [[seed]]s to be kept near the farm).<br />
* 0.22.110.22b (2006-10-21): ''Hotfix''<br />
* 0.22.110.22a (2006-10-21): Inventory system changes (most notably, gloves and boots were split into two items (left & right for gloves))<br />
* 0.22.107.21a (2006-10-02): Various changes to [[adventurer mode]] - guards and families, plus "." as a wait key<br />
* 0.21.105.21a (2006-09-25): ''Hotfix''<br />
* 0.21.104.21c (2006-09-25): Making potash no longer required making ashes into lye first.<br />
* 0.21.104.21b (2006-09-16): Workshop profiles were added, along with showing genders on the Animal status screen<br />
* 0.21.104.21a (2006-09-08): [[Designation|Designating]] with the mouse was added<br />
* 0.21.104.19d (2006-09-02): ''Bugfix''<br />
* 0.21.104.19c (2006-09-02): The ability to hide engravings was added, announcement consolidation (x15), seasonal blood cleanup was temporarily added (and would remain until version 0.31)<br />
* 0.21.104.19b (2006-08-27): ''Bugfix''<br />
* 0.21.104.19a (2006-08-27): The ability to "chasm" items was added (complete with attacks from chasm creatures as a result), as well as butchering cats<br />
* 0.21.102.19a (2006-08-24): Dwarves could now have custom nicknames and professions, fullscreen could be toggled, starting animals would have mixed genders, horses could breed<br />
* 0.21.101.19d (2006-08-21): ''Bugfix''<br />
* 0.21.101.19c (2006-08-20): ''Bugfix''<br />
* 0.21.101.19b (2006-08-20): ''Bugfix''<br />
* 0.21.101.19a (2006-08-19): Adventurers could now have custom first names<br />
* 0.21.100.19a (2006-08-16): Gender symbol was added to unit views, config options for disabling sound and the intro movie, command-line world generation, ability to export local map<br />
* 0.21.95.19c (2006-08-14): Farm plot fertilization could be controlled directly<br />
* 0.21.95.19b (2006-08-13): ''Bugfix''<br />
* 0.21.95.19a (2006-08-12): ''Bugfix''<br />
* 0.21.93.19c (2006-08-10): ''Bugfix''<br />
* 0.21.93.19b (2006-08-10): ''Bugfix''<br />
* 0.21.93.19a (2006-08-08): Initial public release<br />
<br />
[[Category:Game development]]</div>Dree12https://dwarffortresswiki.org/index.php?title=v0.34:Underworld&diff=208668v0.34:Underworld2014-08-01T23:28:32Z<p>Dree12: /* Reaching Hell */ change</p>
<hr />
<div>{{av}}{{Quality|Exceptional}}<br />
{{spoiler}}<br />
<br />
==Reaching Hell==<br />
Upon digging sufficiently deep (usually z-level ~160, but it can vary wildly) you will find huge magma lakes. These are surrounded by semi molten rock, which cannot be cleared by digging but seems otherwise stable. Eventually, you will reach a layer which contains nothing but molten rock and little to no possibilities to pass. You can reach the critical layer by digging through solid rock which gets rarer the deeper you dig. There are three ways through the impassible layer:<br />
<br />
'''Digging through an adamantine vein:''' [[raw adamantine|Adamantine]] veins are shaped like vertical tubes and breach through any layer of semi-molten rock, right down into Hell. The lower layers of the vein are often hollow and act as a tube, leading straight to your doom. Breaching into the hollow center of a vein has the same effect as breaching into Hell, so beware. You could easily dig around the hollow core provided you knew where it was, but every vein's hollow center is located a different height - the risk is all part of the [[fun]].<br />
Note that adamantine veins always seem to end in mid air, so once you breached the final layer you face a horde of demons which hovers directly below your feet.<br />
<br />
<!-- Don't exist anymore<br />
'''Entering a demonic fortress:''' These fortresses are found once per map tile, as frequent as the old [[40d:Eerie glowing pit|eerie glowing pits]]. They also go right through to Hell, however they are defended by undead creatures and demons on the lower levels. [[Demonic fortress|See the full page for more details]].<br />
--><br />
<br />
'''Tunneling through semi molten rock:''' A new method has been discovered that allows your dwarves to engineer a convoluted system involving controlled cavern collapsing and exploiting the odd behavior of a [[semi-molten rock|magma flow]] tile. Not only does it allow access to Hell, you can further exploit the Magma Flow tile to dig through Eerie Pits, duplicate any type of stone (including raw adamantine) and [[Slade|mine slade]]. The whole thing is documented and explained in this [http://www.bay12forums.com/smf/index.php?topic=108189.0 Forum Thread].<br />
<br />
==Hell itself==<br />
<br />
[[File:eerie_cavern.png]]<br />
<br />
You will receive the above announcement upon piercing Hell. One step later, you will get a second announcement: "Horrifying screams come from the darkness below!" At this point a massive number of [[demon]]s will be spawned - though the number is not fixed, the demons will likely fill many pages on the Units screen. You'd do well to prepare for the worst.<br />
<br />
Hell takes the shape of a large open cavern made of [[slade]]. It expands out in all directions without bound with a height varying between 1 and 4 z. Its rough floor slopes up and down, making it possible to walk around and explore should you get an adventurer down there. In the floor are glowing cracks that shine purple light up into the main cavern of Hell. From whence comes this light, mortal minds dare not speculate.<br />
<br />
Those cracks are referred to in-game as an Eerie Glowing Pit. They are, as the name suggests, bottomless pits - falling into them results in instant death, just as with standard [[40d:chasm|chasm]]s in older versions. As such, some precaution should be taken when engaging enemies near them, as they usually charge against any creature near them. Floors can be [[Construction|built]] over them, and deconstructing them will reveal the pits again.<br />
<br />
In Hell proper, demons spawn on the edges much like animals do on the surface; demons thus spawned will be content to meander Hell without going out of their way to extinguish all life they can reach. It is yet unclear whether the number of demons is finite; in information exported from the legends screen, the population of demonic species is listed as "unnumbered," a descriptor usually reserved for ants, worms, and other omnipresent vermin.<br />
<br />
If you dig down through a hollow adamantine pillar, but had previously blocked off the particular hallway with a drawbridge and raise it, you can discover the location of all adamantine on the map with no negatives.<br />
<br />
{{World}}<br />
[[Category:Spoilers]]<br />
{{Category|HFS}}</div>Dree12https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Demonic_fortress&diff=208667DF2014 Talk:Demonic fortress2014-08-01T23:27:51Z<p>Dree12: confirmed gone</p>
<hr />
<div>It would appear that these no longer exist in the game - I've used DFHack to try and find one, but while I'm finding plenty of other map features (deep pits, magma pools, adamantine tubes, etc.), I'm not finding any of these. --[[User:Quietust|Quietust]] ([[User talk:Quietust|talk]]) 16:00, 18 July 2014 (UTC)<br />
:Yep, confirmed to be gone in a [http://www.bay12forums.com/smf/index.php?topic=140544.msg5530240#msg5530240 FOTF post]. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 23:27, 1 August 2014 (UTC)</div>Dree12https://dwarffortresswiki.org/index.php?title=Demonic_fortress&diff=208666Demonic fortress2014-08-01T23:25:48Z<p>Dree12: temporarily gone</p>
<hr />
<div>{{quality|unrated}}{{av}}<br />
<br />
In older versions of the game, demonic fortresses made of smooth [[slade]] could be found. These have been removed since the release of 0.40.01.<br />
<br />
{{Category|HFS}}</div>Dree12https://dwarffortresswiki.org/index.php?title=Refuse&diff=208568Refuse2014-07-31T17:41:59Z<p>Dree12: clarification</p>
<hr />
<div>{{Migrated_article}}<br />
{{Quality|Exceptional}}<br />
{{av}}<br />
<br />
[[Image:RefuseStockpile.png|right|thumb|240px|A refuse stockpile of a dwarven fortress after a goblin siege. The pond turtle shells ({{Raw Tile|²|2:0}}) suggest that the fisherdwarves may have been the first victims of it.]]<br />
<br />
'''Refuse''' is everything which can be stored in the predefined refuse [[stockpile]] ({{k|p}}-{{k|r}}). Such stockpile will accept:<br />
<br />
* Corpses, bodyparts and bodily remains of [[creatures]] (heads, teeth)<br />
* By-products of the [[meat industry| meat]] and [[fishing industry]] (bones, raw hide, raw fish)<br />
* Things which are rotten (rotten food, rotten meals, rotten raw hide)<br />
* Things the dwarves have no further use for (withered plants, [[Wear|tattered]] clothes)<br />
<br />
Clothes or armor in a stockpile with refuse enabled will cause them to wear out very quickly.<br />
<br clear=left/><br />
<br />
== Uses for Refuse ==<br />
Despite the name "refuse", many things that are considered refuse are valuable resource for dwarven industries — especially if you have [[Modding guide|modded]] the dwarven [[ethics]] so that you can butcher sapient creatures.<br />
<br />
=== Bolts and Crossbows ===<br />
Many dwarven fortresses survived the early goblin [[ambush]]es and [[siege]]s because their [[bone carver]]s used [[bone]]s to make [[bolt]]s. Where trees are rare, bones can serve for making [[crossbow]]s as well.<br />
<br />
=== Armor ===<br />
Bones can be used to make bone [[armor]]. It is better than leather armor, although you cannot craft any bone breastplates, mailshirts or boots.<br />
<br />
=== Leather ===<br />
Pieces of armor which cannot be crafted from bones and [[Equipment#Quivers|many]] [[Equipment#Backpacks|other]] [[DF2012:Flask|useful]] [[Armor#Shield|things]] can easily be made out of leather. Leather is made from [[skin|raw hides]] and raw hides are refuse. By the time you have butchered your first animal, you should have a [[Tanner's shop|tannery]] ready. The skin from butchered animals rots quickly and if you just started to butcher your numerous poultry and have a slow-working tanner, you better store raw hides in a refuse stockpile. When stored, they don't rot as quickly.<br />
<br />
=== Clothes ===<br />
[[Shearer|Shearing]] sheep, llamas and alpacas is the very beginning of the dwarven wool industry. Their wool is more valuable than any plant fiber and is best stored in a customized refuse stockpile close to a [[farmer's workshop]] where it can be spun into [[yarn]]. The [[hair]] of other (butchered) creatures (e.g. horses or cows) can be spun into [[thread]], too, although such threads can only be used in [[healthcare]].<br />
<br />
=== Crafts ===<br />
Many, many kinds of crafts can be made from refuse. If your masons and stonecrafters work so quickly that your miners have to mine out useless space just to supply them with stones, you should consider making more crafts from refuse and refuse-based products. The choice is yours:<br />
<br />
* yarn [[cloth]] crafts (yarn is made from wool which is refuse)<br />
* [[leather]] crafts (leather is tanned from raw hide which is refuse)<br />
* [[bone]] crafts<br />
* [[shell]] crafts<br />
* [[ivory]] crafts (teeth are considered ivory, too)<br />
* [[horn]] crafts<br />
<br />
=== Totems ===<br />
The skulls of kittens, poultry and other creatures don't need to lie uselessly in your refuse stockpile. Your bonecarver can use them to make [[totem]]s for which any caravan will pay you good money.<br />
<br />
=== Decorations ===<br />
The most valuable use for refuse is for [[decoration]]. The value of an item will multiply many times if it is skillfully decorated. Use bones, shells, ivory, and horns to decorate finished goods, clothes, or furniture. Use yarn cloth and leather (refuse-based products) to sew decorative images, too.<br />
<br />
=== Training Discipline ===<br />
If a refuse stockpile with sentient corpses is placed near a high-traffic route it will horrify your dwarves from time to time, forcing them to slowly gain discipline points (and spam job cancellations). However, sentient corpses may also horrify merchants, causing them to scuttle their wagons, drop their merchandise, and flee{{bug|7185}}.<br />
<br />
== Refuse Stockpile ==<br />
<br />
A thriving refuse-fuelled industry requires many carefully set stockpiles. A refuse stockpile works just like any other [[stockpile]] and is different from a [[Activity zone#Garbage dump|garbage dump]] zone (which only accepts items explicitly marked to be dumped). The standard predefined refuse stockpile (designated by {{k|p}}-{{k|r}}) has a few peculiarities. It can become the source of [[miasma]], if not set up properly. Under [[Surroundings#Evil|certain conditions]], a refuse stockpile may become a source of great [[Siege#Necromancer_sieges| Fun]], too. Therefore be advised to use customized [[stockpile settings]] instead and also be careful to avoid miasma and other potential [[undead|dangers]].<br />
<br />
=== Avoid Miasma ===<br />
<br />
Since the refuse includes rotten or rotting things, a refuse stockpile is best designated on tiles which are {{DFtext|Light|6:1}} and {{DFtext|Above Ground|2:1}} (see [[tile attributes]]).<br />
<br />
Players prefer to place a refuse stockpile outside their cavern, usually a small distance from the entrance. Alternatively, you can also expose any part of your fortres's {{DFtext|Inside |6:0}}{{DFtext|Dark Subterranean|0:1}} tiles to sunlight and then cover them again with constructed floors or walls. Such tiles will become {{DFtext|Inside |6:0}}{{DFtext|Light |6:1}}{{DFtext|Above Ground|2:1}} and thus the refuse stored there will not generate any miasma.<br />
<br />
=== Stack and Sell Tattered Clothes ===<br />
<br />
A fortress in its more advanced stages will be spammed by many tattered clothes. While some players choose to [[Dwarven atom smasher| atom smash]] them, others still sell them for profit to [[Trading#Caravans|caravans]] as they can be worth one to three quarters of their original value. To minimize the number of tiles needed to store your tattered clothes in a refuse stockpile, simply allow bins (with {{k|c}} or {{k|C}}) in the stockpile's building properties ({{k|q}}). Selling tattered clothes to the caravan is also a good way to solve the problem of legendary clothiers "suffering the travesty of art defacement" when their XX☼pig tail fiber socks☼XX decompose in a refuse stockpile. Note that actually leaving clothes or armor in a stockpile with refuse enabled will cause them to wear out very quickly, so if you do intend to sell these items, it would be wise to disable refuse on the stockpile once items are successfully added, since items on a stockpile tile will be considered a part of it no matter what the settings are.<br />
<br />
=== Gather Refuse From Outside ===<br />
<br />
Refuse stockpiles restricted to butcherable animal corpses, bodyparts, and fresh raw hides placed next to a [[butcher's shop]] or a [[Tanner's shop|tannery]] will save your butcher and tanner a lot of hauling time. A butcherable animal or bodyparts lying somewhere outside your fortress will be ignored by default unless you order your dwarves to gather refuse from outside. You can set it up in the [[standing orders]] ({{k|o}}-{{k|r}}-{{k|o}}).</div>Dree12https://dwarffortresswiki.org/index.php?title=Surrender&diff=208565Surrender2014-07-31T16:22:43Z<p>Dree12: typo</p>
<hr />
<div>{{Quality|Tattered|16:04, 31 July 2014 (UTC)}}<br />
{{av}}<br />
<br />
In [[adventurer mode]], it is possible to '''surrender''' by using the {{k|y}}ield key, thus assuming a submissive posture. Surrender may end a [[level of conflict|lethal]] conflict, but not a no quarter conflict. It is also possible to use the {{k|k}}onversation menu to demand that someone else yield. An enemy's surrender is generally indicated by them yelling "I yield! I yield!".<br />
<br />
Faking surrender may elevate conflict from lethal to no quarter.<br />
<br />
{{stub}}</div>Dree12https://dwarffortresswiki.org/index.php?title=DF2014:Quiver&diff=208564DF2014:Quiver2014-07-31T16:20:48Z<p>Dree12: fix redlinks by redirecting page</p>
<hr />
<div>#REDIRECT [[Equipment#Quivers]]</div>Dree12https://dwarffortresswiki.org/index.php?title=Elf&diff=208563Elf2014-07-31T16:19:29Z<p>Dree12: /* Diplomats */ up one level</p>
<hr />
<div>{{Migrated_article}}<br />
{{Quality|Exceptional|07:51, 9 August 2010 (UTC)}}<br />
{{Creaturelookup/0<br />
|wiki=yes}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
Elves are <s>smelly, stuck-up, arrogant [[tree]]-fondling hippies</s> humanoids dedicated to the protection of ''their'' concept of nature (focused on trees).<br />
<br />
Elven caravans arrive in late spring. During [[trade]], elves will '''not''' accept [[wood]], wooden items or any goods [[Decoration|decorated]] with wood. This includes ''clear'' and ''crystal'' [[glass]] items and [[soap]], because wood-derived [[lye]] and [[pearlash]] are used in their production, however, ash-[[glaze]]d items are acceptable. Elves bring their own "grown" wooden items. Those were presumably produced without cutting down trees. Elves will accept elf-made wooden items in trade, but not wooden items made by anyone else. Be careful not to offer them your wooden [[bin]]s or [[barrel]]s, or [[quiver]]s containing wooden [[bolt]]s/[[arrow]]s. If the contents of bins are marked for trade individually, and are not wooden themselves, the elves will not care that you used wooden bins to haul the goods to the depot. You may also steal from them or even kill/torture them without fear of repercussion: merchants will not resist if you seize their goods and will not competently fight back if attacked.<br />
<br />
Offending elves by attempting to trade wooden items normally causes them to refuse further trade this year and leave early. Repeatedly offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]].<br />
<br />
Elves will generally '''accept''' items made of green glass, stone, metal, bone and other refuse, silk, leather, plant fiber cloth, meat and fish, totems, and even plants. They will accept animals in trade, as long as those are not held in dwarf-made wooden [[Cage|cages]].<br />
<br />
They also accept ''raw'' clear glass and ''raw'' crystal glass, even though they are made using [[pearlash]]. Despite the name, petrified wood is a kind of stone and therefore acceptable.<br />
<br />
Elves bring only plant-related and wood-related items, caged animals, various types of clay and sand.<br />
<br />
They have no facial hair but rarely they have at least stubble.<br />
<br />
Some <s>stupid, useless, treefondling traitors</s> dwarves will like elves for their ''grace''.<br />
<br />
=== Trading ===<br />
<br />
List of what you can expect in an average elven caravan:<br />
*Wooden bins of [[rope reed]] raw [[cloth]] (depending on how many bins of these you have already). Buy a few for [[mood]]s, but leather is generally less expensive and more dwarven. You may want to buy a few more if you haven't started producing your own cloth.<br />
*Wood logs (quantity depending on how many logs you have already: lower means more). Always useful.<br />
*Various aboveground plants, with sometimes [[whip vine]] and [[sun berry]] or their byproducts.<br />
*Aboveground plant byproducts : [[golden salve]], [[gnomeblight]], [[alcohol]], [[flour]], [[dye]], [[seeds]]. Some, such as [[gnomeblight]] are useless, while some, such as [[sun berry]] or [[whip vine]] seeds, are quite useful and valuable.<br />
*Wooden containers : [[chest]]s, [[cage]]s, [[bucket]]s, and [[barrel]]s. They all are useful.<br />
*Soil types: [[sand]] in bags, various types of [[clay]]. Can be useful if you are lacking of either.<br />
*[[Bag]]s and [[rope]]s made from plant cloth. You already should have those, but a few extra bags never hurt, although plant cloth bags are a bit expensive.<br />
*A few exotic aboveground tame animals in cages. May be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant desert scorpion|awesome]] [[Giant eagle|one]].<br />
*Caged tame [[vermin]], which has no real use aside from putting in a [[zoo]].<br />
*Rope reed [[clothing]], mildly useful if you are in lack of clothing and haven't bothered setting up a clothing industry.<br />
*Wooden [[crutch]]es and [[splint]]s, which are pretty handy for [[health care]] if you didn't make any.<br />
*Wooden [[armor]] and [[weapon]]s, which are generally useless unless you are [[trap]]-happy, lack metal, or don't have enough wood to build spears for [[danger room]]s.<br />
*And finally, plenty of useless crap which has no use at all (apart from being traded to the next caravan for actually useful stuff, but even then you can make crafts out of more valuable stuff than wood) and should be dumped into [[magma]] as soon as possible (along with the entire caravan if you desire). They include cloth [[craft]]s, wooden crafts, wooden [[toy]]s, and wooden [[instrument]]s.<br />
<br />
==Ethics==<br />
<br />
Elven [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, and sometimes [[kobold]]s and animal-people. They are likely to be friendly with [[dwarf|dwarves]], unless provoked, although a dwarven civilisation ''may'' be at war with elves in world-gen.<br />
<br />
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings. Elves find torturing as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable. On the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment. As such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, breaking oaths, assault or participating in slavery are forced into exile.<br />
<br />
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition and romance. Elves do not especially respect commerce and have a dislike for self-control. <br />
<br />
==Diplomats==<br />
The elven diplomat will arrive approximately half way through the first month in Spring. If the player agrees to a treecutting quota, it will be visible after selecting the elves in the Civilizations screen and pressing Tab a few times.<br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Races}}</div>Dree12https://dwarffortresswiki.org/index.php?title=Elf&diff=208562Elf2014-07-31T16:19:01Z<p>Dree12: /* Bugs */ fixed</p>
<hr />
<div>{{Migrated_article}}<br />
{{Quality|Exceptional|07:51, 9 August 2010 (UTC)}}<br />
{{Creaturelookup/0<br />
|wiki=yes}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
Elves are <s>smelly, stuck-up, arrogant [[tree]]-fondling hippies</s> humanoids dedicated to the protection of ''their'' concept of nature (focused on trees).<br />
<br />
Elven caravans arrive in late spring. During [[trade]], elves will '''not''' accept [[wood]], wooden items or any goods [[Decoration|decorated]] with wood. This includes ''clear'' and ''crystal'' [[glass]] items and [[soap]], because wood-derived [[lye]] and [[pearlash]] are used in their production, however, ash-[[glaze]]d items are acceptable. Elves bring their own "grown" wooden items. Those were presumably produced without cutting down trees. Elves will accept elf-made wooden items in trade, but not wooden items made by anyone else. Be careful not to offer them your wooden [[bin]]s or [[barrel]]s, or [[quiver]]s containing wooden [[bolt]]s/[[arrow]]s. If the contents of bins are marked for trade individually, and are not wooden themselves, the elves will not care that you used wooden bins to haul the goods to the depot. You may also steal from them or even kill/torture them without fear of repercussion: merchants will not resist if you seize their goods and will not competently fight back if attacked.<br />
<br />
Offending elves by attempting to trade wooden items normally causes them to refuse further trade this year and leave early. Repeatedly offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]].<br />
<br />
Elves will generally '''accept''' items made of green glass, stone, metal, bone and other refuse, silk, leather, plant fiber cloth, meat and fish, totems, and even plants. They will accept animals in trade, as long as those are not held in dwarf-made wooden [[Cage|cages]].<br />
<br />
They also accept ''raw'' clear glass and ''raw'' crystal glass, even though they are made using [[pearlash]]. Despite the name, petrified wood is a kind of stone and therefore acceptable.<br />
<br />
Elves bring only plant-related and wood-related items, caged animals, various types of clay and sand.<br />
<br />
They have no facial hair but rarely they have at least stubble.<br />
<br />
Some <s>stupid, useless, treefondling traitors</s> dwarves will like elves for their ''grace''.<br />
<br />
=== Trading ===<br />
<br />
List of what you can expect in an average elven caravan:<br />
*Wooden bins of [[rope reed]] raw [[cloth]] (depending on how many bins of these you have already). Buy a few for [[mood]]s, but leather is generally less expensive and more dwarven. You may want to buy a few more if you haven't started producing your own cloth.<br />
*Wood logs (quantity depending on how many logs you have already: lower means more). Always useful.<br />
*Various aboveground plants, with sometimes [[whip vine]] and [[sun berry]] or their byproducts.<br />
*Aboveground plant byproducts : [[golden salve]], [[gnomeblight]], [[alcohol]], [[flour]], [[dye]], [[seeds]]. Some, such as [[gnomeblight]] are useless, while some, such as [[sun berry]] or [[whip vine]] seeds, are quite useful and valuable.<br />
*Wooden containers : [[chest]]s, [[cage]]s, [[bucket]]s, and [[barrel]]s. They all are useful.<br />
*Soil types: [[sand]] in bags, various types of [[clay]]. Can be useful if you are lacking of either.<br />
*[[Bag]]s and [[rope]]s made from plant cloth. You already should have those, but a few extra bags never hurt, although plant cloth bags are a bit expensive.<br />
*A few exotic aboveground tame animals in cages. May be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant desert scorpion|awesome]] [[Giant eagle|one]].<br />
*Caged tame [[vermin]], which has no real use aside from putting in a [[zoo]].<br />
*Rope reed [[clothing]], mildly useful if you are in lack of clothing and haven't bothered setting up a clothing industry.<br />
*Wooden [[crutch]]es and [[splint]]s, which are pretty handy for [[health care]] if you didn't make any.<br />
*Wooden [[armor]] and [[weapon]]s, which are generally useless unless you are [[trap]]-happy, lack metal, or don't have enough wood to build spears for [[danger room]]s.<br />
*And finally, plenty of useless crap which has no use at all (apart from being traded to the next caravan for actually useful stuff, but even then you can make crafts out of more valuable stuff than wood) and should be dumped into [[magma]] as soon as possible (along with the entire caravan if you desire). They include cloth [[craft]]s, wooden crafts, wooden [[toy]]s, and wooden [[instrument]]s.<br />
<br />
==Ethics==<br />
<br />
Elven [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, and sometimes [[kobold]]s and animal-people. They are likely to be friendly with [[dwarf|dwarves]], unless provoked, although a dwarven civilisation ''may'' be at war with elves in world-gen.<br />
<br />
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings. Elves find torturing as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable. On the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment. As such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, breaking oaths, assault or participating in slavery are forced into exile.<br />
<br />
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition and romance. Elves do not especially respect commerce and have a dislike for self-control. <br />
<br />
===Diplomats===<br />
The elven diplomat will arrive approximately half way through the first month in Spring. If the player agrees to a treecutting quota, it will be visible after selecting the elves in the Civilizations screen and pressing Tab a few times.<br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Races}}</div>Dree12https://dwarffortresswiki.org/index.php?title=Ethic&diff=208561Ethic2014-07-31T16:15:19Z<p>Dree12: example</p>
<hr />
<div>{{Quality|Superior|15:42, 31 July 2014 (UTC)}}<br />
{{av}}<br />
<br />
'''Ethic''' tags are used in the [[Entity token|entity raw files]] to determine how different civilizations feel about various issues. Relationships between civilizations are based on their ethic responses in relation to each other; similar ethics result in friendship, while conflicting ethics result in animosity. Strongly conflicting ethics often trigger [[war]]s during [[world generation]].<br />
<br />
In practice, this generally causes [[Elf|elves]] to declare war on everybody else over killing plants and making trophies, and everybody else to declare war on the elves over the devouring of sapient beings.<br />
<br />
Some ethics also affect [[fortress mode]] features such as [[justice]] or [[trading]]. In [[adventurer mode]], ethics can affect the [[level of conflict]] (lethal, or no quarter). During [[world generation]], ethics also affect how the entity treats its kills, such as devouring them or making trophies out of them.<br />
<br />
== Example ==<br />
In the [[raw file]]s for entities, ethics appear as follows:<br />
[ETHIC:LYING:PERSONAL_MATTER]<br />
<br />
This means that the entity will treat lying as a personal matter. More technically, the value of its LYING ethic is set to PERSONAL_MATTER.<br />
<br />
== Ethic types ==<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
!Token<br />
!Extra Information<br />
|-<br />
| {{text anchor|ASSAULT}}<br />
| The result of a tantruming citizen attacking another in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_KILL}}<br />
| This determines if the race will sometimes devour dead enemy combatants.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_OTHER}}<br />
| This also determines whatever or not a race is willing to butcher other sapients. <br />
|-<br />
| {{text anchor|KILL_ANIMAL}}<br />
| A response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse animal products in trade &mdash; namely, [[material token|materials]] with [IMPLIES_ANIMAL_KILL].<br />
|-<br />
| {{text anchor|KILL_ENEMY}}<br />
| If REQUIRED, all lethal combat with an enemy who is an enemy of the whole entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_ENTITY_MEMBER}}<br />
| If REQUIRED, all lethal combat with an enemy in the same entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_NEUTRAL}}<br />
| If REQUIRED, all lethal combat with an enemy who is neutral with the entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_PLANT}}<br />
| This determines a race's position towards wood as well &mdash; a response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse wooden objects (except for "grown" wooden objects) in trade, and it also prohibits them from bringing caravan [[wagon]]s.<br />
|-<br />
| {{text anchor|LYING}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_ANIMAL}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAME_RACE}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAPIENT}}<br />
|<br />
|-<br />
| {{text anchor|OATH_BREAKING}}<br />
| The result of a citizen violating noble mandates in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|SLAVERY}}<br />
|<br />
|-<br />
| {{text anchor|THEFT}}<br />
| This determines whether the race will try to steal goods.<br />
|-<br />
| {{text anchor|TORTURE_ANIMALS}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_AS_EXAMPLE}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_FOR_FUN}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_FOR_INFORMATION}}<br />
|<br />
|-<br />
| {{text anchor|TREASON}}<br />
|<br />
|-<br />
| {{text anchor|TRESPASSING}}<br />
|<br />
|-<br />
| {{text anchor|VANDALISM}}<br />
| The result of a tantruming citizen breaking furniture in fortress mode. Other effects unknown.<br />
|}<br />
<br />
==Ethic values==<br />
As used internally (see below), roughly in order of acceptability:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Num !! Token<br />
|-<br />
| 0 || {{text anchor|NOT_APPLICABLE}}<br />
|-<br />
| 1 || {{text anchor|ACCEPTABLE}}<br />
|-<br />
| 2 || {{text anchor|PERSONAL_MATTER}}<br />
|-<br />
| 3 || {{text anchor|JUSTIFIED_IF_NO_REPERCUSSIONS}}<br />
|-<br />
| 4 || {{text anchor|JUSTIFIED_IF_GOOD_REASON}}<br />
|-<br />
| 5 || {{text anchor|JUSTIFIED_IF_EXTREME_REASON}}<br />
|-<br />
| 6 || {{text anchor|JUSTIFIED_IF_SELF_DEFENSE}}<br />
|-<br />
| 7 || {{text anchor|ONLY_IF_SANCTIONED}}<br />
|-<br />
| 8 || {{text anchor|MISGUIDED}}<br />
|-<br />
| 9 || {{text anchor|SHUN}}<br />
|-<br />
| 10 || {{text anchor|APPALLING}}<br />
|-<br />
| 11 || {{text anchor|PUNISH_REPRIMAND}}<br />
|-<br />
| 12 || {{text anchor|PUNISH_SERIOUS}}<br />
|-<br />
| 13 || {{text anchor|PUNISH_EXILE}}<br />
|-<br />
| 14 || {{text anchor|PUNISH_CAPITAL}}<br />
|-<br />
| 15 || {{text anchor|UNTHINKABLE}}<br />
|-<br />
| 16 || {{text anchor|REQUIRED}}<br />
|}<br />
<br />
==Ethic value numbers in relation to each other==<br />
The following table describes how entities respond to other cultures, with the observer on the vertical axis and their target on the horizontal axis.<br />
If an entity's accumulated animosity towards another passes a certain threshold (determined by ruler's personality) then it will run a risk-assessment check. If passed, this will lead to a declaration of war.<br />
<br />
In general, entities react much more strongly to actions that violate their taboos than to the outlawing of their customs in other civilisations.<br />
For example, Civ A finds slavery Acceptable, but Civ B considers it a Capital Offence.<br />
* Civ A will consider Civ B most unreasonable (&minus;5) for executing people over such a non-issue.<br />
* Civ B will be shocked and disgusted (&minus;15) that Civ A engages in such a debased activity.<br />
* The end result is mutual negativity. However, Civ B is 3&times; ''more'' offended, and much more likely to go to war over the issue &mdash; assuming, of course, they think they have a chance of winning.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! rowspan=2 colspan=2 | &nbsp;<br />
! colspan=16 | TARGET<br />
|- bgcolor="#dddddd"<br />
!| Accept. || Personal || Reperc. || Good || Extreme || Self-Def. || Sanctioned || Misguided || Shun || Appalling || Reprimand || Serious || Exile || Capital || Unthinkable || Required<br />
|-<br />
! rowspan=16 | {{rotate|OBSERVER}} &nbsp;&nbsp;&nbsp;&nbsp;<br />
! Acceptable || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! Personal || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! No Reperc. || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! Good Reas. || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || 0<br />
|-<br />
! Extreme Rs. || {{tc|red|−1}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}}<br />
|-<br />
! Self-Defence || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}<br />
|-<br />
! Sanctioned || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}<br />
|-<br />
! Misguided || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}<br />
|-<br />
! Shun || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}<br />
|-<br />
! Appalling || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}<br />
|-<br />
! Reprimand || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}<br />
|-<br />
! Serious || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}<br />
|-<br />
! Exile || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}<br />
|-<br />
! Capital || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|red|−15}}<br />
|-<br />
! Unthinkable || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|red|−15}}<br />
|-<br />
! Required || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|}<br />
<br />
All above info was collected and interpreted from the data given by Toady himself at [http://www.bay12forums.com/smf/index.php?topic=22151.msg239689].<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}</div>Dree12https://dwarffortresswiki.org/index.php?title=Ethic&diff=208560Ethic2014-07-31T16:12:40Z<p>Dree12: the tag itself is an ETHIC, not an ETHICS &mdash; "ethics" as an adjective also sounds odd</p>
<hr />
<div>{{Quality|Superior|15:42, 31 July 2014 (UTC)}}<br />
{{av}}<br />
<br />
'''Ethic''' tags are used in the [[Entity token|entity raw files]] to determine how different civilizations feel about various issues. Relationships between civilizations are based on their ethic responses in relation to each other; similar ethics result in friendship, while conflicting ethics result in animosity. Strongly conflicting ethics often trigger [[war]]s during [[world generation]].<br />
<br />
In practice, this generally causes [[Elf|elves]] to declare war on everybody else over killing plants and making trophies, and everybody else to declare war on the elves over the devouring of sapient beings.<br />
<br />
Some ethics also affect [[fortress mode]] features such as [[justice]] or [[trading]]. In [[adventurer mode]], ethics can affect the [[level of conflict]] (lethal, or no quarter). During [[world generation]], ethics also affect how the entity treats its kills, such as devouring them or making trophies out of them.<br />
<br />
== Ethic types ==<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
!Token<br />
!Extra Information<br />
|-<br />
| {{text anchor|ASSAULT}}<br />
| The result of a tantruming citizen attacking another in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_KILL}}<br />
| This determines if the race will sometimes devour dead enemy combatants.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_OTHER}}<br />
| This also determines whatever or not a race is willing to butcher other sapients. <br />
|-<br />
| {{text anchor|KILL_ANIMAL}}<br />
| A response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse animal products in trade &mdash; namely, [[material token|materials]] with [IMPLIES_ANIMAL_KILL].<br />
|-<br />
| {{text anchor|KILL_ENEMY}}<br />
| If REQUIRED, all lethal combat with an enemy who is an enemy of the whole entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_ENTITY_MEMBER}}<br />
| If REQUIRED, all lethal combat with an enemy in the same entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_NEUTRAL}}<br />
| If REQUIRED, all lethal combat with an enemy who is neutral with the entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_PLANT}}<br />
| This determines a race's position towards wood as well &mdash; a response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse wooden objects (except for "grown" wooden objects) in trade, and it also prohibits them from bringing caravan [[wagon]]s.<br />
|-<br />
| {{text anchor|LYING}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_ANIMAL}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAME_RACE}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAPIENT}}<br />
|<br />
|-<br />
| {{text anchor|OATH_BREAKING}}<br />
| The result of a citizen violating noble mandates in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|SLAVERY}}<br />
|<br />
|-<br />
| {{text anchor|THEFT}}<br />
| This determines whether the race will try to steal goods.<br />
|-<br />
| {{text anchor|TORTURE_ANIMALS}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_AS_EXAMPLE}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_FOR_FUN}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_FOR_INFORMATION}}<br />
|<br />
|-<br />
| {{text anchor|TREASON}}<br />
|<br />
|-<br />
| {{text anchor|TRESPASSING}}<br />
|<br />
|-<br />
| {{text anchor|VANDALISM}}<br />
| The result of a tantruming citizen breaking furniture in fortress mode. Other effects unknown.<br />
|}<br />
<br />
==Ethic values==<br />
As used internally (see below), roughly in order of acceptability:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Num !! Token<br />
|-<br />
| 0 || {{text anchor|NOT_APPLICABLE}}<br />
|-<br />
| 1 || {{text anchor|ACCEPTABLE}}<br />
|-<br />
| 2 || {{text anchor|PERSONAL_MATTER}}<br />
|-<br />
| 3 || {{text anchor|JUSTIFIED_IF_NO_REPERCUSSIONS}}<br />
|-<br />
| 4 || {{text anchor|JUSTIFIED_IF_GOOD_REASON}}<br />
|-<br />
| 5 || {{text anchor|JUSTIFIED_IF_EXTREME_REASON}}<br />
|-<br />
| 6 || {{text anchor|JUSTIFIED_IF_SELF_DEFENSE}}<br />
|-<br />
| 7 || {{text anchor|ONLY_IF_SANCTIONED}}<br />
|-<br />
| 8 || {{text anchor|MISGUIDED}}<br />
|-<br />
| 9 || {{text anchor|SHUN}}<br />
|-<br />
| 10 || {{text anchor|APPALLING}}<br />
|-<br />
| 11 || {{text anchor|PUNISH_REPRIMAND}}<br />
|-<br />
| 12 || {{text anchor|PUNISH_SERIOUS}}<br />
|-<br />
| 13 || {{text anchor|PUNISH_EXILE}}<br />
|-<br />
| 14 || {{text anchor|PUNISH_CAPITAL}}<br />
|-<br />
| 15 || {{text anchor|UNTHINKABLE}}<br />
|-<br />
| 16 || {{text anchor|REQUIRED}}<br />
|}<br />
<br />
==Ethic value numbers in relation to each other==<br />
The following table describes how entities respond to other cultures, with the observer on the vertical axis and their target on the horizontal axis.<br />
If an entity's accumulated animosity towards another passes a certain threshold (determined by ruler's personality) then it will run a risk-assessment check. If passed, this will lead to a declaration of war.<br />
<br />
In general, entities react much more strongly to actions that violate their taboos than to the outlawing of their customs in other civilisations.<br />
For example, Civ A finds slavery Acceptable, but Civ B considers it a Capital Offence.<br />
* Civ A will consider Civ B most unreasonable (&minus;5) for executing people over such a non-issue.<br />
* Civ B will be shocked and disgusted (&minus;15) that Civ A engages in such a debased activity.<br />
* The end result is mutual negativity. However, Civ B is 3&times; ''more'' offended, and much more likely to go to war over the issue &mdash; assuming, of course, they think they have a chance of winning.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! rowspan=2 colspan=2 | &nbsp;<br />
! colspan=16 | TARGET<br />
|- bgcolor="#dddddd"<br />
!| Accept. || Personal || Reperc. || Good || Extreme || Self-Def. || Sanctioned || Misguided || Shun || Appalling || Reprimand || Serious || Exile || Capital || Unthinkable || Required<br />
|-<br />
! rowspan=16 | {{rotate|OBSERVER}} &nbsp;&nbsp;&nbsp;&nbsp;<br />
! Acceptable || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! Personal || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! No Reperc. || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! Good Reas. || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || 0<br />
|-<br />
! Extreme Rs. || {{tc|red|−1}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}}<br />
|-<br />
! Self-Defence || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}<br />
|-<br />
! Sanctioned || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}<br />
|-<br />
! Misguided || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}<br />
|-<br />
! Shun || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}<br />
|-<br />
! Appalling || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}<br />
|-<br />
! Reprimand || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}<br />
|-<br />
! Serious || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}<br />
|-<br />
! Exile || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}<br />
|-<br />
! Capital || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|red|−15}}<br />
|-<br />
! Unthinkable || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|red|−15}}<br />
|-<br />
! Required || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|}<br />
<br />
All above info was collected and interpreted from the data given by Toady himself at [http://www.bay12forums.com/smf/index.php?topic=22151.msg239689].<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}</div>Dree12https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ethics&diff=208559v0.31 Talk:Ethics2014-07-31T16:09:20Z<p>Dree12: Dree12 moved page v0.31 Talk:Ethics to v0.31 Talk:Ethic: Avoid {{av}} breakage by moving this one as well.</p>
<hr />
<div>#REDIRECT [[v0.31 Talk:Ethic]]</div>Dree12https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ethic&diff=208558v0.31 Talk:Ethic2014-07-31T16:09:20Z<p>Dree12: Dree12 moved page v0.31 Talk:Ethics to v0.31 Talk:Ethic: Avoid {{av}} breakage by moving this one as well.</p>
<hr />
<div>==Confirmed==<br />
Confirmed the existing ethics tags from the previous edition, but not their individual effects. -Ancient History<br />
<br />
<br />
It would be awesome if ethics would change a bit from civilization, like one dorf civ accepts slavery or another one not, or goblins that will never/only make sieges, human civs that only trade with their kind or else. --[[User:Niggy|Niggy]] 18:04, 20 May 2010 (UTC)<br />
: Modders can make duplicate civs that have such small changes, but having 3 different goblin civs might make for a lot of war. --[[User:TomiTapio|TomiTapio]] 04:34, 3 August 2010 (UTC)<br />
<br />
==Skull Totems==<br />
Question: Say I want to make totems out of goblin skulls to decorate my trap corridor. Do I only need to activate MAKE_TROPHY_SAPIENT or will I also need to activate EAT_SAPIENT_KILL to enable butchery (to get the skulls)? [[Special:Contributions/71.232.137.20|71.232.137.20]] 23:16, 26 May 2010 (UTC)<br />
: I think you need to enable the butchering, or wait until they decay into skeletons. Haven't tried. --[[User:TomiTapio|TomiTapio]] 04:34, 3 August 2010 (UTC)<br />
::I think elves have EAT_SAPIENT_KILL, if they enjoy eating the corpses of who they kill.--[[Special:Contributions/190.139.218.44|190.139.218.44]] 03:56, 17 September 2010 (UTC)<br />
::Ethics do not apply for Dorf mode. You'll have to wait until they decay or enable butchering.[[Special:Contributions/203.10.47.15|203.10.47.15]] 22:51, 6 June 2011 (UTC)</div>Dree12https://dwarffortresswiki.org/index.php?title=v0.31:Ethics&diff=208557v0.31:Ethics2014-07-31T16:09:19Z<p>Dree12: Dree12 moved page v0.31:Ethics to v0.31:Ethic: Avoid {{av}} breakage by moving this one as well.</p>
<hr />
<div>#REDIRECT [[v0.31:Ethic]]</div>Dree12https://dwarffortresswiki.org/index.php?title=v0.31:Ethic&diff=208556v0.31:Ethic2014-07-31T16:09:19Z<p>Dree12: Dree12 moved page v0.31:Ethics to v0.31:Ethic: Avoid {{av}} breakage by moving this one as well.</p>
<hr />
<div>{{quality|Exceptional|18:03, 28 April 2011 (UTC)}}{{av}}<br />
== List of acceptable ethics tags==<br />
<br />
Ethics tags are used in the entity_default raw file to determine how races feel about various issues. Relationships between civs are based on their ethics value numbers in relation to each other; Some yield favourable positive numbers or unfavourable negative numbers that result in ethic/civ conflict. Civs with UNTHINKABLE in a specific ethic will happily go to war with a different civ that has ACCEPTABLE in that same ethic type. <br />
<br />
Example usage: [ETHIC:ASSAULT:PUNISH_SERIOUS]<br />
<br />
In un-modded DF, this corresponds to wars over eating sapients and elves declaring war on everybody for harming plants and hunting/displaying trophies.<br />
<br />
== Ethics types ==<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
!Token<br />
!Extra Information<br />
|-<br />
|ASSAULT<br />
|<br />
|-<br />
|EAT_SAPIENT_KILL<br />
| This determines if the race will sometimes devour dead enemy combatants.<br />
|-<br />
|EAT_SAPIENT_OTHER<br />
| This also determines whatever or not a race is willing to butcher other sapients. <br />
|-<br />
|KILL_ANIMAL<br />
|<br />
|-<br />
|KILL_ENEMY<br />
|<br />
|-<br />
|KILL_ENTITY_MEMBER<br />
|<br />
|-<br />
|KILL_NEUTRAL<br />
|<br />
|-<br />
|KILL_PLANT<br />
| This determines a race's position towards wood as well. Setting this ethic's response to MISGUIDED, SHUN, APPALLING, PUNISH_*, or UNTHINKABLE (see below) prohibits the entity from using [[wagon]]s in trade.<br />
|-<br />
|LYING<br />
|<br />
|-<br />
|MAKE_TROPHY_ANIMAL<br />
|<br />
|-<br />
|MAKE_TROPHY_SAME_RACE<br />
|<br />
|-<br />
|MAKE_TROPHY_SAPIENT<br />
|<br />
|-<br />
|OATH_BREAKING<br />
|<br />
|-<br />
|SLAVERY<br />
|<br />
|-<br />
|THEFT<br />
| This determines whether the race will try to steal goods.<br />
|-<br />
|TORTURE_ANIMALS<br />
|<br />
|-<br />
|TORTURE_AS_EXAMPLE<br />
|<br />
|-<br />
|TORTURE_FOR_FUN<br />
|<br />
|-<br />
|TORTURE_FOR_INFORMATION<br />
|<br />
|-<br />
|TREASON<br />
|<br />
|-<br />
|TRESPASSING<br />
|<br />
|-<br />
|VANDALISM<br />
|<br />
|}<br />
<br />
==Ethics values==<br />
In order of acceptability:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
!Token<br />
|-<br />
|NOT_APPLICABLE<br />
|-<br />
|ACCEPTABLE<br />
|-<br />
|PERSONAL_MATTER<br />
|-<br />
|JUSTIFIED_IF_NO_REPERCUSSIONS<br />
|-<br />
|JUSTIFIED_IF_GOOD_REASON<br />
|-<br />
|JUSTIFIED_IF_EXTREME_REASON<br />
|-<br />
|JUSTIFIED_IF_SELF_DEFENSE<br />
|-<br />
|ONLY_IF_SANCTIONED<br />
|-<br />
|MISGUIDED<br />
|-<br />
|SHUN<br />
|-<br />
|APPALLING<br />
|-<br />
|PUNISH_REPRIMAND<br />
|-<br />
|PUNISH_SERIOUS<br />
|-<br />
|PUNISH_EXILE<br />
|-<br />
|PUNISH_CAPITAL<br />
|-<br />
|UNTHINKABLE<br />
|}<br />
<br />
==Ethics value numbers in relation to each other==<br />
<br />
Note: These were given by Toady himself [http://www.bay12forums.com/smf/index.php?topic=22151.msg239689]. Anything above listed value indicator is counted for same value difference.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
!Token<br />
|-<br />
|JUSTIFIED_IF_GOOD_REASON<br />
|<pre>JUSTIFIED_IF_GOOD_REASON +2<br />
JUSTIFIED_IF_EXTREME_REASON +1<br />
SHUN<br />
APPALLING<br />
PUNISH_REPRIMAND<br />
PUNISH_SERIOUS<br />
PUNISH_EXILE<br />
PUNISH_CAPITAL<br />
UNTHINKABLE<br />
-1<br />
</pre><br />
|-<br />
|JUSTIFIED_IF_EXTREME_REASON<br />
|<pre>JUSTIFIED_IF_GOOD_REASON +1<br />
JUSTIFIED_IF_EXTREME_REASON +2<br />
SHUN<br />
APPALLING<br />
PUNISH_REPRIMAND<br />
PUNISH_SERIOUS<br />
PUNISH_EXILE<br />
PUNISH_CAPITAL<br />
UNTHINKABLE<br />
PERSONAL_MATTER<br />
ACCEPTABLE<br />
-1<br />
</pre><br />
|-<br />
|JUSTIFIED_IF_SELF_DEFENSE<br />
|<pre>JUSTIFIED_IF_EXTREME_REASON +1<br />
JUSTIFIED_IF_SELF_DEFENSE +2<br />
APPALLING<br />
PUNISH_REPRIMAND<br />
PUNISH_SERIOUS<br />
PUNISH_EXILE<br />
PUNISH_CAPITAL<br />
UNTHINKABLE<br />
JUSTIFIED_IF_NO_REPERCUSSIONS<br />
-1<br />
PERSONAL_MATTER<br />
ACCEPTABLE<br />
-2<br />
</pre><br />
|-<br />
|ONLY_IF_SANCTIONED<br />
|<pre>ONLY_IF_SANCTIONED +2<br />
JUSTIFIED_IF_EXTREME_REASON +1<br />
JUSTIFIED_IF_NO_REPERCUSSIONS<br />
UNTHINKABLE<br />
APPALLING<br />
PUNISH_REPRIMAND<br />
PUNISH_SERIOUS<br />
PUNISH_EXILE<br />
PUNISH_CAPITAL<br />
-1<br />
PERSONAL_MATTER<br />
ACCEPTABLE<br />
-2<br />
</pre><br />
|-<br />
|MISGUIDED<br />
|<pre>MISGUIDED +2<br />
SHUN<br />
APPALLING<br />
PUNISH_REPRIMAND<br />
UNTHINKABLE<br />
+1<br />
PUNISH_CAPITAL<br />
PERSONAL_MATTER<br />
ACCEPTABLE<br />
-1<br />
</pre><br />
|-<br />
|SHUN<br />
|<pre>SHUN +2<br />
MISGUIDED<br />
APPALLING<br />
PUNISH_REPRIMAND<br />
UNTHINKABLE<br />
+1<br />
PUNISH_CAPITAL<br />
PERSONAL_MATTER<br />
ACCEPTABLE<br />
-1<br />
</pre><br />
|-<br />
|APPALLING<br />
|<pre>PERSONAL_MATTER<br />
ACCEPTABLE<br />
-5<br />
JUSTIFIED_IF_NO_REPERCUSSIONS -3<br />
JUSTIFIED_IF_GOOD_REASON<br />
ONLY_IF_SANCTIONED<br />
-2<br />
JUSTIFIED_IF_EXTREME_REASON<br />
JUSTIFIED_IF_SELF_DEFENSE<br />
-1<br />
SHUN<br />
PUNISH_REPRIMAND<br />
PUNISH_SERIOUS<br />
MISGUIDED<br />
PUNISH_EXILE<br />
UNTHINKABLE<br />
+1<br />
APPALLING +2<br />
</pre><br />
|-<br />
|PUNISH_REPRIMAND<br />
|<pre>PERSONAL_MATTER<br />
ACCEPTABLE<br />
-5<br />
JUSTIFIED_IF_NO_REPERCUSSIONS -3<br />
JUSTIFIED_IF_GOOD_REASON<br />
ONLY_IF_SANCTIONED<br />
-2<br />
JUSTIFIED_IF_EXTREME_REASON<br />
JUSTIFIED_IF_SELF_DEFENSE<br />
-1<br />
SHUN<br />
PUNISH_SERIOUS<br />
APPALLING<br />
MISGUIDED<br />
PUNISH_EXILE<br />
UNTHINKABLE<br />
+1<br />
PUNISH_REPRIMAND +2<br />
</pre><br />
|-<br />
|PUNISH_SERIOUS<br />
|<pre>PERSONAL_MATTER<br />
ACCEPTABLE<br />
-10<br />
JUSTIFIED_IF_NO_REPERCUSSIONS<br />
-7<br />
JUSTIFIED_IF_GOOD_REASON<br />
ONLY_IF_SANCTIONED<br />
-3<br />
JUSTIFIED_IF_EXTREME_REASON<br />
JUSTIFIED_IF_SELF_DEFENSE<br />
-2<br />
SHUN<br />
APPALLING<br />
PUNISH_EXILE<br />
UNTHINKABLE<br />
PUNISH_CAPITAL<br />
1<br />
PUNISH_SERIOUS +2<br />
</pre><br />
|-<br />
|PUNISH_EXILE<br />
|<pre>PERSONAL_MATTER<br />
ACCEPTABLE<br />
-10<br />
JUSTIFIED_IF_NO_REPERCUSSIONS<br />
-7<br />
JUSTIFIED_IF_GOOD_REASON<br />
ONLY_IF_SANCTIONED<br />
-3<br />
JUSTIFIED_IF_EXTREME_REASON<br />
JUSTIFIED_IF_SELF_DEFENSE<br />
-2<br />
SHUN<br />
APPALLING<br />
PUNISH_SERIOUS<br />
UNTHINKABLE<br />
PUNISH_CAPITAL<br />
+1<br />
PUNISH_EXILE +2<br />
</pre><br />
|-<br />
|PUNISH_CAPITAL<br />
|<pre>PERSONAL_MATTER<br />
ACCEPTABLE<br />
-15<br />
JUSTIFIED_IF_NO_REPERCUSSIONS<br />
-10<br />
JUSTIFIED_IF_GOOD_REASON<br />
ONLY_IF_SANCTIONED<br />
-5<br />
JUSTIFIED_IF_EXTREME_REASON<br />
JUSTIFIED_IF_SELF_DEFENSE<br />
-3<br />
APPALLING<br />
PUNISH_SERIOUS<br />
UNTHINKABLE<br />
PUNISH_EXILE<br />
+1<br />
PUNISH_CAPITAL +2<br />
</pre><br />
|-<br />
|UNTHINKABLE<br />
|<pre>PERSONAL_MATTER<br />
ACCEPTABLE<br />
-15<br />
JUSTIFIED_IF_NO_REPERCUSSIONS<br />
-10<br />
JUSTIFIED_IF_GOOD_REASON<br />
ONLY_IF_SANCTIONED<br />
-5<br />
JUSTIFIED_IF_EXTREME_REASON<br />
JUSTIFIED_IF_SELF_DEFENSE<br />
-3<br />
SHUN<br />
APPALLING<br />
PUNISH_SERIOUS<br />
PUNISH_EXILE<br />
PUNISH_CAPITAL<br />
+1<br />
UNTHINKABLE<br />
+2<br />
</pre><br />
|-<br />
|JUSTIFIED_IF_NO_REPERCUSSIONS<br>PERSONAL_MATTER<br>ACCEPTABLE<br />
|<pre>MISGUIDED -1<br />
SHUN<br />
APPALLING<br />
PUNISH_REPRIMAND<br />
UNTHINKABLE<br />
-2<br />
PUNISH_SERIOUS -3<br />
PUNISH_EXILE<br />
PUNISH_CAPITAL<br />
-5<br />
JUSTIFIED_IF_NO_REPERCUSSIONS<br />
PERSONAL_MATTER<br />
ACCEPTABLE<br />
+1<br />
</pre><br />
|}<br />
<br />
<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}</div>Dree12https://dwarffortresswiki.org/index.php?title=DF2014:No_quarter&diff=208555DF2014:No quarter2014-07-31T16:06:49Z<p>Dree12: redirect</p>
<hr />
<div>#REDIRECT [[Level of conflict]]</div>Dree12https://dwarffortresswiki.org/index.php?title=Level_of_conflict&diff=208554Level of conflict2014-07-31T16:06:09Z<p>Dree12: Added quality rating "Tattered" using the rating script</p>
<hr />
<div>{{Quality|Tattered|16:06, 31 July 2014 (UTC)}}<br />
{{av}}<br />
<br />
Not all combat is Dwarf Fortress is lethal, to-the-death fighting. Several different '''levels of confict''' exist and are used in different circumstances.<br />
<br />
In [[adventurer mode]], you can view the level of combat with any particular enemy with the {{k|l}}ook command.<br />
<br />
== Levels ==<br />
The levels revealed in the [[object testing arena]] are as follows:<br />
* No quarter<br />
* Lethal<br />
* Non-lethal<br />
* Brawl<br />
* Training<br />
* Horseplay<br />
* Encounter<br />
<br />
One other is commonly found in adventurer mode, despite that strictly speaking, it is not a level of conflict:<br />
<br />
* Ally<br />
<br />
=== No Quarter ===<br />
Someone who is in no-quarter mode will not accept [[surrender]]&mdash;that is, it's truly a fight to the death, although it is still possible to retreat. No-quarter mode is caused by either required kill [[ethic]]s, fighting with a non-sapient animal, or faking surrender.<br />
<br />
=== Lethal ===<br />
Lethal combat is a fight to the death, but surrender may still be accepted to end the combat.</div>Dree12https://dwarffortresswiki.org/index.php?title=Surrender&diff=208553Surrender2014-07-31T16:04:49Z<p>Dree12: Added quality rating "Tattered" using the rating script</p>
<hr />
<div>{{Quality|Tattered|16:04, 31 July 2014 (UTC)}}<br />
{{av}}<br />
<br />
In [[adventurer mode]], it is possible to '''surrender''' by using the {{k|x}} key to "yield", thus assuming a submissive posture. Surrender may end a [[level of conflict|lethal]] conflict, but not a no quarter conflict. It is also possible to use the {{k|k}}onversation menu to demand that someone else yield. An enemy's surrender is generally indicated by them yelling "I yield! I yield!".<br />
<br />
Faking surrender may elevate conflict from lethal to no quarter.<br />
<br />
{{stub}}</div>Dree12https://dwarffortresswiki.org/index.php?title=Surrender&diff=208552Surrender2014-07-31T16:04:34Z<p>Dree12: Add article version</p>
<hr />
<div>{{av}}<br />
<br />
In [[adventurer mode]], it is possible to '''surrender''' by using the {{k|x}} key to "yield", thus assuming a submissive posture. Surrender may end a [[level of conflict|lethal]] conflict, but not a no quarter conflict. It is also possible to use the {{k|k}}onversation menu to demand that someone else yield. An enemy's surrender is generally indicated by them yelling "I yield! I yield!".<br />
<br />
Faking surrender may elevate conflict from lethal to no quarter.<br />
<br />
{{stub}}</div>Dree12https://dwarffortresswiki.org/index.php?title=Surrender&diff=208551Surrender2014-07-31T16:04:16Z<p>Dree12: new stub</p>
<hr />
<div>In [[adventurer mode]], it is possible to '''surrender''' by using the {{k|x}} key to "yield", thus assuming a submissive posture. Surrender may end a [[level of conflict|lethal]] conflict, but not a no quarter conflict. It is also possible to use the {{k|k}}onversation menu to demand that someone else yield. An enemy's surrender is generally indicated by them yelling "I yield! I yield!".<br />
<br />
Faking surrender may elevate conflict from lethal to no quarter.<br />
<br />
{{stub}}</div>Dree12https://dwarffortresswiki.org/index.php?title=DF2014:Ethics&diff=208550DF2014:Ethics2014-07-31T15:59:55Z<p>Dree12: Dree12 moved page DF2014:Ethics to DF2014:Ethic: Naming convention suggests to avoid plural when the singular makes sense alone.</p>
<hr />
<div>#REDIRECT [[DF2014:Ethic]]</div>Dree12https://dwarffortresswiki.org/index.php?title=Ethic&diff=208549Ethic2014-07-31T15:59:55Z<p>Dree12: Dree12 moved page DF2014:Ethics to DF2014:Ethic: Naming convention suggests to avoid plural when the singular makes sense alone.</p>
<hr />
<div>{{Quality|Superior|15:42, 31 July 2014 (UTC)}}<br />
{{av}}<br />
<br />
'''Ethics''' tags are used in the [[Entity token|entity raw files]] to determine how different civilizations feel about various issues. Relationships between civilizations are based on their ethic responses in relation to each other; similar ethics result in friendship, while conflicting ethics result in animosity. Strongly conflicting ethics often trigger [[war]]s during [[world generation]].<br />
<br />
In practice, this generally causes [[Elf|elves]] to declare war on everybody else over killing plants and making trophies, and everybody else to declare war on the elves over the devouring of sapient beings.<br />
<br />
Some ethics also affect [[fortress mode]] features such as [[justice]] or [[trading]]. In [[adventurer mode]], ethics can affect the [[level of conflict]] (lethal, or no quarter). During [[world generation]], ethics also affect how the entity treats its kills, such as devouring them or making trophies out of them.<br />
<br />
== Ethics types ==<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
!Token<br />
!Extra Information<br />
|-<br />
| {{text anchor|ASSAULT}}<br />
| The result of a tantruming citizen attacking another in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_KILL}}<br />
| This determines if the race will sometimes devour dead enemy combatants.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_OTHER}}<br />
| This also determines whatever or not a race is willing to butcher other sapients. <br />
|-<br />
| {{text anchor|KILL_ANIMAL}}<br />
| A response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse animal products in trade &mdash; namely, [[material token|materials]] with [IMPLIES_ANIMAL_KILL].<br />
|-<br />
| {{text anchor|KILL_ENEMY}}<br />
| If REQUIRED, all lethal combat with an enemy who is an enemy of the whole entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_ENTITY_MEMBER}}<br />
| If REQUIRED, all lethal combat with an enemy in the same entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_NEUTRAL}}<br />
| If REQUIRED, all lethal combat with an enemy who is neutral with the entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_PLANT}}<br />
| This determines a race's position towards wood as well &mdash; a response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse wooden objects (except for "grown" wooden objects) in trade, and it also prohibits them from bringing caravan [[wagon]]s.<br />
|-<br />
| {{text anchor|LYING}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_ANIMAL}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAME_RACE}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAPIENT}}<br />
|<br />
|-<br />
| {{text anchor|OATH_BREAKING}}<br />
| The result of a citizen violating noble mandates in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|SLAVERY}}<br />
|<br />
|-<br />
| {{text anchor|THEFT}}<br />
| This determines whether the race will try to steal goods.<br />
|-<br />
| {{text anchor|TORTURE_ANIMALS}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_AS_EXAMPLE}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_FOR_FUN}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_FOR_INFORMATION}}<br />
|<br />
|-<br />
| {{text anchor|TREASON}}<br />
|<br />
|-<br />
| {{text anchor|TRESPASSING}}<br />
|<br />
|-<br />
| {{text anchor|VANDALISM}}<br />
| The result of a tantruming citizen breaking furniture in fortress mode. Other effects unknown.<br />
|}<br />
<br />
==Ethics values==<br />
As used internally (see below), roughly in order of acceptability:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Num !! Token<br />
|-<br />
| 0 || {{text anchor|NOT_APPLICABLE}}<br />
|-<br />
| 1 || {{text anchor|ACCEPTABLE}}<br />
|-<br />
| 2 || {{text anchor|PERSONAL_MATTER}}<br />
|-<br />
| 3 || {{text anchor|JUSTIFIED_IF_NO_REPERCUSSIONS}}<br />
|-<br />
| 4 || {{text anchor|JUSTIFIED_IF_GOOD_REASON}}<br />
|-<br />
| 5 || {{text anchor|JUSTIFIED_IF_EXTREME_REASON}}<br />
|-<br />
| 6 || {{text anchor|JUSTIFIED_IF_SELF_DEFENSE}}<br />
|-<br />
| 7 || {{text anchor|ONLY_IF_SANCTIONED}}<br />
|-<br />
| 8 || {{text anchor|MISGUIDED}}<br />
|-<br />
| 9 || {{text anchor|SHUN}}<br />
|-<br />
| 10 || {{text anchor|APPALLING}}<br />
|-<br />
| 11 || {{text anchor|PUNISH_REPRIMAND}}<br />
|-<br />
| 12 || {{text anchor|PUNISH_SERIOUS}}<br />
|-<br />
| 13 || {{text anchor|PUNISH_EXILE}}<br />
|-<br />
| 14 || {{text anchor|PUNISH_CAPITAL}}<br />
|-<br />
| 15 || {{text anchor|UNTHINKABLE}}<br />
|-<br />
| 16 || {{text anchor|REQUIRED}}<br />
|}<br />
<br />
==Ethics value numbers in relation to each other==<br />
The following table describes how entities respond to other cultures, with the observer on the vertical axis and their target on the horizontal axis.<br />
If an entity's accumulated animosity towards another passes a certain threshold (determined by ruler's personality) then it will run a risk-assessment check. If passed, this will lead to a declaration of war.<br />
<br />
In general, entities react much more strongly to actions that violate their taboos than to the outlawing of their customs in other civilisations.<br />
For example, Civ A finds slavery Acceptable, but Civ B considers it a Capital Offence.<br />
* Civ A will consider Civ B most unreasonable (&minus;5) for executing people over such a non-issue.<br />
* Civ B will be shocked and disgusted (&minus;15) that Civ A engages in such a debased activity.<br />
* The end result is mutual negativity. However, Civ B is 3&times; ''more'' offended, and much more likely to go to war over the issue &mdash; assuming, of course, they think they have a chance of winning.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! rowspan=2 colspan=2 | &nbsp;<br />
! colspan=16 | TARGET<br />
|- bgcolor="#dddddd"<br />
!| Accept. || Personal || Reperc. || Good || Extreme || Self-Def. || Sanctioned || Misguided || Shun || Appalling || Reprimand || Serious || Exile || Capital || Unthinkable || Required<br />
|-<br />
! rowspan=16 | {{rotate|OBSERVER}} &nbsp;&nbsp;&nbsp;&nbsp;<br />
! Acceptable || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! Personal || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! No Reperc. || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! Good Reas. || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || 0<br />
|-<br />
! Extreme Rs. || {{tc|red|−1}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}}<br />
|-<br />
! Self-Defence || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}<br />
|-<br />
! Sanctioned || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}<br />
|-<br />
! Misguided || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}<br />
|-<br />
! Shun || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}<br />
|-<br />
! Appalling || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}<br />
|-<br />
! Reprimand || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}<br />
|-<br />
! Serious || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}<br />
|-<br />
! Exile || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}<br />
|-<br />
! Capital || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|red|−15}}<br />
|-<br />
! Unthinkable || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|red|−15}}<br />
|-<br />
! Required || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|}<br />
<br />
All above info was collected and interpreted from the data given by Toady himself at [http://www.bay12forums.com/smf/index.php?topic=22151.msg239689].<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}</div>Dree12https://dwarffortresswiki.org/index.php?title=Level_of_conflict&diff=208548Level of conflict2014-07-31T15:59:05Z<p>Dree12: some descriptions</p>
<hr />
<div>{{av}}<br />
<br />
Not all combat is Dwarf Fortress is lethal, to-the-death fighting. Several different '''levels of confict''' exist and are used in different circumstances.<br />
<br />
In [[adventurer mode]], you can view the level of combat with any particular enemy with the {{k|l}}ook command.<br />
<br />
== Levels ==<br />
The levels revealed in the [[object testing arena]] are as follows:<br />
* No quarter<br />
* Lethal<br />
* Non-lethal<br />
* Brawl<br />
* Training<br />
* Horseplay<br />
* Encounter<br />
<br />
One other is commonly found in adventurer mode, despite that strictly speaking, it is not a level of conflict:<br />
<br />
* Ally<br />
<br />
=== No Quarter ===<br />
Someone who is in no-quarter mode will not accept [[surrender]]&mdash;that is, it's truly a fight to the death, although it is still possible to retreat. No-quarter mode is caused by either required kill [[ethic]]s, fighting with a non-sapient animal, or faking surrender.<br />
<br />
=== Lethal ===<br />
Lethal combat is a fight to the death, but surrender may still be accepted to end the combat.</div>Dree12https://dwarffortresswiki.org/index.php?title=Ethic&diff=208547Ethic2014-07-31T15:55:27Z<p>Dree12: change name</p>
<hr />
<div>{{Quality|Superior|15:42, 31 July 2014 (UTC)}}<br />
{{av}}<br />
<br />
'''Ethics''' tags are used in the [[Entity token|entity raw files]] to determine how different civilizations feel about various issues. Relationships between civilizations are based on their ethic responses in relation to each other; similar ethics result in friendship, while conflicting ethics result in animosity. Strongly conflicting ethics often trigger [[war]]s during [[world generation]].<br />
<br />
In practice, this generally causes [[Elf|elves]] to declare war on everybody else over killing plants and making trophies, and everybody else to declare war on the elves over the devouring of sapient beings.<br />
<br />
Some ethics also affect [[fortress mode]] features such as [[justice]] or [[trading]]. In [[adventurer mode]], ethics can affect the [[level of conflict]] (lethal, or no quarter). During [[world generation]], ethics also affect how the entity treats its kills, such as devouring them or making trophies out of them.<br />
<br />
== Ethics types ==<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
!Token<br />
!Extra Information<br />
|-<br />
| {{text anchor|ASSAULT}}<br />
| The result of a tantruming citizen attacking another in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_KILL}}<br />
| This determines if the race will sometimes devour dead enemy combatants.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_OTHER}}<br />
| This also determines whatever or not a race is willing to butcher other sapients. <br />
|-<br />
| {{text anchor|KILL_ANIMAL}}<br />
| A response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse animal products in trade &mdash; namely, [[material token|materials]] with [IMPLIES_ANIMAL_KILL].<br />
|-<br />
| {{text anchor|KILL_ENEMY}}<br />
| If REQUIRED, all lethal combat with an enemy who is an enemy of the whole entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_ENTITY_MEMBER}}<br />
| If REQUIRED, all lethal combat with an enemy in the same entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_NEUTRAL}}<br />
| If REQUIRED, all lethal combat with an enemy who is neutral with the entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_PLANT}}<br />
| This determines a race's position towards wood as well &mdash; a response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse wooden objects (except for "grown" wooden objects) in trade, and it also prohibits them from bringing caravan [[wagon]]s.<br />
|-<br />
| {{text anchor|LYING}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_ANIMAL}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAME_RACE}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAPIENT}}<br />
|<br />
|-<br />
| {{text anchor|OATH_BREAKING}}<br />
| The result of a citizen violating noble mandates in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|SLAVERY}}<br />
|<br />
|-<br />
| {{text anchor|THEFT}}<br />
| This determines whether the race will try to steal goods.<br />
|-<br />
| {{text anchor|TORTURE_ANIMALS}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_AS_EXAMPLE}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_FOR_FUN}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_FOR_INFORMATION}}<br />
|<br />
|-<br />
| {{text anchor|TREASON}}<br />
|<br />
|-<br />
| {{text anchor|TRESPASSING}}<br />
|<br />
|-<br />
| {{text anchor|VANDALISM}}<br />
| The result of a tantruming citizen breaking furniture in fortress mode. Other effects unknown.<br />
|}<br />
<br />
==Ethics values==<br />
As used internally (see below), roughly in order of acceptability:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Num !! Token<br />
|-<br />
| 0 || {{text anchor|NOT_APPLICABLE}}<br />
|-<br />
| 1 || {{text anchor|ACCEPTABLE}}<br />
|-<br />
| 2 || {{text anchor|PERSONAL_MATTER}}<br />
|-<br />
| 3 || {{text anchor|JUSTIFIED_IF_NO_REPERCUSSIONS}}<br />
|-<br />
| 4 || {{text anchor|JUSTIFIED_IF_GOOD_REASON}}<br />
|-<br />
| 5 || {{text anchor|JUSTIFIED_IF_EXTREME_REASON}}<br />
|-<br />
| 6 || {{text anchor|JUSTIFIED_IF_SELF_DEFENSE}}<br />
|-<br />
| 7 || {{text anchor|ONLY_IF_SANCTIONED}}<br />
|-<br />
| 8 || {{text anchor|MISGUIDED}}<br />
|-<br />
| 9 || {{text anchor|SHUN}}<br />
|-<br />
| 10 || {{text anchor|APPALLING}}<br />
|-<br />
| 11 || {{text anchor|PUNISH_REPRIMAND}}<br />
|-<br />
| 12 || {{text anchor|PUNISH_SERIOUS}}<br />
|-<br />
| 13 || {{text anchor|PUNISH_EXILE}}<br />
|-<br />
| 14 || {{text anchor|PUNISH_CAPITAL}}<br />
|-<br />
| 15 || {{text anchor|UNTHINKABLE}}<br />
|-<br />
| 16 || {{text anchor|REQUIRED}}<br />
|}<br />
<br />
==Ethics value numbers in relation to each other==<br />
The following table describes how entities respond to other cultures, with the observer on the vertical axis and their target on the horizontal axis.<br />
If an entity's accumulated animosity towards another passes a certain threshold (determined by ruler's personality) then it will run a risk-assessment check. If passed, this will lead to a declaration of war.<br />
<br />
In general, entities react much more strongly to actions that violate their taboos than to the outlawing of their customs in other civilisations.<br />
For example, Civ A finds slavery Acceptable, but Civ B considers it a Capital Offence.<br />
* Civ A will consider Civ B most unreasonable (&minus;5) for executing people over such a non-issue.<br />
* Civ B will be shocked and disgusted (&minus;15) that Civ A engages in such a debased activity.<br />
* The end result is mutual negativity. However, Civ B is 3&times; ''more'' offended, and much more likely to go to war over the issue &mdash; assuming, of course, they think they have a chance of winning.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! rowspan=2 colspan=2 | &nbsp;<br />
! colspan=16 | TARGET<br />
|- bgcolor="#dddddd"<br />
!| Accept. || Personal || Reperc. || Good || Extreme || Self-Def. || Sanctioned || Misguided || Shun || Appalling || Reprimand || Serious || Exile || Capital || Unthinkable || Required<br />
|-<br />
! rowspan=16 | {{rotate|OBSERVER}} &nbsp;&nbsp;&nbsp;&nbsp;<br />
! Acceptable || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! Personal || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! No Reperc. || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! Good Reas. || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || 0<br />
|-<br />
! Extreme Rs. || {{tc|red|−1}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}}<br />
|-<br />
! Self-Defence || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}<br />
|-<br />
! Sanctioned || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}<br />
|-<br />
! Misguided || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}<br />
|-<br />
! Shun || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}<br />
|-<br />
! Appalling || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}<br />
|-<br />
! Reprimand || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}<br />
|-<br />
! Serious || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}<br />
|-<br />
! Exile || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}<br />
|-<br />
! Capital || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|red|−15}}<br />
|-<br />
! Unthinkable || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|red|−15}}<br />
|-<br />
! Required || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|}<br />
<br />
All above info was collected and interpreted from the data given by Toady himself at [http://www.bay12forums.com/smf/index.php?topic=22151.msg239689].<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}</div>Dree12https://dwarffortresswiki.org/index.php?title=DF2014:Level_of_combat&diff=208546DF2014:Level of combat2014-07-31T15:54:55Z<p>Dree12: Dree12 moved page DF2014:Level of combat to DF2014:Level of conflict: much better name</p>
<hr />
<div>#REDIRECT [[DF2014:Level of conflict]]</div>Dree12https://dwarffortresswiki.org/index.php?title=Level_of_conflict&diff=208545Level of conflict2014-07-31T15:54:55Z<p>Dree12: Dree12 moved page DF2014:Level of combat to DF2014:Level of conflict: much better name</p>
<hr />
<div>{{av}}<br />
<br />
Not all combat is Dwarf Fortress is lethal, to-the-death fighting. Several different '''levels of combat''' exist and are used in different circumstances.<br />
<br />
In [[adventurer mode]], you can view the level of combat with any particular enemy with the {{k|l}}ook command.<br />
<br />
== Levels ==<br />
The levels revealed in the [[object testing arena]] are as follows:<br />
* No quarter<br />
* Lethal<br />
* Non-lethal<br />
* Brawl<br />
* Training<br />
* Horseplay<br />
* Encounter<br />
<br />
One other is commonly found in adventurer mode, despite that strictly speaking, it is not a level of combat:<br />
<br />
* Ally</div>Dree12https://dwarffortresswiki.org/index.php?title=Object_testing_arena&diff=208544Object testing arena2014-07-31T15:54:30Z<p>Dree12: /* Nature of conflict */ link</p>
<hr />
<div>{{av}}<br />
{{Quality|Exceptional|08:10, 8 June 2010 (UTC)}}<br />
The '''object testing arena''' is a fun place; you can test things, or just have some fun carnage. The arena is accessed through the main menu. Note that the object testing arena is not the same as an arena created in [[fortress mode]].<br />
<br />
== Spawning creatures ==<br />
Creatures can be spawned while in the loo{{key|k}} menu. Press {{key|c}} to create a creature. Select the creature type, skills and equipment, and then press {{key|enter}}. Press {{key|Esc}} (or whatever you bound "leave screen" to) to cancel without creating the creature. You cannot delete creatures. You can, however, press {{key|w}} then {{key|l}} to create a stone wall, instantly killing anything on that tile.<br />
<br />
=== Inventory and skills ===<br />
While in the creature placement menu, it is possible to add skills to your creatures such as the fighter skill. It is also possible to add weapons, ammo, and armour to your creatures. Creatures unable to use the weapons given to them will drop them upon unpausing, but creatures such as dwarves will happily use the weapon as long as they at least have dabbling in the weapon skill. You can also set exactly how much of a certain item you want when you select it, by using the {{key|+}} or {{key|-}} keys, which is the only way to get a creature to hold more than one piece of ammo, as the arena lacks an option for spawning quivers or backpacks.<br />
<br />
=== Effects ===<br />
A creature can be created with an effect from an [[interaction token|interaction]] by pressing {{key|u}} in the Creation menu. In vanilla games, the available effects are the interactions of [[necromancer]]s, [[undead|animated corpse]]s, [[mummy|disturbed dead]], accursed, [[werebeast]]s and [[vampire]]s. Any modded interaction with a defined arena name will also be available.<br />
<br />
=== Teams ===<br />
It is possible to 'Team' creatures up by pressing {{k|s}} and {{k|d}} in the Creation menu which is shown on the top left hand side. There are 99 teams, as well as "Independent", which is the default and acts as every creature for himself.<br />
<br />
In this way you can create simulated battles against beasts or enemies. For example, you can test twenty sword-users versus twenty macemen and analyze the battle from the gamelog.txt.<br />
<br />
[[Necromancer]]s and [[mummy|disturbed dead]] that are marked as Independent will not be at peace with the [[undead|zombies]] that they raise. This is not a bug because arena independence overrides anything else.<br />
<br />
===Butchering===<br />
Corpses can be butchered by moving over them and pressing {{k|a}}. This can be an easy way to obtain butchering information, although there tends to be a distinct lack of variation in the results (unless the corpse is missing a body part). This is partly due to the fact that no child creatures can be created.<br />
<br />
'''Bold text'''===Nature of conflict===<br />
The [[level of conflict]] between creatures or alliances can be controlled in the main screen with the keys {{key|shift+C}} and {{key|c}}. The available settings are, from most lethal to least:<br />
<br />
*No quarter<br />
*Lethal<br />
*Non-lethal<br />
*Brawl<br />
*Training<br />
*Horseplay<br />
*Encounter<br />
<br />
[[Morale]] may also be switched on or off with {{key|m}} on the main screen.<br />
<br />
== Fighting in the Arena yourself ==<br />
Loo{{key|k}} at any creature, and press {{key|a}} to play as them, and {{key|ctrl+a}} to exit back to the main mode.<br />
*The controls here are exactly the same as in [[Adventurer mode]].<br />
*Attempting to {{key|a}} a corpse results in the corpse being butchered.<br />
<br />
== Spawning liquids ==<br />
From the loo{{key|k}} menu, press {{key|l}} to spawn a 7/7 unit of lava, or {{key|w}} to spawn 7/7 water on the currently selected tile. If you place water and then lava in the same tile, they will immediately form a 'Rough-hewn Rock Wall' (i.e. before you unpause), resulting in no spillage. However, placing lava and then water simply fills the tile with water, with the same effect as placing water without magma. It is also possible to spawn rock walls in mid-air, usually causing a [[cave-in]]. You can place fluids in a tile that also has a wall in it; the result is a tile with both a wall ''and'' 7/7 units of the fluid you placed (water or lava). This combination behaves exactly the same normal water without the wall would, except the area is still considered inaccessible for water to move through.<br />
<br />
== Spawning trees ==<br />
Also can be spawned from loo{{key|k}}ing are multi-tile [[tree]]s. Press {{key|t}} to create a tree. You can choose a tree from a list of species, as well as its {{key|a}}ge. Again, pressing {{key|enter}} will spawn the tree itself. Trees can be placed on any floor, even a rock block floor. At present it's not possible to chop down a tree, though they can be burned by spawning lava, killing the tree.<br />
<br />
==Controlling the Environment==<br />
The arena's environment can be modified in-game by pressing {{k|w}}. From this screen, you can adjust Weather, Temperature, and Time. From this menu, you can also press {{k|s}} to cover every map tile in snow, {{k|m}} to make everything muddy, and {{k|x}} to remove all mud and snow.<br />
<br />
===Weather===<br />
This section has 4 options, each of which can be set to various settings:<br />
* Cumulus<br />
** No cumulus clouds<br />
** Scattered cumulus<br />
** Many cumulus (rain)<br />
** Cumulonimbus (rain)<br />
* Cirrus (toggle)<br />
* Stratus<br />
** No stratus<br />
** Altostratus<br />
** Stratus (rain)<br />
** Nimbostratus (rain)<br />
* Fog<br />
** No fog<br />
** Thin mist<br />
** Fog<br />
** Thick fog<br />
<br />
As expected, the options marked with "(rain)" will cause it to start raining.<br />
<br />
===Temperature===<br />
The arena's temperature can be set to one of 13 settings:<br />
<br />
* Dragonfire - {{ct|50000}}<br />
* Magma - {{ct|12000}}<br />
* Fire - {{ct|11000}}<br />
* Scorching - {{ct|10080}}<br />
* Hot - {{ct|10070}}<br />
* Warm - {{ct|10050}}<br />
* Cool - {{ct|10035}}<br />
* Cold - {{ct|10020}}<br />
* Subterranean - {{ct|10015}}<br />
* Freezing - {{ct|9999}}<br />
* Below freezing - {{ct|9968}}<br />
* Deathly cold - {{ct|9850}}<br />
* Absolute zero - {{ct|9508}}<br />
<br />
===Time===<br />
The arena's time can be set to one of 13 settings:<br />
<br />
* Dawn (5:30am)<br />
* Morning (8:00am)<br />
* Late morning (10:30am)<br />
* Noon (1:00pm)<br />
* Early afternoon (2:00pm)<br />
* Late afternoon (3:30pm)<br />
* Early evening (5:00pm)<br />
* Evening (6:30pm)<br />
* Dusk (8:30pm)<br />
* Night (10:00pm)<br />
* Midnight (12:00am)<br />
* Late night (2:00am)<br />
* Early morning (4:00am)<br />
<br />
==Modifying the Arena layout==<br />
{{file|DF/data/init/arena.txt|section=yes}}<br />
The layout of the arena zone is stored in the (DF)/data/init folder. Modifications to this file will not change the dimensions of the arena; they can only change the initial tiles and fluids present.<br />
<br />
The arena is composed of 9 [[z-level]]s (including Z=0, from Z=-4 to Z=4) of 144 x 144 tiles; the contents of each tile are specified by a single character:<br />
<br />
{| class="wikitable pre-table"<br />
|- bgcolor="#ddd"<br />
! Character<br />
! Description<br />
<br />
|-<br />
| <pre>#</pre><br />
| [[Open space|Empty tile]] <sup>[1]</sup><br />
|-<br />
| <pre>C</pre><br />
| [[Chasm]]<br />
<br />
|-<br />
| <pre>.</pre><br />
| [[Block]] [[floor]]<br />
<br />
|-<br />
| <pre>P</pre><br />
| [[Block]] [[wall|pillar/wall]]<br />
<br />
|-<br />
| <pre>R</pre><br />
| [[Block]] [[ramp]]<br />
<br />
|-<br />
| <pre>F</pre><br />
| [[Block]] [[fortification]]<br />
<br />
|-<br />
| <pre>+</pre><br />
| [[Water]] source <sup>[1] [2]</sup><br />
|-<br />
| <pre>W</pre><br />
| 7/7 [[water]] <sup>[1]</sup><br />
|-<br />
| <pre>w</pre><br />
| 7/7 [[water]] + upward [[ramp]]<br />
<br />
|-<br />
| <pre>L</pre><br />
| 7/7 [[magma|magma/lava]] <sup>[1]</sup><br />
|-<br />
| <pre>l</pre><br />
| 7/7 [[magma|magma/lava]] + upward [[ramp]]<br />
<br />
|-<br />
| <pre>g</pre><br />
| [[Grass]]<br />
|-<br />
| <pre>T</pre><br />
| [[Tree]] [3]<br />
|-<br />
| <pre>~</pre><br />
| [[Sand]] [3]<br />
|-<br />
| <pre>,</pre><br />
| [[Soil]] [3]<br />
<br />
|}<br />
<small><br />
# Tile will have no floor unless a pillar/wall is constructed on the z-level below.<br />
# Only seems to work when placed on map edge; behaves identically to capital <code>W</code> otherwise.<br />
# Only one type will be present, but it will be randomly selected each time you enter the Arena.<br />
</small><br />
<br />
{{Category|Interface}}</div>Dree12https://dwarffortresswiki.org/index.php?title=Level_of_conflict&diff=208543Level of conflict2014-07-31T15:48:35Z<p>Dree12: level of combat</p>
<hr />
<div>{{av}}<br />
<br />
Not all combat is Dwarf Fortress is lethal, to-the-death fighting. Several different '''levels of combat''' exist and are used in different circumstances.<br />
<br />
In [[adventurer mode]], you can view the level of combat with any particular enemy with the {{k|l}}ook command.<br />
<br />
== Levels ==<br />
The levels revealed in the [[object testing arena]] are as follows:<br />
* No quarter<br />
* Lethal<br />
* Non-lethal<br />
* Brawl<br />
* Training<br />
* Horseplay<br />
* Encounter<br />
<br />
One other is commonly found in adventurer mode, despite that strictly speaking, it is not a level of combat:<br />
<br />
* Ally</div>Dree12https://dwarffortresswiki.org/index.php?title=Combat&diff=208542Combat2014-07-31T15:45:57Z<p>Dree12: /* Mechanics */ remove odd indent</p>
<hr />
<div>{{Migrated_article}}<br />
{{quality|unrated}}{{av}}<br />
<br />
:''(This page ''will'' cover the mechanics of combat - once they're figured out. For now, you may want to refer to [[Combat skill]]s, [[Armor]] or [[Weapon]]s). The effects of many [[Material]] properties on combat are somewhat understood (see the [[Material science]] page).''<br />
<br />
'''Combat''' in Dwarf Fortress is unlike that in most strategy and role playing games. Rather than having hit points, units have a collection of body parts, such as limbs, head(s) and a torso. These have sub parts: limbs have skin, fat, muscle, tendons, bones, nerves and arteries; heads have brains; and torsos have internal organs. Damage to these parts and sub parts causes various negative effects, such as fainting, vomiting, loss of mobility due to bone fractures or nerve damage, and eventually leading to death from organ failure or blood loss. The combat system tries to present a fairly realistic depiction of combat, with several important consequences.<br />
<br />
Although creatures and players may direct and focus their attacks, combat is random in nature. A glancing blow can get lucky and damage a vital organ, or open an artery to cause massive blood loss. Weapons cause damage specific to their class, be they axes or swords or backpacks. You will often see creatures attacked with impaling weapons such as spears or crossbow bolts die of asphyxiation when their lungs are pierced, while slashing weapons are more likely to open an artery or lop off a limb, and blunt weapons will cause fractures. Some weapons may become stuck in the enemy: if the weapon wielder can maintain control he can continue to do damage and immobilize the enemy, but if the enemy gains control of the stuck weapon, the weapon's wielder will be disarmed. <br />
<br />
Reading the combat {{k|r}}eports will give you a gruesome blow-by-blow of the fighting, telling you exactly what each strike did. It is important to note that while most natural creatures have the same sorts of vulnerabilities due to their similar collection of body parts, procedurally generated creatures such as Titans, Megabeasts and Demons may lack these vulnerabilities entirely. Killing a shambling pile of refuse may prove to be a very, very long process due to the fact that it has no vital parts, and metallic creatures may prove to be nearly invulnerable. When all else fails, a [[cave-in]] or [[obsidian]] casting means certain death for anything caught in it.<br />
<br />
As in real life, combat in Dwarf Fortress is chaotic, deadly, and gruesome. Numbers seem to matter, as defending against multiple opponents can be difficult even for a decent fighter. Your warriors will not suffer loss of generic hit points, and can not simply rest to regain them. Injuries must be dealt with in an appropriate fashion for healing to occur: broken bones must be set, wounds must be cleaned and stitched up, and for some things such as concussions, you can only wait and hope the victim eventually regains consciousness.<br />
<br />
==General Observations==<br />
* Blunt weapons use "contact area" and weapon mass to scale damage<br />
* Edge weapons seem to use the progression Silver->Copper->Iron->Bronze->Steel->Adamantine for material strength<br />
* Edge weapons use "contact area" and "penetration size" to determine if an attack is slashing or stabbing in nature<br />
* Lower contact area results in better ability to pierce armor, higher contact area increases the amount of tissue affected by an attack.<br />
<br />
==Mechanics==<br />
<br />
Based on information in the RAWs and in-game, Toady seems to use real-world material properties and almost-real physics for in-game behaviour. Using this as a starting point, we can roughly estimate some of the combat damage mechanics for both blunt and edged weapons.<br />
<br />
==General Terms==<br />
:'''Stress''' - Force per area = F/A<br />
:'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus<br />
<br />
<br />
:'''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation)<br />
:'''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material <br />
:'''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point<br />
:Implications to Dwarf Fortress Combat<br />
<br />
==Armor Properties==<br />
<br />
*Material Properties<br />
:* Blunt Protection<br />
::*'''Impact yield'''<br />
::*'''Impact fracture'''<br />
::*'''Impact strain at yield'''<br />
<br />
:* Edge Protection<br />
::*'''Shear yield'''<br />
::*'''Shear fracture'''<br />
::*'''Shear strain at yield'''<br />
<br />
*Item Properties<br />
:*'''Armor Level''': Layer number in which armor is worn. Lower numbers will be equipped first, and later numbers equipped if space is available.<br />
:*'''Coverage'': Some armor covers more of the body than others.<br />
<br />
==Weapon Properties==<br />
<br />
*Material Properties<br />
:*Common<br />
::*'''Contact Area''': Determines the surface area hit by the weapon. Likely in mm<sup>2</sup>.<br />
::*'''Velocity Multiplier''': Effectively increases the velocity of the weapon swing.<br />
<br />
:*Blunt Weapons<br />
::*Blunt weapons are all about weapon mass, contact area, and velocity. Apply a large force to a small area for bone crushing goodness.<br />
::*'''Mass''' is likely material '''Density''' times weapon '''Size'''<br />
::*'''Momentum''' is '''Mass''' times '''Velocity'''<br />
::*'''Velocity''' is based on the '''Mass''' of the weapon, the '''Strength''' of the wielder, and the '''Velocity Multiplier''' of the weapon<br />
::*Any impact must have a conservation of momentum, and thusly, impart the weapon's momentum to the target<br />
::*'''Stress''' is the '''Force''' of the strike divided by the '''Contact Area'''<br />
:::*Material '''Impact Yield''' determines the '''Stress''' required to dent the armor (likely not used)<br />
<br />
:*Edged Weapons<br />
::*Edged weapons rely on a combination of size, mass, contact area, penetration depth, and velocity<br />
<br />
==Attack Speed==<br />
<br />
Attack speed has been overhauled for DF2014. Research is impending.<br />
<br />
==Other Combat Factors==<br />
<br />
* Both Adventurer Mode and Fortress Mode keeps track of which way a creature is facing, based on its last actions. Exact effects are unknown, but combat reports indicate when an attack is made from behind or from the side.<br />
* Prone creatures are slower to both act and move. There seems to be a slight effect on how easy they are to hit with ranged weapons, but how melee attacks are affected is uncertain.<br />
* Creature size, especially relative to other combatants, has a considerable effect on combat. In addition to individual strength stats, larger targets hitter with greater force, though if this is absolute or relative to the target's size is uncertain. Charging and wrestling also favor the larger combatant.<br />
<br />
==Arena Test Results==<br />
<br />
* See [[Material]]</div>Dree12https://dwarffortresswiki.org/index.php?title=Level_of_conflict&diff=208541Level of conflict2014-07-31T15:44:16Z<p>Dree12: new stub page</p>
<hr />
<div>{{av}}<br />
<br />
Not all combat is Dwarf Fortress is lethal, to-the-death fighting. Several different '''levels of combat''' exist and are used in different circumstances.<br />
<br />
== Levels ==<br />
The levels revealed in the [[object testing arena]] are as follows:<br />
*No quarter<br />
*Lethal<br />
*Non-lethal<br />
*Brawl<br />
*Training<br />
*Horseplay<br />
*Encounter</div>Dree12https://dwarffortresswiki.org/index.php?title=Ethic&diff=208540Ethic2014-07-31T15:42:19Z<p>Dree12: Changed quality rating from "Unrated" to "Superior" using the rating script</p>
<hr />
<div>{{Quality|Superior|15:42, 31 July 2014 (UTC)}}<br />
{{av}}<br />
<br />
'''Ethics''' tags are used in the [[Entity token|entity raw files]] to determine how different civilizations feel about various issues. Relationships between civilizations are based on their ethic responses in relation to each other; similar ethics result in friendship, while conflicting ethics result in animosity. Strongly conflicting ethics often trigger [[war]]s during [[world generation]].<br />
<br />
In practice, this generally causes [[Elf|elves]] to declare war on everybody else over killing plants and making trophies, and everybody else to declare war on the elves over the devouring of sapient beings.<br />
<br />
Some ethics also affect [[fortress mode]] features such as [[justice]] or [[trading]]. In [[adventurer mode]], ethics can affect the [[level of combat]] (lethal, or no quarter). During [[world generation]], ethics also affect how the entity treats its kills, such as devouring them or making trophies out of them.<br />
<br />
== Ethics types ==<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
!Token<br />
!Extra Information<br />
|-<br />
| {{text anchor|ASSAULT}}<br />
| The result of a tantruming citizen attacking another in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_KILL}}<br />
| This determines if the race will sometimes devour dead enemy combatants.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_OTHER}}<br />
| This also determines whatever or not a race is willing to butcher other sapients. <br />
|-<br />
| {{text anchor|KILL_ANIMAL}}<br />
| A response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse animal products in trade &mdash; namely, [[material token|materials]] with [IMPLIES_ANIMAL_KILL].<br />
|-<br />
| {{text anchor|KILL_ENEMY}}<br />
| If REQUIRED, all lethal combat with an enemy who is an enemy of the whole entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_ENTITY_MEMBER}}<br />
| If REQUIRED, all lethal combat with an enemy in the same entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_NEUTRAL}}<br />
| If REQUIRED, all lethal combat with an enemy who is neutral with the entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_PLANT}}<br />
| This determines a race's position towards wood as well &mdash; a response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse wooden objects (except for "grown" wooden objects) in trade, and it also prohibits them from bringing caravan [[wagon]]s.<br />
|-<br />
| {{text anchor|LYING}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_ANIMAL}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAME_RACE}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAPIENT}}<br />
|<br />
|-<br />
| {{text anchor|OATH_BREAKING}}<br />
| The result of a citizen violating noble mandates in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|SLAVERY}}<br />
|<br />
|-<br />
| {{text anchor|THEFT}}<br />
| This determines whether the race will try to steal goods.<br />
|-<br />
| {{text anchor|TORTURE_ANIMALS}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_AS_EXAMPLE}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_FOR_FUN}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_FOR_INFORMATION}}<br />
|<br />
|-<br />
| {{text anchor|TREASON}}<br />
|<br />
|-<br />
| {{text anchor|TRESPASSING}}<br />
|<br />
|-<br />
| {{text anchor|VANDALISM}}<br />
| The result of a tantruming citizen breaking furniture in fortress mode. Other effects unknown.<br />
|}<br />
<br />
==Ethics values==<br />
As used internally (see below), roughly in order of acceptability:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Num !! Token<br />
|-<br />
| 0 || {{text anchor|NOT_APPLICABLE}}<br />
|-<br />
| 1 || {{text anchor|ACCEPTABLE}}<br />
|-<br />
| 2 || {{text anchor|PERSONAL_MATTER}}<br />
|-<br />
| 3 || {{text anchor|JUSTIFIED_IF_NO_REPERCUSSIONS}}<br />
|-<br />
| 4 || {{text anchor|JUSTIFIED_IF_GOOD_REASON}}<br />
|-<br />
| 5 || {{text anchor|JUSTIFIED_IF_EXTREME_REASON}}<br />
|-<br />
| 6 || {{text anchor|JUSTIFIED_IF_SELF_DEFENSE}}<br />
|-<br />
| 7 || {{text anchor|ONLY_IF_SANCTIONED}}<br />
|-<br />
| 8 || {{text anchor|MISGUIDED}}<br />
|-<br />
| 9 || {{text anchor|SHUN}}<br />
|-<br />
| 10 || {{text anchor|APPALLING}}<br />
|-<br />
| 11 || {{text anchor|PUNISH_REPRIMAND}}<br />
|-<br />
| 12 || {{text anchor|PUNISH_SERIOUS}}<br />
|-<br />
| 13 || {{text anchor|PUNISH_EXILE}}<br />
|-<br />
| 14 || {{text anchor|PUNISH_CAPITAL}}<br />
|-<br />
| 15 || {{text anchor|UNTHINKABLE}}<br />
|-<br />
| 16 || {{text anchor|REQUIRED}}<br />
|}<br />
<br />
==Ethics value numbers in relation to each other==<br />
The following table describes how entities respond to other cultures, with the observer on the vertical axis and their target on the horizontal axis.<br />
If an entity's accumulated animosity towards another passes a certain threshold (determined by ruler's personality) then it will run a risk-assessment check. If passed, this will lead to a declaration of war.<br />
<br />
In general, entities react much more strongly to actions that violate their taboos than to the outlawing of their customs in other civilisations.<br />
For example, Civ A finds slavery Acceptable, but Civ B considers it a Capital Offence.<br />
* Civ A will consider Civ B most unreasonable (&minus;5) for executing people over such a non-issue.<br />
* Civ B will be shocked and disgusted (&minus;15) that Civ A engages in such a debased activity.<br />
* The end result is mutual negativity. However, Civ B is 3&times; ''more'' offended, and much more likely to go to war over the issue &mdash; assuming, of course, they think they have a chance of winning.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! rowspan=2 colspan=2 | &nbsp;<br />
! colspan=16 | TARGET<br />
|- bgcolor="#dddddd"<br />
!| Accept. || Personal || Reperc. || Good || Extreme || Self-Def. || Sanctioned || Misguided || Shun || Appalling || Reprimand || Serious || Exile || Capital || Unthinkable || Required<br />
|-<br />
! rowspan=16 | {{rotate|OBSERVER}} &nbsp;&nbsp;&nbsp;&nbsp;<br />
! Acceptable || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! Personal || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! No Reperc. || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! Good Reas. || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || 0<br />
|-<br />
! Extreme Rs. || {{tc|red|−1}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}}<br />
|-<br />
! Self-Defence || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}<br />
|-<br />
! Sanctioned || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}<br />
|-<br />
! Misguided || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}<br />
|-<br />
! Shun || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}<br />
|-<br />
! Appalling || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}<br />
|-<br />
! Reprimand || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}<br />
|-<br />
! Serious || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}<br />
|-<br />
! Exile || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}<br />
|-<br />
! Capital || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|red|−15}}<br />
|-<br />
! Unthinkable || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|red|−15}}<br />
|-<br />
! Required || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|}<br />
<br />
All above info was collected and interpreted from the data given by Toady himself at [http://www.bay12forums.com/smf/index.php?topic=22151.msg239689].<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}</div>Dree12https://dwarffortresswiki.org/index.php?title=Ethic&diff=208539Ethic2014-07-31T15:41:49Z<p>Dree12: AFAIK non-lethal is not affected; remove migrated page</p>
<hr />
<div>{{quality|unrated}}{{av}}<br />
<br />
'''Ethics''' tags are used in the [[Entity token|entity raw files]] to determine how different civilizations feel about various issues. Relationships between civilizations are based on their ethic responses in relation to each other; similar ethics result in friendship, while conflicting ethics result in animosity. Strongly conflicting ethics often trigger [[war]]s during [[world generation]].<br />
<br />
In practice, this generally causes [[Elf|elves]] to declare war on everybody else over killing plants and making trophies, and everybody else to declare war on the elves over the devouring of sapient beings.<br />
<br />
Some ethics also affect [[fortress mode]] features such as [[justice]] or [[trading]]. In [[adventurer mode]], ethics can affect the [[level of combat]] (lethal, or no quarter). During [[world generation]], ethics also affect how the entity treats its kills, such as devouring them or making trophies out of them.<br />
<br />
== Ethics types ==<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
!Token<br />
!Extra Information<br />
|-<br />
| {{text anchor|ASSAULT}}<br />
| The result of a tantruming citizen attacking another in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_KILL}}<br />
| This determines if the race will sometimes devour dead enemy combatants.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_OTHER}}<br />
| This also determines whatever or not a race is willing to butcher other sapients. <br />
|-<br />
| {{text anchor|KILL_ANIMAL}}<br />
| A response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse animal products in trade &mdash; namely, [[material token|materials]] with [IMPLIES_ANIMAL_KILL].<br />
|-<br />
| {{text anchor|KILL_ENEMY}}<br />
| If REQUIRED, all lethal combat with an enemy who is an enemy of the whole entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_ENTITY_MEMBER}}<br />
| If REQUIRED, all lethal combat with an enemy in the same entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_NEUTRAL}}<br />
| If REQUIRED, all lethal combat with an enemy who is neutral with the entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_PLANT}}<br />
| This determines a race's position towards wood as well &mdash; a response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse wooden objects (except for "grown" wooden objects) in trade, and it also prohibits them from bringing caravan [[wagon]]s.<br />
|-<br />
| {{text anchor|LYING}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_ANIMAL}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAME_RACE}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAPIENT}}<br />
|<br />
|-<br />
| {{text anchor|OATH_BREAKING}}<br />
| The result of a citizen violating noble mandates in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|SLAVERY}}<br />
|<br />
|-<br />
| {{text anchor|THEFT}}<br />
| This determines whether the race will try to steal goods.<br />
|-<br />
| {{text anchor|TORTURE_ANIMALS}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_AS_EXAMPLE}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_FOR_FUN}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_FOR_INFORMATION}}<br />
|<br />
|-<br />
| {{text anchor|TREASON}}<br />
|<br />
|-<br />
| {{text anchor|TRESPASSING}}<br />
|<br />
|-<br />
| {{text anchor|VANDALISM}}<br />
| The result of a tantruming citizen breaking furniture in fortress mode. Other effects unknown.<br />
|}<br />
<br />
==Ethics values==<br />
As used internally (see below), roughly in order of acceptability:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Num !! Token<br />
|-<br />
| 0 || {{text anchor|NOT_APPLICABLE}}<br />
|-<br />
| 1 || {{text anchor|ACCEPTABLE}}<br />
|-<br />
| 2 || {{text anchor|PERSONAL_MATTER}}<br />
|-<br />
| 3 || {{text anchor|JUSTIFIED_IF_NO_REPERCUSSIONS}}<br />
|-<br />
| 4 || {{text anchor|JUSTIFIED_IF_GOOD_REASON}}<br />
|-<br />
| 5 || {{text anchor|JUSTIFIED_IF_EXTREME_REASON}}<br />
|-<br />
| 6 || {{text anchor|JUSTIFIED_IF_SELF_DEFENSE}}<br />
|-<br />
| 7 || {{text anchor|ONLY_IF_SANCTIONED}}<br />
|-<br />
| 8 || {{text anchor|MISGUIDED}}<br />
|-<br />
| 9 || {{text anchor|SHUN}}<br />
|-<br />
| 10 || {{text anchor|APPALLING}}<br />
|-<br />
| 11 || {{text anchor|PUNISH_REPRIMAND}}<br />
|-<br />
| 12 || {{text anchor|PUNISH_SERIOUS}}<br />
|-<br />
| 13 || {{text anchor|PUNISH_EXILE}}<br />
|-<br />
| 14 || {{text anchor|PUNISH_CAPITAL}}<br />
|-<br />
| 15 || {{text anchor|UNTHINKABLE}}<br />
|-<br />
| 16 || {{text anchor|REQUIRED}}<br />
|}<br />
<br />
==Ethics value numbers in relation to each other==<br />
The following table describes how entities respond to other cultures, with the observer on the vertical axis and their target on the horizontal axis.<br />
If an entity's accumulated animosity towards another passes a certain threshold (determined by ruler's personality) then it will run a risk-assessment check. If passed, this will lead to a declaration of war.<br />
<br />
In general, entities react much more strongly to actions that violate their taboos than to the outlawing of their customs in other civilisations.<br />
For example, Civ A finds slavery Acceptable, but Civ B considers it a Capital Offence.<br />
* Civ A will consider Civ B most unreasonable (&minus;5) for executing people over such a non-issue.<br />
* Civ B will be shocked and disgusted (&minus;15) that Civ A engages in such a debased activity.<br />
* The end result is mutual negativity. However, Civ B is 3&times; ''more'' offended, and much more likely to go to war over the issue &mdash; assuming, of course, they think they have a chance of winning.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! rowspan=2 colspan=2 | &nbsp;<br />
! colspan=16 | TARGET<br />
|- bgcolor="#dddddd"<br />
!| Accept. || Personal || Reperc. || Good || Extreme || Self-Def. || Sanctioned || Misguided || Shun || Appalling || Reprimand || Serious || Exile || Capital || Unthinkable || Required<br />
|-<br />
! rowspan=16 | {{rotate|OBSERVER}} &nbsp;&nbsp;&nbsp;&nbsp;<br />
! Acceptable || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! Personal || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! No Reperc. || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! Good Reas. || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || 0<br />
|-<br />
! Extreme Rs. || {{tc|red|−1}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}}<br />
|-<br />
! Self-Defence || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}<br />
|-<br />
! Sanctioned || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}<br />
|-<br />
! Misguided || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}<br />
|-<br />
! Shun || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}<br />
|-<br />
! Appalling || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}<br />
|-<br />
! Reprimand || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}<br />
|-<br />
! Serious || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}<br />
|-<br />
! Exile || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}<br />
|-<br />
! Capital || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|red|−15}}<br />
|-<br />
! Unthinkable || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|red|−15}}<br />
|-<br />
! Required || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|}<br />
<br />
All above info was collected and interpreted from the data given by Toady himself at [http://www.bay12forums.com/smf/index.php?topic=22151.msg239689].<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}</div>Dree12https://dwarffortresswiki.org/index.php?title=Ethic&diff=208538Ethic2014-07-31T15:38:58Z<p>Dree12: explanatory note</p>
<hr />
<div>{{Migrated_article}}<br />
{{quality|unrated}}{{av}}<br />
<br />
'''Ethics''' tags are used in the [[Entity token|entity raw files]] to determine how different civilizations feel about various issues. Relationships between civilizations are based on their ethic responses in relation to each other; similar ethics result in friendship, while conflicting ethics result in animosity. Strongly conflicting ethics often trigger [[war]]s during [[world generation]].<br />
<br />
In practice, this generally causes [[Elf|elves]] to declare war on everybody else over killing plants and making trophies, and everybody else to declare war on the elves over the devouring of sapient beings.<br />
<br />
Some ethics also affect [[fortress mode]] features such as [[justice]] or [[trading]]. In [[adventurer mode]], ethics can affect the level of combat (non-lethal, lethal, or no quarter). During [[world generation]], ethics also affect how the entity treats its kills, such as devouring them or making trophies out of them.<br />
<br />
== Ethics types ==<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
!Token<br />
!Extra Information<br />
|-<br />
| {{text anchor|ASSAULT}}<br />
| The result of a tantruming citizen attacking another in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_KILL}}<br />
| This determines if the race will sometimes devour dead enemy combatants.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_OTHER}}<br />
| This also determines whatever or not a race is willing to butcher other sapients. <br />
|-<br />
| {{text anchor|KILL_ANIMAL}}<br />
| A response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse animal products in trade &mdash; namely, [[material token|materials]] with [IMPLIES_ANIMAL_KILL].<br />
|-<br />
| {{text anchor|KILL_ENEMY}}<br />
| If REQUIRED, all lethal combat with an enemy who is an enemy of the whole entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_ENTITY_MEMBER}}<br />
| If REQUIRED, all lethal combat with an enemy in the same entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_NEUTRAL}}<br />
| If REQUIRED, all lethal combat with an enemy who is neutral with the entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_PLANT}}<br />
| This determines a race's position towards wood as well &mdash; a response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse wooden objects (except for "grown" wooden objects) in trade, and it also prohibits them from bringing caravan [[wagon]]s.<br />
|-<br />
| {{text anchor|LYING}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_ANIMAL}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAME_RACE}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAPIENT}}<br />
|<br />
|-<br />
| {{text anchor|OATH_BREAKING}}<br />
| The result of a citizen violating noble mandates in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|SLAVERY}}<br />
|<br />
|-<br />
| {{text anchor|THEFT}}<br />
| This determines whether the race will try to steal goods.<br />
|-<br />
| {{text anchor|TORTURE_ANIMALS}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_AS_EXAMPLE}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_FOR_FUN}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_FOR_INFORMATION}}<br />
|<br />
|-<br />
| {{text anchor|TREASON}}<br />
|<br />
|-<br />
| {{text anchor|TRESPASSING}}<br />
|<br />
|-<br />
| {{text anchor|VANDALISM}}<br />
| The result of a tantruming citizen breaking furniture in fortress mode. Other effects unknown.<br />
|}<br />
<br />
==Ethics values==<br />
As used internally (see below), roughly in order of acceptability:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Num !! Token<br />
|-<br />
| 0 || {{text anchor|NOT_APPLICABLE}}<br />
|-<br />
| 1 || {{text anchor|ACCEPTABLE}}<br />
|-<br />
| 2 || {{text anchor|PERSONAL_MATTER}}<br />
|-<br />
| 3 || {{text anchor|JUSTIFIED_IF_NO_REPERCUSSIONS}}<br />
|-<br />
| 4 || {{text anchor|JUSTIFIED_IF_GOOD_REASON}}<br />
|-<br />
| 5 || {{text anchor|JUSTIFIED_IF_EXTREME_REASON}}<br />
|-<br />
| 6 || {{text anchor|JUSTIFIED_IF_SELF_DEFENSE}}<br />
|-<br />
| 7 || {{text anchor|ONLY_IF_SANCTIONED}}<br />
|-<br />
| 8 || {{text anchor|MISGUIDED}}<br />
|-<br />
| 9 || {{text anchor|SHUN}}<br />
|-<br />
| 10 || {{text anchor|APPALLING}}<br />
|-<br />
| 11 || {{text anchor|PUNISH_REPRIMAND}}<br />
|-<br />
| 12 || {{text anchor|PUNISH_SERIOUS}}<br />
|-<br />
| 13 || {{text anchor|PUNISH_EXILE}}<br />
|-<br />
| 14 || {{text anchor|PUNISH_CAPITAL}}<br />
|-<br />
| 15 || {{text anchor|UNTHINKABLE}}<br />
|-<br />
| 16 || {{text anchor|REQUIRED}}<br />
|}<br />
<br />
==Ethics value numbers in relation to each other==<br />
The following table describes how entities respond to other cultures, with the observer on the vertical axis and their target on the horizontal axis.<br />
If an entity's accumulated animosity towards another passes a certain threshold (determined by ruler's personality) then it will run a risk-assessment check. If passed, this will lead to a declaration of war.<br />
<br />
In general, entities react much more strongly to actions that violate their taboos than to the outlawing of their customs in other civilisations.<br />
For example, Civ A finds slavery Acceptable, but Civ B considers it a Capital Offence.<br />
* Civ A will consider Civ B most unreasonable (&minus;5) for executing people over such a non-issue.<br />
* Civ B will be shocked and disgusted (&minus;15) that Civ A engages in such a debased activity.<br />
* The end result is mutual negativity. However, Civ B is 3&times; ''more'' offended, and much more likely to go to war over the issue &mdash; assuming, of course, they think they have a chance of winning.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! rowspan=2 colspan=2 | &nbsp;<br />
! colspan=16 | TARGET<br />
|- bgcolor="#dddddd"<br />
!| Accept. || Personal || Reperc. || Good || Extreme || Self-Def. || Sanctioned || Misguided || Shun || Appalling || Reprimand || Serious || Exile || Capital || Unthinkable || Required<br />
|-<br />
! rowspan=16 | {{rotate|OBSERVER}} &nbsp;&nbsp;&nbsp;&nbsp;<br />
! Acceptable || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! Personal || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! No Reperc. || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! Good Reas. || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || 0<br />
|-<br />
! Extreme Rs. || {{tc|red|−1}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}}<br />
|-<br />
! Self-Defence || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}<br />
|-<br />
! Sanctioned || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}<br />
|-<br />
! Misguided || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}<br />
|-<br />
! Shun || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}<br />
|-<br />
! Appalling || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}<br />
|-<br />
! Reprimand || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}<br />
|-<br />
! Serious || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}<br />
|-<br />
! Exile || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}<br />
|-<br />
! Capital || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|red|−15}}<br />
|-<br />
! Unthinkable || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|red|−15}}<br />
|-<br />
! Required || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|}<br />
<br />
All above info was collected and interpreted from the data given by Toady himself at [http://www.bay12forums.com/smf/index.php?topic=22151.msg239689].<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}</div>Dree12https://dwarffortresswiki.org/index.php?title=Ethic&diff=208537Ethic2014-07-31T15:36:28Z<p>Dree12: more fixes</p>
<hr />
<div>{{Migrated_article}}<br />
{{quality|unrated}}{{av}}<br />
<br />
'''Ethics''' tags are used in the [[Entity token|entity raw files]] to determine how different civilizations feel about various issues. Relationships between civilizations are based on their ethic responses in relation to each other; similar ethics result in friendship, while conflicting ethics result in animosity. Strongly conflicting ethics often trigger [[war]]s during [[world generation]].<br />
<br />
In practice, this generally causes [[Elf|elves]] to declare war on everybody else over killing plants and making trophies, and everybody else to declare war on the elves over the devouring of sapient beings.<br />
<br />
== Ethics types ==<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
!Token<br />
!Extra Information<br />
|-<br />
| {{text anchor|ASSAULT}}<br />
| The result of a tantruming citizen attacking another in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_KILL}}<br />
| This determines if the race will sometimes devour dead enemy combatants.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_OTHER}}<br />
| This also determines whatever or not a race is willing to butcher other sapients. <br />
|-<br />
| {{text anchor|KILL_ANIMAL}}<br />
| A response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse animal products in trade &mdash; namely, [[material token|materials]] with [IMPLIES_ANIMAL_KILL].<br />
|-<br />
| {{text anchor|KILL_ENEMY}}<br />
| If REQUIRED, all lethal combat with an enemy who is an enemy of the whole entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_ENTITY_MEMBER}}<br />
| If REQUIRED, all lethal combat with an enemy in the same entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_NEUTRAL}}<br />
| If REQUIRED, all lethal combat with an enemy who is neutral with the entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_PLANT}}<br />
| This determines a race's position towards wood as well &mdash; a response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse wooden objects (except for "grown" wooden objects) in trade, and it also prohibits them from bringing caravan [[wagon]]s.<br />
|-<br />
| {{text anchor|LYING}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_ANIMAL}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAME_RACE}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAPIENT}}<br />
|<br />
|-<br />
| {{text anchor|OATH_BREAKING}}<br />
| The result of a citizen violating noble mandates in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|SLAVERY}}<br />
|<br />
|-<br />
| {{text anchor|THEFT}}<br />
| This determines whether the race will try to steal goods.<br />
|-<br />
| {{text anchor|TORTURE_ANIMALS}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_AS_EXAMPLE}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_FOR_FUN}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_FOR_INFORMATION}}<br />
|<br />
|-<br />
| {{text anchor|TREASON}}<br />
|<br />
|-<br />
| {{text anchor|TRESPASSING}}<br />
|<br />
|-<br />
| {{text anchor|VANDALISM}}<br />
| The result of a tantruming citizen breaking furniture in fortress mode. Other effects unknown.<br />
|}<br />
<br />
==Ethics values==<br />
As used internally (see below), roughly in order of acceptability:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Num !! Token<br />
|-<br />
| 0 || {{text anchor|NOT_APPLICABLE}}<br />
|-<br />
| 1 || {{text anchor|ACCEPTABLE}}<br />
|-<br />
| 2 || {{text anchor|PERSONAL_MATTER}}<br />
|-<br />
| 3 || {{text anchor|JUSTIFIED_IF_NO_REPERCUSSIONS}}<br />
|-<br />
| 4 || {{text anchor|JUSTIFIED_IF_GOOD_REASON}}<br />
|-<br />
| 5 || {{text anchor|JUSTIFIED_IF_EXTREME_REASON}}<br />
|-<br />
| 6 || {{text anchor|JUSTIFIED_IF_SELF_DEFENSE}}<br />
|-<br />
| 7 || {{text anchor|ONLY_IF_SANCTIONED}}<br />
|-<br />
| 8 || {{text anchor|MISGUIDED}}<br />
|-<br />
| 9 || {{text anchor|SHUN}}<br />
|-<br />
| 10 || {{text anchor|APPALLING}}<br />
|-<br />
| 11 || {{text anchor|PUNISH_REPRIMAND}}<br />
|-<br />
| 12 || {{text anchor|PUNISH_SERIOUS}}<br />
|-<br />
| 13 || {{text anchor|PUNISH_EXILE}}<br />
|-<br />
| 14 || {{text anchor|PUNISH_CAPITAL}}<br />
|-<br />
| 15 || {{text anchor|UNTHINKABLE}}<br />
|-<br />
| 16 || {{text anchor|REQUIRED}}<br />
|}<br />
<br />
==Ethics value numbers in relation to each other==<br />
The following table describes how entities respond to other cultures, with the observer on the vertical axis and their target on the horizontal axis.<br />
If an entity's accumulated animosity towards another passes a certain threshold (determined by ruler's personality) then it will run a risk-assessment check. If passed, this will lead to a declaration of war.<br />
<br />
In general, entities react much more strongly to actions that violate their taboos than to the outlawing of their customs in other civilisations.<br />
For example, Civ A finds slavery Acceptable, but Civ B considers it a Capital Offence.<br />
* Civ A will consider Civ B most unreasonable (&minus;5) for executing people over such a non-issue.<br />
* Civ B will be shocked and disgusted (&minus;15) that Civ A engages in such a debased activity.<br />
* The end result is mutual negativity. However, Civ B is 3&times; ''more'' offended, and much more likely to go to war over the issue &mdash; assuming, of course, they think they have a chance of winning.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! rowspan=2 colspan=2 | &nbsp;<br />
! colspan=16 | TARGET<br />
|- bgcolor="#dddddd"<br />
!| Accept. || Personal || Reperc. || Good || Extreme || Self-Def. || Sanctioned || Misguided || Shun || Appalling || Reprimand || Serious || Exile || Capital || Unthinkable || Required<br />
|-<br />
! rowspan=16 | {{rotate|OBSERVER}} &nbsp;&nbsp;&nbsp;&nbsp;<br />
! Acceptable || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! Personal || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! No Reperc. || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! Good Reas. || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || 0<br />
|-<br />
! Extreme Rs. || {{tc|red|−1}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}}<br />
|-<br />
! Self-Defence || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}<br />
|-<br />
! Sanctioned || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}<br />
|-<br />
! Misguided || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}<br />
|-<br />
! Shun || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}<br />
|-<br />
! Appalling || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}<br />
|-<br />
! Reprimand || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}<br />
|-<br />
! Serious || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}<br />
|-<br />
! Exile || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}<br />
|-<br />
! Capital || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|red|−15}}<br />
|-<br />
! Unthinkable || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|red|−15}}<br />
|-<br />
! Required || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|}<br />
<br />
All above info was collected and interpreted from the data given by Toady himself at [http://www.bay12forums.com/smf/index.php?topic=22151.msg239689].<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}</div>Dree12https://dwarffortresswiki.org/index.php?title=Ethic&diff=208536Ethic2014-07-31T15:34:44Z<p>Dree12: /* Ethics value numbers in relation to each other */ more formatting</p>
<hr />
<div>{{Migrated_article}}<br />
{{quality|unrated}}{{av}}<br />
== List of acceptable ethics tags==<br />
<br />
Ethics tags are used in the [[Entity token|entity raw files]] to determine how different civilizations feel about various issues. Relationships between civilizations are based on their ethic responses in relation to each other; similar ethics result in friendship, while conflicting ethics result in animosity. Strongly conflicting ethics often trigger [[war]]s during worldgen.<br />
<br />
In practice, this generally causes Elves to declare war on everybody else over killing plants and making trophies, and everybody else to declare war on the Elves over the devouring of sapient beings.<br />
<br />
== Ethics types ==<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
!Token<br />
!Extra Information<br />
|-<br />
| {{text anchor|ASSAULT}}<br />
| The result of a tantruming citizen attacking another in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_KILL}}<br />
| This determines if the race will sometimes devour dead enemy combatants.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_OTHER}}<br />
| This also determines whatever or not a race is willing to butcher other sapients. <br />
|-<br />
| {{text anchor|KILL_ANIMAL}}<br />
| A response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse animal products in trade &mdash; namely, [[material token|materials]] with [IMPLIES_ANIMAL_KILL].<br />
|-<br />
| {{text anchor|KILL_ENEMY}}<br />
| If REQUIRED, all lethal combat with an enemy who is an enemy of the whole entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_ENTITY_MEMBER}}<br />
| If REQUIRED, all lethal combat with an enemy in the same entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_NEUTRAL}}<br />
| If REQUIRED, all lethal combat with an enemy who is neutral with the entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_PLANT}}<br />
| This determines a race's position towards wood as well &mdash; a response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse wooden objects (except for "grown" wooden objects) in trade, and it also prohibits them from bringing caravan [[wagon]]s.<br />
|-<br />
| {{text anchor|LYING}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_ANIMAL}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAME_RACE}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAPIENT}}<br />
|<br />
|-<br />
| {{text anchor|OATH_BREAKING}}<br />
| The result of a citizen violating noble mandates in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|SLAVERY}}<br />
|<br />
|-<br />
| {{text anchor|THEFT}}<br />
| This determines whether the race will try to steal goods.<br />
|-<br />
| {{text anchor|TORTURE_ANIMALS}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_AS_EXAMPLE}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_FOR_FUN}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_FOR_INFORMATION}}<br />
|<br />
|-<br />
| {{text anchor|TREASON}}<br />
|<br />
|-<br />
| {{text anchor|TRESPASSING}}<br />
|<br />
|-<br />
| {{text anchor|VANDALISM}}<br />
| The result of a tantruming citizen breaking furniture in fortress mode. Other effects unknown.<br />
|}<br />
<br />
==Ethics values==<br />
As used internally (see below), roughly in order of acceptability:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Num !! Token<br />
|-<br />
| 0 || {{text anchor|NOT_APPLICABLE}}<br />
|-<br />
| 1 || {{text anchor|ACCEPTABLE}}<br />
|-<br />
| 2 || {{text anchor|PERSONAL_MATTER}}<br />
|-<br />
| 3 || {{text anchor|JUSTIFIED_IF_NO_REPERCUSSIONS}}<br />
|-<br />
| 4 || {{text anchor|JUSTIFIED_IF_GOOD_REASON}}<br />
|-<br />
| 5 || {{text anchor|JUSTIFIED_IF_EXTREME_REASON}}<br />
|-<br />
| 6 || {{text anchor|JUSTIFIED_IF_SELF_DEFENSE}}<br />
|-<br />
| 7 || {{text anchor|ONLY_IF_SANCTIONED}}<br />
|-<br />
| 8 || {{text anchor|MISGUIDED}}<br />
|-<br />
| 9 || {{text anchor|SHUN}}<br />
|-<br />
| 10 || {{text anchor|APPALLING}}<br />
|-<br />
| 11 || {{text anchor|PUNISH_REPRIMAND}}<br />
|-<br />
| 12 || {{text anchor|PUNISH_SERIOUS}}<br />
|-<br />
| 13 || {{text anchor|PUNISH_EXILE}}<br />
|-<br />
| 14 || {{text anchor|PUNISH_CAPITAL}}<br />
|-<br />
| 15 || {{text anchor|UNTHINKABLE}}<br />
|-<br />
| 16 || {{text anchor|REQUIRED}}<br />
|}<br />
<br />
==Ethics value numbers in relation to each other==<br />
The following table describes how entities respond to other cultures, with the observer on the vertical axis and their target on the horizontal axis.<br />
If an entity's accumulated animosity towards another passes a certain threshold (determined by ruler's personality) then it will run a risk-assessment check. If passed, this will lead to a declaration of war.<br />
<br />
In general, entities react much more strongly to actions that violate their taboos than to the outlawing of their customs in other civilisations.<br />
For example, Civ A finds slavery Acceptable, but Civ B considers it a Capital Offence.<br />
* Civ A will consider Civ B most unreasonable (&minus;5) for executing people over such a non-issue.<br />
* Civ B will be shocked and disgusted (&minus;15) that Civ A engages in such a debased activity.<br />
* The end result is mutual negativity. However, Civ B is 3&times; ''more'' offended, and much more likely to go to war over the issue &mdash; assuming, of course, they think they have a chance of winning.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! rowspan=2 colspan=2 | &nbsp;<br />
! colspan=16 | TARGET<br />
|- bgcolor="#dddddd"<br />
!| Accept. || Personal || Reperc. || Good || Extreme || Self-Def. || Sanctioned || Misguided || Shun || Appalling || Reprimand || Serious || Exile || Capital || Unthinkable || Required<br />
|-<br />
! rowspan=16 | {{rotate|OBSERVER}} &nbsp;&nbsp;&nbsp;&nbsp;<br />
! Acceptable || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! Personal || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! No Reperc. || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|-<br />
! Good Reas. || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || 0<br />
|-<br />
! Extreme Rs. || {{tc|red|−1}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}}<br />
|-<br />
! Self-Defence || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}<br />
|-<br />
! Sanctioned || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}<br />
|-<br />
! Misguided || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}<br />
|-<br />
! Shun || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}<br />
|-<br />
! Appalling || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}<br />
|-<br />
! Reprimand || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}<br />
|-<br />
! Serious || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}<br />
|-<br />
! Exile || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}<br />
|-<br />
! Capital || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|red|−15}}<br />
|-<br />
! Unthinkable || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|red|−15}}<br />
|-<br />
! Required || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}<br />
|}<br />
<br />
All above info was collected and interpreted from the data given by Toady himself at [http://www.bay12forums.com/smf/index.php?topic=22151.msg239689].<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}</div>Dree12https://dwarffortresswiki.org/index.php?title=Ethic&diff=208535Ethic2014-07-31T15:33:09Z<p>Dree12: /* Ethics value numbers in relation to each other */ formatting</p>
<hr />
<div>{{Migrated_article}}<br />
{{quality|unrated}}{{av}}<br />
== List of acceptable ethics tags==<br />
<br />
Ethics tags are used in the [[Entity token|entity raw files]] to determine how different civilizations feel about various issues. Relationships between civilizations are based on their ethic responses in relation to each other; similar ethics result in friendship, while conflicting ethics result in animosity. Strongly conflicting ethics often trigger [[war]]s during worldgen.<br />
<br />
In practice, this generally causes Elves to declare war on everybody else over killing plants and making trophies, and everybody else to declare war on the Elves over the devouring of sapient beings.<br />
<br />
== Ethics types ==<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
!Token<br />
!Extra Information<br />
|-<br />
| {{text anchor|ASSAULT}}<br />
| The result of a tantruming citizen attacking another in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_KILL}}<br />
| This determines if the race will sometimes devour dead enemy combatants.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_OTHER}}<br />
| This also determines whatever or not a race is willing to butcher other sapients. <br />
|-<br />
| {{text anchor|KILL_ANIMAL}}<br />
| A response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse animal products in trade &mdash; namely, [[material token|materials]] with [IMPLIES_ANIMAL_KILL].<br />
|-<br />
| {{text anchor|KILL_ENEMY}}<br />
| If REQUIRED, all lethal combat with an enemy who is an enemy of the whole entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_ENTITY_MEMBER}}<br />
| If REQUIRED, all lethal combat with an enemy in the same entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_NEUTRAL}}<br />
| If REQUIRED, all lethal combat with an enemy who is neutral with the entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_PLANT}}<br />
| This determines a race's position towards wood as well &mdash; a response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse wooden objects (except for "grown" wooden objects) in trade, and it also prohibits them from bringing caravan [[wagon]]s.<br />
|-<br />
| {{text anchor|LYING}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_ANIMAL}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAME_RACE}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAPIENT}}<br />
|<br />
|-<br />
| {{text anchor|OATH_BREAKING}}<br />
| The result of a citizen violating noble mandates in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|SLAVERY}}<br />
|<br />
|-<br />
| {{text anchor|THEFT}}<br />
| This determines whether the race will try to steal goods.<br />
|-<br />
| {{text anchor|TORTURE_ANIMALS}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_AS_EXAMPLE}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_FOR_FUN}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_FOR_INFORMATION}}<br />
|<br />
|-<br />
| {{text anchor|TREASON}}<br />
|<br />
|-<br />
| {{text anchor|TRESPASSING}}<br />
|<br />
|-<br />
| {{text anchor|VANDALISM}}<br />
| The result of a tantruming citizen breaking furniture in fortress mode. Other effects unknown.<br />
|}<br />
<br />
==Ethics values==<br />
As used internally (see below), roughly in order of acceptability:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Num !! Token<br />
|-<br />
| 0 || {{text anchor|NOT_APPLICABLE}}<br />
|-<br />
| 1 || {{text anchor|ACCEPTABLE}}<br />
|-<br />
| 2 || {{text anchor|PERSONAL_MATTER}}<br />
|-<br />
| 3 || {{text anchor|JUSTIFIED_IF_NO_REPERCUSSIONS}}<br />
|-<br />
| 4 || {{text anchor|JUSTIFIED_IF_GOOD_REASON}}<br />
|-<br />
| 5 || {{text anchor|JUSTIFIED_IF_EXTREME_REASON}}<br />
|-<br />
| 6 || {{text anchor|JUSTIFIED_IF_SELF_DEFENSE}}<br />
|-<br />
| 7 || {{text anchor|ONLY_IF_SANCTIONED}}<br />
|-<br />
| 8 || {{text anchor|MISGUIDED}}<br />
|-<br />
| 9 || {{text anchor|SHUN}}<br />
|-<br />
| 10 || {{text anchor|APPALLING}}<br />
|-<br />
| 11 || {{text anchor|PUNISH_REPRIMAND}}<br />
|-<br />
| 12 || {{text anchor|PUNISH_SERIOUS}}<br />
|-<br />
| 13 || {{text anchor|PUNISH_EXILE}}<br />
|-<br />
| 14 || {{text anchor|PUNISH_CAPITAL}}<br />
|-<br />
| 15 || {{text anchor|UNTHINKABLE}}<br />
|-<br />
| 16 || {{text anchor|REQUIRED}}<br />
|}<br />
<br />
==Ethics value numbers in relation to each other==<br />
The following table describes how entities respond to other cultures, with the observer on the vertical axis and their target on the horizontal axis.<br />
If an entity's accumulated animosity towards another passes a certain threshold (determined by ruler's personality) then it will run a risk-assessment check. If passed, this will lead to a declaration of war.<br />
<br />
In general, entities react much more strongly to actions that violate their taboos than to the outlawing of their customs in other civilisations.<br />
For example, Civ A finds slavery Acceptable, but Civ B considers it a Capital Offence.<br />
* Civ A will consider Civ B most unreasonable (&minus;5) for executing people over such a non-issue.<br />
* Civ B will be shocked and disgusted (&minus;15) that Civ A engages in such a debased activity.<br />
* The end result is mutual negativity. However, Civ B is 3&times; ''more'' offended, and much more likely to go to war over the issue &mdash; assuming, of course, they think they have a chance of winning.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! rowspan=2 colspan=2 | &nbsp;<br />
! colspan=16 | TARGET<br />
|- bgcolor="#dddddd"<br />
!| Accept. || Personal || Reperc. || Good || Extreme || Self-Def. || Sanctioned || Misguided || Shun || Appalling || Reprimand || Serious || Exile || Capital || Unthinkable || Required<br />
|-<br />
! rowspan=16 | {{rotate|OBSERVER}} &nbsp;&nbsp;&nbsp;&nbsp;<br />
! Acceptable || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|-1}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-3}} || {{tc|red|-5}} || {{tc|red|-5}} || {{tc|red|-2}} || {{tc|blue|+1}}<br />
|-<br />
! Personal || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|-1}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-3}} || {{tc|red|-5}} || {{tc|red|-5}} || {{tc|red|-2}} || {{tc|blue|+1}}<br />
|-<br />
! No Reperc. || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|-1}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-3}} || {{tc|red|-5}} || {{tc|red|-5}} || {{tc|red|-2}} || {{tc|blue|+1}}<br />
|-<br />
! Good Reas. || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || 0 || 0 || 0 || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || 0<br />
|-<br />
! Extreme Rs. || {{tc|red|-1}} || {{tc|red|-1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}}<br />
|-<br />
! Self-Defence || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-2}}<br />
|-<br />
! Sanctioned || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-1}} || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || 0 || 0 || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-2}}<br />
|-<br />
! Misguided || {{tc|red|-1}} || {{tc|red|-1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|-1}} || {{tc|blue|+1}} || {{tc|red|-1}}<br />
|-<br />
! Shun || {{tc|red|-1}} || {{tc|red|-1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|-1}} || {{tc|blue|+1}} || {{tc|red|-1}}<br />
|-<br />
! Appalling || {{tc|red|-5}} || {{tc|red|-5}} || {{tc|red|-3}} || {{tc|red|-2}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|-5}}<br />
|-<br />
! Reprimand || {{tc|red|-5}} || {{tc|red|-5}} || {{tc|red|-3}} || {{tc|red|-2}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|-5}}<br />
|-<br />
! Serious || {{tc|red|-10}} || {{tc|red|-10}} || {{tc|red|-7}} || {{tc|red|-3}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|-10}}<br />
|-<br />
! Exile || {{tc|red|-10}} || {{tc|red|-10}} || {{tc|red|-7}} || {{tc|red|-3}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|-10}}<br />
|-<br />
! Capital || {{tc|red|-15}} || {{tc|red|-15}} || {{tc|red|-10}} || {{tc|red|-5}} || {{tc|red|-3}} || {{tc|red|-3}} || {{tc|red|-5}} || 0 || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|red|-15}}<br />
|-<br />
! Unthinkable || {{tc|red|-15}} || {{tc|red|-15}} || {{tc|red|-10}} || {{tc|red|-5}} || {{tc|red|-3}} || {{tc|red|-3}} || {{tc|red|-5}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|red|-15}}<br />
|-<br />
! Required || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|-1}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-3}} || {{tc|red|-5}} || {{tc|red|-5}} || {{tc|red|-2}} || {{tc|blue|+1}}<br />
|}<br />
<br />
All above info was collected and interpreted from the data given by Toady himself at [http://www.bay12forums.com/smf/index.php?topic=22151.msg239689].<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}</div>Dree12https://dwarffortresswiki.org/index.php?title=Ethic&diff=208533Ethic2014-07-31T15:25:05Z<p>Dree12: /* Ethics types */ grown</p>
<hr />
<div>{{Migrated_article}}<br />
{{quality|unrated}}{{av}}<br />
== List of acceptable ethics tags==<br />
<br />
Ethics tags are used in the [[Entity token|entity raw files]] to determine how different civilizations feel about various issues. Relationships between civilizations are based on their ethic responses in relation to each other; similar ethics result in friendship, while conflicting ethics result in animosity. Strongly conflicting ethics often trigger [[war]]s during worldgen.<br />
<br />
In practice, this generally causes Elves to declare war on everybody else over killing plants and making trophies, and everybody else to declare war on the Elves over the devouring of sapient beings.<br />
<br />
== Ethics types ==<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
!Token<br />
!Extra Information<br />
|-<br />
| {{text anchor|ASSAULT}}<br />
| The result of a tantruming citizen attacking another in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_KILL}}<br />
| This determines if the race will sometimes devour dead enemy combatants.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_OTHER}}<br />
| This also determines whatever or not a race is willing to butcher other sapients. <br />
|-<br />
| {{text anchor|KILL_ANIMAL}}<br />
| A response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse animal products in trade &mdash; namely, [[material token|materials]] with [IMPLIES_ANIMAL_KILL].<br />
|-<br />
| {{text anchor|KILL_ENEMY}}<br />
| If REQUIRED, all lethal combat with an enemy who is an enemy of the whole entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_ENTITY_MEMBER}}<br />
| If REQUIRED, all lethal combat with an enemy in the same entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_NEUTRAL}}<br />
| If REQUIRED, all lethal combat with an enemy who is neutral with the entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_PLANT}}<br />
| This determines a race's position towards wood as well &mdash; a response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse wooden objects (except for "grown" wooden objects) in trade, and it also prohibits them from bringing caravan [[wagon]]s.<br />
|-<br />
| {{text anchor|LYING}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_ANIMAL}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAME_RACE}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAPIENT}}<br />
|<br />
|-<br />
| {{text anchor|OATH_BREAKING}}<br />
| The result of a citizen violating noble mandates in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|SLAVERY}}<br />
|<br />
|-<br />
| {{text anchor|THEFT}}<br />
| This determines whether the race will try to steal goods.<br />
|-<br />
| {{text anchor|TORTURE_ANIMALS}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_AS_EXAMPLE}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_FOR_FUN}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_FOR_INFORMATION}}<br />
|<br />
|-<br />
| {{text anchor|TREASON}}<br />
|<br />
|-<br />
| {{text anchor|TRESPASSING}}<br />
|<br />
|-<br />
| {{text anchor|VANDALISM}}<br />
| The result of a tantruming citizen breaking furniture in fortress mode. Other effects unknown.<br />
|}<br />
<br />
==Ethics values==<br />
As used internally (see below), roughly in order of acceptability:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Num !! Token<br />
|-<br />
| 0 || {{text anchor|NOT_APPLICABLE}}<br />
|-<br />
| 1 || {{text anchor|ACCEPTABLE}}<br />
|-<br />
| 2 || {{text anchor|PERSONAL_MATTER}}<br />
|-<br />
| 3 || {{text anchor|JUSTIFIED_IF_NO_REPERCUSSIONS}}<br />
|-<br />
| 4 || {{text anchor|JUSTIFIED_IF_GOOD_REASON}}<br />
|-<br />
| 5 || {{text anchor|JUSTIFIED_IF_EXTREME_REASON}}<br />
|-<br />
| 6 || {{text anchor|JUSTIFIED_IF_SELF_DEFENSE}}<br />
|-<br />
| 7 || {{text anchor|ONLY_IF_SANCTIONED}}<br />
|-<br />
| 8 || {{text anchor|MISGUIDED}}<br />
|-<br />
| 9 || {{text anchor|SHUN}}<br />
|-<br />
| 10 || {{text anchor|APPALLING}}<br />
|-<br />
| 11 || {{text anchor|PUNISH_REPRIMAND}}<br />
|-<br />
| 12 || {{text anchor|PUNISH_SERIOUS}}<br />
|-<br />
| 13 || {{text anchor|PUNISH_EXILE}}<br />
|-<br />
| 14 || {{text anchor|PUNISH_CAPITAL}}<br />
|-<br />
| 15 || {{text anchor|UNTHINKABLE}}<br />
|-<br />
| 16 || {{text anchor|REQUIRED}}<br />
|}<br />
<br />
==Ethics value numbers in relation to each other==<br />
The following table describes how entities respond to other cultures, with the observer on the vertical axis and their target on the horizontal axis.<br />
If an entity's accumulated animosity towards another passes a certain threshold (determined by ruler's personality) then it will run a risk-assessment check. If passed, this will lead to a declaration of war.<br />
<br />
In general, entities react much more strongly to actions that violate their taboos than to the outlawing of their customs in other civilisations.<br />
For example, Civ A finds slavery Acceptable, but Civ B considers it a Capital Offence.<br /><br />
> Civ A will consider Civ B most unreasonable (-5) for executing people over such a non-issue.<br /><br />
> Civ B will be shocked and disgusted (-15) that Civ A engages in such a debased activity.<br /><br />
> The end result is mutual negativity. However, Civ B is 3x ''more'' offended, and much more likely to go to war over the issue - assuming, of course, they think they have a chance of winning.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! rowspan=2 colspan=2 | &nbsp;<br />
! colspan=16 | TARGET<br />
|- bgcolor="#dddddd"<br />
!| Accept. || Personal || Reperc. || Good || Extreme || Self-Def. || Sanctioned || Misguided || Shun || Appalling || Reprimand || Serious || Exile || Capital || Unthinkable || Required<br />
|-<br />
! rowspan=16 | {{rotate|OBSERVER}} &nbsp;&nbsp;&nbsp;&nbsp;<br />
! Acceptable || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|-1}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-3}} || {{tc|red|-5}} || {{tc|red|-5}} || {{tc|red|-2}} || {{tc|blue|+1}}<br />
|-<br />
! Personal || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|-1}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-3}} || {{tc|red|-5}} || {{tc|red|-5}} || {{tc|red|-2}} || {{tc|blue|+1}}<br />
|-<br />
! No Reperc. || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|-1}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-3}} || {{tc|red|-5}} || {{tc|red|-5}} || {{tc|red|-2}} || {{tc|blue|+1}}<br />
|-<br />
! Good Reas. || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || 0 || 0 || 0 || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || 0<br />
|-<br />
! Extreme Rs. || {{tc|red|-1}} || {{tc|red|-1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}}<br />
|-<br />
! Self-Defence || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-2}}<br />
|-<br />
! Sanctioned || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-1}} || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || 0 || 0 || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-2}}<br />
|-<br />
! Misguided || {{tc|red|-1}} || {{tc|red|-1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|-1}} || {{tc|blue|+1}} || {{tc|red|-1}}<br />
|-<br />
! Shun || {{tc|red|-1}} || {{tc|red|-1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|-1}} || {{tc|blue|+1}} || {{tc|red|-1}}<br />
|-<br />
! Appalling || {{tc|red|-5}} || {{tc|red|-5}} || {{tc|red|-3}} || {{tc|red|-2}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|-5}}<br />
|-<br />
! Reprimand || {{tc|red|-5}} || {{tc|red|-5}} || {{tc|red|-3}} || {{tc|red|-2}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|-5}}<br />
|-<br />
! Serious || {{tc|red|-10}} || {{tc|red|-10}} || {{tc|red|-7}} || {{tc|red|-3}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|-10}}<br />
|-<br />
! Exile || {{tc|red|-10}} || {{tc|red|-10}} || {{tc|red|-7}} || {{tc|red|-3}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|-10}}<br />
|-<br />
! Capital || {{tc|red|-15}} || {{tc|red|-15}} || {{tc|red|-10}} || {{tc|red|-5}} || {{tc|red|-3}} || {{tc|red|-3}} || {{tc|red|-5}} || 0 || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|red|-15}}<br />
|-<br />
! Unthinkable || {{tc|red|-15}} || {{tc|red|-15}} || {{tc|red|-10}} || {{tc|red|-5}} || {{tc|red|-3}} || {{tc|red|-3}} || {{tc|red|-5}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|red|-15}}<br />
|-<br />
! Required || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|-1}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-3}} || {{tc|red|-5}} || {{tc|red|-5}} || {{tc|red|-2}} || {{tc|blue|+1}}<br />
|}<br />
<br />
All above info was collected and interpreted from the data given by Toady himself at [http://www.bay12forums.com/smf/index.php?topic=22151.msg239689].<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}</div>Dree12https://dwarffortresswiki.org/index.php?title=Ethic&diff=208532Ethic2014-07-31T15:22:31Z<p>Dree12: /* Ethics types */ no quarter</p>
<hr />
<div>{{Migrated_article}}<br />
{{quality|unrated}}{{av}}<br />
== List of acceptable ethics tags==<br />
<br />
Ethics tags are used in the [[Entity token|entity raw files]] to determine how different civilizations feel about various issues. Relationships between civilizations are based on their ethic responses in relation to each other; similar ethics result in friendship, while conflicting ethics result in animosity. Strongly conflicting ethics often trigger [[war]]s during worldgen.<br />
<br />
In practice, this generally causes Elves to declare war on everybody else over killing plants and making trophies, and everybody else to declare war on the Elves over the devouring of sapient beings.<br />
<br />
== Ethics types ==<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
!Token<br />
!Extra Information<br />
|-<br />
| {{text anchor|ASSAULT}}<br />
| The result of a tantruming citizen attacking another in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_KILL}}<br />
| This determines if the race will sometimes devour dead enemy combatants.<br />
|-<br />
| {{text anchor|EAT_SAPIENT_OTHER}}<br />
| This also determines whatever or not a race is willing to butcher other sapients. <br />
|-<br />
| {{text anchor|KILL_ANIMAL}}<br />
| A response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse animal products in trade - namely, [[material token|materials]] with [IMPLIES_ANIMAL_KILL].<br />
|-<br />
| {{text anchor|KILL_ENEMY}}<br />
| If REQUIRED, all lethal combat with an enemy who is an enemy of the whole entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_ENTITY_MEMBER}}<br />
| If REQUIRED, all lethal combat with an enemy in the same entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_NEUTRAL}}<br />
| If REQUIRED, all lethal combat with an enemy who is neutral with the entity will put the creature in [[no quarter]] mode.<br />
|-<br />
| {{text anchor|KILL_PLANT}}<br />
| This determines a race's position towards wood as well - a response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse wooden objects in trade, and it also prohibits them from bringing caravan [[wagon]]s.<br />
|-<br />
| {{text anchor|LYING}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_ANIMAL}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAME_RACE}}<br />
|<br />
|-<br />
| {{text anchor|MAKE_TROPHY_SAPIENT}}<br />
|<br />
|-<br />
| {{text anchor|OATH_BREAKING}}<br />
| The result of a citizen violating noble mandates in fortress mode. Other effects unknown.<br />
|-<br />
| {{text anchor|SLAVERY}}<br />
|<br />
|-<br />
| {{text anchor|THEFT}}<br />
| This determines whether the race will try to steal goods.<br />
|-<br />
| {{text anchor|TORTURE_ANIMALS}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_AS_EXAMPLE}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_FOR_FUN}}<br />
|<br />
|-<br />
| {{text anchor|TORTURE_FOR_INFORMATION}}<br />
|<br />
|-<br />
| {{text anchor|TREASON}}<br />
|<br />
|-<br />
| {{text anchor|TRESPASSING}}<br />
|<br />
|-<br />
| {{text anchor|VANDALISM}}<br />
| The result of a tantruming citizen breaking furniture in fortress mode. Other effects unknown.<br />
|}<br />
<br />
==Ethics values==<br />
As used internally (see below), roughly in order of acceptability:<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! Num !! Token<br />
|-<br />
| 0 || {{text anchor|NOT_APPLICABLE}}<br />
|-<br />
| 1 || {{text anchor|ACCEPTABLE}}<br />
|-<br />
| 2 || {{text anchor|PERSONAL_MATTER}}<br />
|-<br />
| 3 || {{text anchor|JUSTIFIED_IF_NO_REPERCUSSIONS}}<br />
|-<br />
| 4 || {{text anchor|JUSTIFIED_IF_GOOD_REASON}}<br />
|-<br />
| 5 || {{text anchor|JUSTIFIED_IF_EXTREME_REASON}}<br />
|-<br />
| 6 || {{text anchor|JUSTIFIED_IF_SELF_DEFENSE}}<br />
|-<br />
| 7 || {{text anchor|ONLY_IF_SANCTIONED}}<br />
|-<br />
| 8 || {{text anchor|MISGUIDED}}<br />
|-<br />
| 9 || {{text anchor|SHUN}}<br />
|-<br />
| 10 || {{text anchor|APPALLING}}<br />
|-<br />
| 11 || {{text anchor|PUNISH_REPRIMAND}}<br />
|-<br />
| 12 || {{text anchor|PUNISH_SERIOUS}}<br />
|-<br />
| 13 || {{text anchor|PUNISH_EXILE}}<br />
|-<br />
| 14 || {{text anchor|PUNISH_CAPITAL}}<br />
|-<br />
| 15 || {{text anchor|UNTHINKABLE}}<br />
|-<br />
| 16 || {{text anchor|REQUIRED}}<br />
|}<br />
<br />
==Ethics value numbers in relation to each other==<br />
The following table describes how entities respond to other cultures, with the observer on the vertical axis and their target on the horizontal axis.<br />
If an entity's accumulated animosity towards another passes a certain threshold (determined by ruler's personality) then it will run a risk-assessment check. If passed, this will lead to a declaration of war.<br />
<br />
In general, entities react much more strongly to actions that violate their taboos than to the outlawing of their customs in other civilisations.<br />
For example, Civ A finds slavery Acceptable, but Civ B considers it a Capital Offence.<br /><br />
> Civ A will consider Civ B most unreasonable (-5) for executing people over such a non-issue.<br /><br />
> Civ B will be shocked and disgusted (-15) that Civ A engages in such a debased activity.<br /><br />
> The end result is mutual negativity. However, Civ B is 3x ''more'' offended, and much more likely to go to war over the issue - assuming, of course, they think they have a chance of winning.<br />
<br />
{| {{prettytable}}<br />
|- bgcolor="#dddddd"<br />
! rowspan=2 colspan=2 | &nbsp;<br />
! colspan=16 | TARGET<br />
|- bgcolor="#dddddd"<br />
!| Accept. || Personal || Reperc. || Good || Extreme || Self-Def. || Sanctioned || Misguided || Shun || Appalling || Reprimand || Serious || Exile || Capital || Unthinkable || Required<br />
|-<br />
! rowspan=16 | {{rotate|OBSERVER}} &nbsp;&nbsp;&nbsp;&nbsp;<br />
! Acceptable || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|-1}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-3}} || {{tc|red|-5}} || {{tc|red|-5}} || {{tc|red|-2}} || {{tc|blue|+1}}<br />
|-<br />
! Personal || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|-1}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-3}} || {{tc|red|-5}} || {{tc|red|-5}} || {{tc|red|-2}} || {{tc|blue|+1}}<br />
|-<br />
! No Reperc. || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|-1}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-3}} || {{tc|red|-5}} || {{tc|red|-5}} || {{tc|red|-2}} || {{tc|blue|+1}}<br />
|-<br />
! Good Reas. || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || 0 || 0 || 0 || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || 0<br />
|-<br />
! Extreme Rs. || {{tc|red|-1}} || {{tc|red|-1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}}<br />
|-<br />
! Self-Defence || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-2}}<br />
|-<br />
! Sanctioned || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-1}} || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || 0 || 0 || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-2}}<br />
|-<br />
! Misguided || {{tc|red|-1}} || {{tc|red|-1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|-1}} || {{tc|blue|+1}} || {{tc|red|-1}}<br />
|-<br />
! Shun || {{tc|red|-1}} || {{tc|red|-1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|-1}} || {{tc|blue|+1}} || {{tc|red|-1}}<br />
|-<br />
! Appalling || {{tc|red|-5}} || {{tc|red|-5}} || {{tc|red|-3}} || {{tc|red|-2}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|-5}}<br />
|-<br />
! Reprimand || {{tc|red|-5}} || {{tc|red|-5}} || {{tc|red|-3}} || {{tc|red|-2}} || {{tc|red|-1}} || {{tc|red|-1}} || {{tc|red|-2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|-5}}<br />
|-<br />
! Serious || {{tc|red|-10}} || {{tc|red|-10}} || {{tc|red|-7}} || {{tc|red|-3}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|-10}}<br />
|-<br />
! Exile || {{tc|red|-10}} || {{tc|red|-10}} || {{tc|red|-7}} || {{tc|red|-3}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|-10}}<br />
|-<br />
! Capital || {{tc|red|-15}} || {{tc|red|-15}} || {{tc|red|-10}} || {{tc|red|-5}} || {{tc|red|-3}} || {{tc|red|-3}} || {{tc|red|-5}} || 0 || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|red|-15}}<br />
|-<br />
! Unthinkable || {{tc|red|-15}} || {{tc|red|-15}} || {{tc|red|-10}} || {{tc|red|-5}} || {{tc|red|-3}} || {{tc|red|-3}} || {{tc|red|-5}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|red|-15}}<br />
|-<br />
! Required || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|-1}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-2}} || {{tc|red|-3}} || {{tc|red|-5}} || {{tc|red|-5}} || {{tc|red|-2}} || {{tc|blue|+1}}<br />
|}<br />
<br />
All above info was collected and interpreted from the data given by Toady himself at [http://www.bay12forums.com/smf/index.php?topic=22151.msg239689].<br />
<br />
{{Category|Modding}}<br />
{{Category|Tokens}}</div>Dree12https://dwarffortresswiki.org/index.php?title=Easter_eggs&diff=208418Easter eggs2014-07-29T19:13:29Z<p>Dree12: /* Cats as Legendary Climbers */ giant cave spider</p>
<hr />
<div>{{Migrated_article}}<br />
{{Quality|Exceptional|20:03, 25 January 2014 (UTC)}}<br />
{{av}}<br />
''This page is a list of hidden or unexpected aspects of the game, once known as HFS, or Hidden Fun Stuff. Though technically 'HFS' is used in the [[Main:dev logs|dev logs]] to refer to anything Toady doesn't want us to know about until we find it ourselves, players have appropriated the name to only refer to... well, [[HFS|we won't spoil it for you]].''<br />
<br />
=== Fluctuating Subtitle ===<br />
When [[Main:Your first fortress|starting up the game]], on the title screen where the player first chooses what to do, the top reads:<br />
Slaves to Armok: God of Blood<br />
Chapter 2: Dwarf Fortress<br />
Histories of ...<br />
'...' will be generated each time the game is opened. Some combinations include "Histories of Avarice and Resourcefulness" and "Histories of Jealousy and Tenacity." Generally, the words will include a synonym each of "greed" and "stubbornness", which as we all know fit the hairy little blighters like a [[Cave spider|cave spider silk]] [[Clothing#Articles|glove]].<br />
<br />
=== Dwarven Daydreams ===<br />
<br />
Some dwarves like Toads for their beauty, an obvious inside reference to [[Main:Toady One|Toady One]].<br />
<br />
=== So What If I'm Dead? ===<br />
<br />
Checking the [[weather]], temperature, or [[Calendar|date]] in [[Adventure Mode]] after dying will instead return a snarky message reminding you of your current medical state.<br />
<br />
=== Bey@nd Quality?! ===<br />
<br />
For about one frame, the word "Beyond" in the Bay 12 Games Beyond Quality intro turns into "Bey@nd". Nobody knows why.<br />
<br />
=== Oink! ===<br />
<br />
In the Bay 12 Games Beyond Quality intro, when the program is saying "Quality", grab the title bar and drag it around a bit. Release, and when the lines appear, you'll hear a pig sound.<br />
<br />
=== Help Screen ===<br />
<br />
If you press the ? key 4 times you will be sent to a screen that appears to be the deepest part of the help menu, seeing as pressing ? from there will not do anything interesting.<br />
<br />
=== Intro Movie ===<br />
Not quite an easter egg, but the sequence seen during the intro reflects the layout of a typical fortress from the old 2D versions, proceeding past the [[23a:cave river|cave river]] and [[23a:chasm|chasm]] and concluding with a miner breaching the [[23a:magma flow|magma river]] (and likely causing a lethal flood).<br />
<br />
=== Toads as the default creature ===<br />
Toads are the first creature entry to be parsed in the [[raw file]]s, being the first creature listed in the first file ("creature_amphibians"). Hence, many incidences where the game attempts to pick a creature type and fails will result in "toads" being picked as a default.<br />
<br />
When a creature is named (not for killing a dwarf), you get a message like : "The dwarves named a resident Cave Swallowman Urist McSwallowman". If you are in adventure mode and that all the dwarves/humans/elves/goblins are dead, you get the message : "The ''toads'' named a resident Cave Swallowman Urist McSwallowman".<br />
<br />
=== Moss ===<br />
[[File:Goblin agreements.png|thumb|right|Trading is a serious business.]]<br />
A small egg, mostly because few have seen it. An old fort that's around 50 years old or so will grow moss on its stone block constructions. Not much is known about moss, except that it can only occur in certain Biomes. {{verify}}<sup> for v0.34.11</sup><br />
<br />
=== Trade agreements with Goblins ===<br />
If you view a Goblin civilization in the {{k|c}}ivilizations menu(provided that there is one) and navigate to the Trade agreements tab, it will say that you have an agreement with them that they provide you with Terror and you give them Vengeance in return.<br />
<br />
=== Cats as Legendary Climbers ===<br />
All [[cat]]s are legendary [[climber]]s by default. That's impressive, given that cats can't gain even Novice in any other skill, and especially given how difficult it is to reach Legendary Climber as an adventurer.<br />
<br />
It's worth noting that [[giant cave spider]]s also have the same default climbing skill.</div>Dree12https://dwarffortresswiki.org/index.php?title=Easter_eggs&diff=208417Easter eggs2014-07-29T19:11:24Z<p>Dree12: /* Trade agreements with Goblins */ cats</p>
<hr />
<div>{{Migrated_article}}<br />
{{Quality|Exceptional|20:03, 25 January 2014 (UTC)}}<br />
{{av}}<br />
''This page is a list of hidden or unexpected aspects of the game, once known as HFS, or Hidden Fun Stuff. Though technically 'HFS' is used in the [[Main:dev logs|dev logs]] to refer to anything Toady doesn't want us to know about until we find it ourselves, players have appropriated the name to only refer to... well, [[HFS|we won't spoil it for you]].''<br />
<br />
=== Fluctuating Subtitle ===<br />
When [[Main:Your first fortress|starting up the game]], on the title screen where the player first chooses what to do, the top reads:<br />
Slaves to Armok: God of Blood<br />
Chapter 2: Dwarf Fortress<br />
Histories of ...<br />
'...' will be generated each time the game is opened. Some combinations include "Histories of Avarice and Resourcefulness" and "Histories of Jealousy and Tenacity." Generally, the words will include a synonym each of "greed" and "stubbornness", which as we all know fit the hairy little blighters like a [[Cave spider|cave spider silk]] [[Clothing#Articles|glove]].<br />
<br />
=== Dwarven Daydreams ===<br />
<br />
Some dwarves like Toads for their beauty, an obvious inside reference to [[Main:Toady One|Toady One]].<br />
<br />
=== So What If I'm Dead? ===<br />
<br />
Checking the [[weather]], temperature, or [[Calendar|date]] in [[Adventure Mode]] after dying will instead return a snarky message reminding you of your current medical state.<br />
<br />
=== Bey@nd Quality?! ===<br />
<br />
For about one frame, the word "Beyond" in the Bay 12 Games Beyond Quality intro turns into "Bey@nd". Nobody knows why.<br />
<br />
=== Oink! ===<br />
<br />
In the Bay 12 Games Beyond Quality intro, when the program is saying "Quality", grab the title bar and drag it around a bit. Release, and when the lines appear, you'll hear a pig sound.<br />
<br />
=== Help Screen ===<br />
<br />
If you press the ? key 4 times you will be sent to a screen that appears to be the deepest part of the help menu, seeing as pressing ? from there will not do anything interesting.<br />
<br />
=== Intro Movie ===<br />
Not quite an easter egg, but the sequence seen during the intro reflects the layout of a typical fortress from the old 2D versions, proceeding past the [[23a:cave river|cave river]] and [[23a:chasm|chasm]] and concluding with a miner breaching the [[23a:magma flow|magma river]] (and likely causing a lethal flood).<br />
<br />
=== Toads as the default creature ===<br />
Toads are the first creature entry to be parsed in the [[raw file]]s, being the first creature listed in the first file ("creature_amphibians"). Hence, many incidences where the game attempts to pick a creature type and fails will result in "toads" being picked as a default.<br />
<br />
When a creature is named (not for killing a dwarf), you get a message like : "The dwarves named a resident Cave Swallowman Urist McSwallowman". If you are in adventure mode and that all the dwarves/humans/elves/goblins are dead, you get the message : "The ''toads'' named a resident Cave Swallowman Urist McSwallowman".<br />
<br />
=== Moss ===<br />
[[File:Goblin agreements.png|thumb|right|Trading is a serious business.]]<br />
A small egg, mostly because few have seen it. An old fort that's around 50 years old or so will grow moss on its stone block constructions. Not much is known about moss, except that it can only occur in certain Biomes. {{verify}}<sup> for v0.34.11</sup><br />
<br />
=== Trade agreements with Goblins ===<br />
If you view a Goblin civilization in the {{k|c}}ivilizations menu(provided that there is one) and navigate to the Trade agreements tab, it will say that you have an agreement with them that they provide you with Terror and you give them Vengeance in return.<br />
<br />
=== Cats as Legendary Climbers ===<br />
All [[cat]]s are legendary [[climber]]s by default. That's impressive, given that cats can't gain even Novice in any other skill, and especially given how difficult it is to reach Legendary Climber as an adventurer.</div>Dree12https://dwarffortresswiki.org/index.php?title=Easter_eggs&diff=208416Easter eggs2014-07-29T19:08:11Z<p>Dree12: /* No Dwarves? there are toads! */ clarify</p>
<hr />
<div>{{Migrated_article}}<br />
{{Quality|Exceptional|20:03, 25 January 2014 (UTC)}}<br />
{{av}}<br />
''This page is a list of hidden or unexpected aspects of the game, once known as HFS, or Hidden Fun Stuff. Though technically 'HFS' is used in the [[Main:dev logs|dev logs]] to refer to anything Toady doesn't want us to know about until we find it ourselves, players have appropriated the name to only refer to... well, [[HFS|we won't spoil it for you]].''<br />
<br />
=== Fluctuating Subtitle ===<br />
When [[Main:Your first fortress|starting up the game]], on the title screen where the player first chooses what to do, the top reads:<br />
Slaves to Armok: God of Blood<br />
Chapter 2: Dwarf Fortress<br />
Histories of ...<br />
'...' will be generated each time the game is opened. Some combinations include "Histories of Avarice and Resourcefulness" and "Histories of Jealousy and Tenacity." Generally, the words will include a synonym each of "greed" and "stubbornness", which as we all know fit the hairy little blighters like a [[Cave spider|cave spider silk]] [[Clothing#Articles|glove]].<br />
<br />
=== Dwarven Daydreams ===<br />
<br />
Some dwarves like Toads for their beauty, an obvious inside reference to [[Main:Toady One|Toady One]].<br />
<br />
=== So What If I'm Dead? ===<br />
<br />
Checking the [[weather]], temperature, or [[Calendar|date]] in [[Adventure Mode]] after dying will instead return a snarky message reminding you of your current medical state.<br />
<br />
=== Bey@nd Quality?! ===<br />
<br />
For about one frame, the word "Beyond" in the Bay 12 Games Beyond Quality intro turns into "Bey@nd". Nobody knows why.<br />
<br />
=== Oink! ===<br />
<br />
In the Bay 12 Games Beyond Quality intro, when the program is saying "Quality", grab the title bar and drag it around a bit. Release, and when the lines appear, you'll hear a pig sound.<br />
<br />
=== Help Screen ===<br />
<br />
If you press the ? key 4 times you will be sent to a screen that appears to be the deepest part of the help menu, seeing as pressing ? from there will not do anything interesting.<br />
<br />
=== Intro Movie ===<br />
Not quite an easter egg, but the sequence seen during the intro reflects the layout of a typical fortress from the old 2D versions, proceeding past the [[23a:cave river|cave river]] and [[23a:chasm|chasm]] and concluding with a miner breaching the [[23a:magma flow|magma river]] (and likely causing a lethal flood).<br />
<br />
=== Toads as the default creature ===<br />
Toads are the first creature entry to be parsed in the [[raw file]]s, being the first creature listed in the first file ("creature_amphibians"). Hence, many incidences where the game attempts to pick a creature type and fails will result in "toads" being picked as a default.<br />
<br />
When a creature is named (not for killing a dwarf), you get a message like : "The dwarves named a resident Cave Swallowman Urist McSwallowman". If you are in adventure mode and that all the dwarves/humans/elves/goblins are dead, you get the message : "The ''toads'' named a resident Cave Swallowman Urist McSwallowman".<br />
<br />
=== Moss ===<br />
[[File:Goblin agreements.png|thumb|right|Trading is a serious business.]]<br />
A small egg, mostly because few have seen it. An old fort that's around 50 years old or so will grow moss on its stone block constructions. Not much is known about moss, except that it can only occur in certain Biomes. {{verify}}<sup> for v0.34.11</sup><br />
<br />
=== Trade agreements with Goblins ===<br />
If you view a Goblin civilization in the {{k|c}}ivilizations menu(provided that there is one) and navigate to the Trade agreements tab, it will say that you have an agreement with them that they provide you with Terror and you give them Vengeance in return.</div>Dree12https://dwarffortresswiki.org/index.php?title=Dog&diff=208243Dog2014-07-27T00:22:42Z<p>Dree12: real life note</p>
<hr />
<div>{{Migrated_article}}<br />
{{Quality|Exceptional|08:28, 1 July 2010 (UTC)}}<br />
{{Creaturelookup/0<br />
|bone=4-11<br />
|meat=6-13<br />
|fat=6-13<br />
|lung=2<br />
|heart=0-1<br />
|intestine=1<br />
|liver=0-1<br />
|tripe=0-1<br />
|sweetbread=0-1<br />
|spleen=0-1<br />
|kidney=0-2<br />
|brain=1<br />
|skull=1<br />
|skin=hide<br />
|contrib=no<br />
|wiki=yes<br />
}}<br />
{{av}}<br />
{{creaturedesc}}<br />
<br />
'''Dogs''' are common [[domestic animal]]s that can be [[animal trainer|trained]] to assist your dwarves in [[combat]] or [[hunting]] as either war dogs or hunting dogs. Like all tame animals they can serve as an [[butcher|emergency food supply]] and provide you with [[bones]], [[leather]], and [[skull]]s. Dogs do not require any food.<br />
<br />
== Using dogs ==<br />
<br />
Dogs left to their own devices will wander around, spending most of their time in [[Meeting hall|meeting areas]], and attacking any [[invader|hostiles]] they see.<br />
<br />
As with any friendly creature, dogs can spot [[ambusher]]s and thieves. You can assign dogs to [[restraint]]s to act as guard dogs. Guard dogs work particularly well when placed behind a hall of [[trap]]s or other siege-breaking devices. The traps will prevent aggressive invaders from harming the dogs, while the dogs prevent thieves from sneaking past the traps into the base. (Ideally, the dogs should be out of view of the trap corridor to prevent injury from ranged weapons.) Hunting dogs may be particularly well-suited to guard duty because of their improved [[observer]] skills.<br />
<br />
You can assign a war dog or hunting dog to a dwarf via his preferences menu ({{K|v}}, select dwarf, {{K|p}}, {{K|e}}) to help him in combat. It will follow the dwarf like a [[pet]]. <br />
<br />
'''Note:''' ''Once a dog is assigned to a dwarf it can not be unassigned nor placed in a [[cage]]. A work-around for this is, when you train the dog, to use the dwarf you want the dog to be assigned to. Unassigned war dogs and hunting dogs follow the dwarf who trained them, but can still be caged. Assigned dogs '''can''' be [[pasture]]d; this is another option for keeping them away from danger if you have some advance warning. It's also a good idea if you decide to train the owner in a [[danger room]].''<br />
<br />
'''Note:''' ''Using a [[civilian alert]] to keep civilians away from fighting affects war dogs as well, stopping them from following your soldiers into combat.''{{bug|1058}}<br />
<br />
'''Note:''' ''War dogs can also be slaughtered for food.''<br />
<br />
== Hunting dogs ==<br />
<br />
''"A hunting animal will target the creature its owner is targeting if the owner is hunting, and it will be sneaking without a movement penalty if it is reasonably close to its hunting owner. A hunting animal notices creatures from farther away, although this isn't exactly effective if it decides to target what its owner is targeting. It all needs a bit of work, but that is true of hunting in general."'' -[[Main:Toady One|Toady One]], long ago <!-- still relevant? --><br />
<br />
== War dogs ==<br />
Because of their training, war dogs do more damage in combat than untrained dogs.<br />
<br />
Against heavily [[armor]]ed and armed opponents, dogs (war or hunting) can die quite easily, but that doesn't mean they are ''useless''. Also, although a war dog is not nearly as dangerous against an armored opponent as an axe lord, they occasionally get lucky, and a pack of war dogs can be very dangerous indeed. They can also be used as walking meatshields, taking hits that would have otherwise injured your dwarves.<br />
<br />
For this reason, some players attach them to any permanent close-combat military, and/or to any dwarf that regularly steps outside. However, the down side to assigning them to military dwarves is that they are very likely to die, since dogs move much faster than fully-armored dwarves and thus frequently charge in unassisted. A dead pet causes a serious unhappiness spike, and [[tantrum]]s with legendary weapon skills mixed in can really maximize the [[fun]].<br />
<br />
For breeding purposes, female war dogs are no worse than dogs: they can give birth to puppies as well. Male war dogs also can play the role of their civil counterparts.<br />
<br />
== In real life ==<br />
In real life, the dog (''Canis lupus familiaris'') is the same species as the [[wolf]] (''Canis lupus lupus''). It gradually differentiated from wild wolves due to domestication by humans. In Dwarf Fortress, taming wolves will not, no matter how much time passes, result in dogs.<br />
<br />
{{gamedata}}<br />
{{Creatures}}<br />
{{Category|Animals}}</div>Dree12https://dwarffortresswiki.org/index.php?title=Stone_management&diff=208056Stone management2014-07-26T15:06:59Z<p>Dree12: formatting, lede</p>
<hr />
<div>{{Migrated_article}}<br />
{{quality|unrated}}{{av}}An established fortress with a reasonable amount of [[mining]] may create excess [[stone]]s and [[ore]]s&mdash;roughly one fourth of all excavated rock tiles will produce a stone. These stones may have a detrimental effect on the functionality and aesthetics of a fortress, so '''stone management''' techniques are often used.<br />
<br />
On the other hand, it is possible for established fortresses with large [[mason]]ry projects to find themselves running out of stone. The easiest way to fix this issue is to use [[clay]] (if available) or to make stone [[block]]s to make constructions with.<br />
<br />
== Problems ==<br />
Loose stones can interfere with regular operation of your fortress, particularly with buildings and stockpiles. When placing a building, any loose stones will normally be moved outside of the building tiles by the constructing dwarf. However, stones that are forbidden, already associated with another task, or placed upon the construction site after the designation will cause the construction to be suspended. Loose stones located in a designated [[stockpile]] can prevent the use of the occupied tile until the stone is removed, effectively shrinking your stockpile.<br />
<br />
Loose stones can also "hide" other content on a tile (since the game displays only a single item per tile). This can make finding specific items more difficult, and occasionally result in overlooked rotten items producing miasma that disgusts dwarves. Additionally, some players find these stones unsightly, ruining the aesthetic appeal of their fortresses.<br />
<br />
== Solutions ==<br />
<br />
=== Dumping / Quantum Stockpiling ===<br />
This method is easy and useful. However, some view it as an [[exploit]], and it may not be allowed in future versions.<br />
<br />
# Make a [[zone]] of 1x1 or 1x2 tiles, preferably either near the stones you want to get rid of or your stone-needy [[workshop]]s, and mark it as a garbage dump.<br />
# Press {{k|k}} and find a stone. Press {{k|d}}, and the stone will be marked for dumping. Alternatively, use the stocks menu (faster for mass dumping, but requires some [[bookkeeper]] labor first). You can also use {{k|d}},{{k|b}},{{k|d}} to designate mass items for dumping. You could also use a [[Macros_and_Keymaps#Designation_Dump|dumping macro]] to designate large amounts of stones at once. However, macros do not discriminate between stones and other items, so it is best to use them right after you dig out a new area. Be careful when you mark areas containing cave spider silk for dumping, as dwarves will actually come along and ''destroy'' the webs!<br />
# A dwarf with refuse-hauling enabled will take the stone to the garbage dump.<br />
# Every dumped stone will be marked as "[[forbid]]den." Use the [[stocks]] menu to globally un-forbid types of stone, or use the designation 'Reclaim Items' ({{k|d}}-{{k|b}}-{{k|c}}) to reclaim the entire pile. ''(If you want to only use specific stones, you must press {{k|k}}, find the pile, and press {{k|f}} on every stone you want on the list, using {{k|+}}/{{k|-}} to navigate through the list. [[Macros_and_Keymaps|Macros]] may come in handy when employing this method.)''<br />
* '''Advantages''':<br />
** No matter how many stones you mark for dumping, they will all be placed on the same tiny garbage tile. Conceivably, every single stone and ore in the fortress can fit on 1 tile.<br />
** You can use {{k|d}},{{k|b}},{{k|h}} to hide all the stone in a dump quickly.<br />
** Dumping stone, instead of just hiding, doesn't interfere with stockpiles (unless the dump is on a stockpile).<br />
** Placing your quantum stockpile near your mason or craftsdwarf workshop provides a convenient source of raw materials and greatly speeds up production.<br />
* '''Disadvantages''':<br />
** Considered by some to be an exploit.<br />
** Anything else you dump will end up on those piles too.<br />
** Dwarves will [[traffic|crawl over one another]] to get to a 1x1 dump.<br />
** Requires user oversight when using several temporary dumps.<br />
** It can take a long time to clear all the stone from an area, so you may want to be strategic about which stones you dump and hide the rest.<br />
** Having multiple garbage dumps will cause the haulers to occasionally choose far away dump zones, spreading the stones out and making removal take longer.<br />
** You have to claim stones for them to be used after they are dumped. {{k|d}},{{k|b}},{{k|c}} will allow you to claim an entire pile of stones quickly.<br />
** Dumping lots of stones from several different areas can cause Dwarves to run long distances since the AI doesn't look for the closest stone. So it's best to dump stone from a single area at a time.<br />
<br />
=== Stockpiling ===<br />
Stone can be selectively hauled by using two linked stockpiles. The first stockpile is placed over the area to be cleared, and the second is placed over the stones' final destination. Both of these stockpiles are set to take from links only, and the stockpiles are linked so that the first stockpile feeds into the second. More than two stockpiles may be linked in this fashion.<br />
* '''Advantages''':<br />
** Unlike quantum stockpiling, is not generally considered an exploit.<br />
** Uses "Stone hauling" labor (instead of "Refuse hauling" for a quantum stockpile).<br />
** Multiple linked stockpile areas can operate simultaneously and independently without cross-contamination.<br />
** Linking stockpiles prevents dwarves from hauling stones from all over the fortress.<br />
** No reclamation required--stockpiled stones are readily available to your masons and crafters.<br />
** If the stockpiles to be cleared are already in place, part of the work is already done.<br />
* '''Disadvantages''':<br />
** If the stockpiles to be cleared are intended for immediate use, they'll have to be linked to whichever workshop needs them.<br />
** Temporary stockpiles have to be kept track of.<br />
** The link status of permanent stockpiles has to be kept track of.<br />
** Requires relatively large stockpile areas to clear stone quickly--in general, an empty destination stockpile can remove stone from an area four times as large as the stockpile.<br />
<br />
=== Hiding ===<br />
Extra stone lying around in out-of-the-way areas causes little problems beyond being unsightly. You can hide stones individually using {{k|k}}-{{k|h}}. You might need to scroll in the Loo{{k|k}} menu to choose the stone you wish to hide. You can hide many stones at a time by using the designate menu: choose {{k|d}}-{{k|b}}-{{k|h}} and then select the stone you wish to hide by mouse or rectangle.<br />
<br />
Note that hidden items still interfere with buildings and stockpiles. Worse, buildings may be suspended for no apparent reason and stockpiles will appear to have blank tiles (since the stone is hidden), but those tiles are actually unusable. This can be troublesome when your food stockpile appears to have room but your kitchen and farms clog up with food that will rot. Or furniture cluttering up the carpentry/masonry shop due to hidden stone blocking the furniture stockpile. For this reason, it is best to use a different method to handle stones in your fortress proper.<br />
* '''Advantages''':<br />
** Instantaneous - no dwarf effort required.<br />
** Trivially resolves the "ugly stone" problem.<br />
* '''Disadvantages''':<br />
** Doesn't actually dispose of the stone.<br />
** Hidden stones can still cause functional problems, and prove more difficult to track down.<br />
<br />
=== Using Stone ===<br />
Perhaps the most "dwarfy" way to deal with excess stone is to ramp up production and use it to enrich your fortress.<br />
<br />
==== Fancy Floors ====<br />
You can use excess stones to construct a floor ({{k|b}}-{{k|C}}-{{k|f}}) on any standard floor tile. Similarly, you can construct a paved [[road]] or a [[bridge]], with the added benefits of training your architect and providing the possibility for your dwarves to experience happy [[thought]]s when walking across the tile.<br />
* '''Advantages''':<br />
** You are guaranteed to have plenty of space for flooring.<br />
** You can get the stone back, if you need it later, by designating the floor for removal ({{k|d}}-{{k|n}}) or deconstructing the road/bridge.<br />
** Building roads and bridges trains your architect, resulting in higher-value constructions for your fortress.<br />
** Roads and bridges can generate happy thoughts when your dwarves walk across them--something even an engraved floor is currently unable to do.<br />
** Bridges built over engraved floors do not destroy the engraving, maximizing room value and happiness.<br />
* '''Disadvantages''':<br />
** Paved floors cannot be engraved.<br />
** Requires extensive dwarven effort (masons and/or architects) and can distract your lengendary dwarves from more important tasks. <br />
** Roads and bridges block further construction in the tile until the road/bridge is removed.<br />
** Getting the stone back requires additional effort.<br />
** When removing a constructed floor over a high-value base tile (gems, ore), the floor may revert to the layer stone type{{bug|1370}} (significantly reducing the value).<br />
<br />
====Furniture====<br />
Use your [[mason]]s to the fullest by creating doors, hatch covers, chairs, tables, coffers, cabinets, and statues. This trains your mason's skill, and the resultant high-quality furniture has the best chance of causing happy [[thought]]s. Low-quality furniture can be traded to caravans, used to distract/delay [[building destroyer]]s, or disposed of (using an [[Dwarven atom smasher|atom smasher]], [[magma]], or a simple [[dump]] zone).<br />
* '''Advantages''':<br />
** More high-quality furniture leads to happier dwarves.<br />
** Increases "displayed" wealth when furniture is installed (and "created wealth" upon construction).<br />
** Trains mason skill.<br />
* '''Disadvantages''':<br />
** Furniture storage requires as much room as stone storage, though it is hauled faster.<br />
** Disposing of excess low-quality furniture can take additional time (and is significantly limited by weight when trading with caravans).<br />
<br />
====Crafts====<br />
Skilled [[Craftsdwarf|Craftsdwarves]] can produce large quantities of rock crafts very quickly. This trades the problem of tons of stone to the much easier problem of pounds of crafts. Crafts are far lighter, much more valuable, stackable in finished goods [[bin]]s, and counted as "created items" and "created wealth" (which are used in several calculations behind-the-scenes). Stone crafts can be [[trade]]d for more useful items from any [[caravan]]. <br />
* '''Advantages''':<br />
** Very compact storage, and great fodder for trade caravans.<br />
** Increases "created wealth" and "created items" count.<br />
** Trains stonecrafting skill.<br />
* '''Disadvantages''':<br />
** High stonecrafting skill is not extremely useful.<br />
** Easily produces more crafts than necessary to purchase an entire caravan.<br />
<br />
====Constructions====<br />
You can also use stones (or [[block]]s) to build large structures above ground, and floors on soil layers like sand, silt, and loam. The [[construction]] interface might be slow, but not only do you use up the stone from your excavations, you also create usable indoor space without having to mine any additional stone.<br />
* '''Advantages''':<br />
** Creates more usable space.<br />
** Can qualify as a [[megaprojects|megaproject]].<br />
* '''Disadvantages''':<br />
** Mining creates more valuable and generally safer usable space in a fraction of the time.<br />
** Dwarves move slowly when hauling loose stone across your fortress and building constructions out of it.<br />
<br />
====Defense====<br />
Stone can provide some defense for your fortress as well. Stone-fall [[trap]]s require one [[mechanism]] (which can be created from stone) and one stone. [[Siege engine|Catapults]] can use up stone and train [[Siege operator|siege operators]], as well as providing minimal defense. With the recent falling damage updates, simply dropping a stone multiple z-levels proves quite deadly to those unlucky enough to be underneath.<br />
* '''Advantages''':<br />
** Provides minimal defense.<br />
** Catapults train siege operating skill, and can be useful for [[cross-training]] military units.<br />
* '''Disadvantages''':<br />
** Most other traps are more effective than stone-fall traps.<br />
** Catapults are generally ineffective against even lightly-armored foes.<br />
** Dropping large amounts of stone on invaders requires significant micromanagement.</div>Dree12https://dwarffortresswiki.org/index.php?title=Werebeast&diff=207857Werebeast2014-07-24T23:53:34Z<p>Dree12: /* Werebeast Characteristics */ fix link</p>
<hr />
<div>{{Migrated_article}}<br />
{{Quality|Exceptional|18:31, 27 October 2013 (UTC)}}<br />
{{av}}<br />
<br />
'''Werebeasts''' {{Tile|Ñ|6:0}} are [[night creature|night creatures]] that are procedurally created during worldgen. [[Deity|Deities]] may curse sentient creatures (including any animal man) to transform into an animal form on the night of a full moon. Sentient creatures bitten by werebeasts are cursed to become werebeasts themselves.{{cite forum|126618}}<br />
<br />
Werebeasts may take the form of mammals or reptiles, including animals that do not exist in Dwarf Fortress, like iguanas.<br />
<br />
The behaviour of vanilla werebeasts in worldgen (i.e. fleeing town upon being cursed and conducting raids from their new lair) appears to be caused by the cursed individual's beast form having the [NIGHT_CREATURE_HUNTER] tag; removal of this tag from a generated werebeast extracted from a world.dat file and jimmied into the standard raws caused those cursed to behave no differently from any other unnaturally-immortal individual.<br />
<br />
==Werebeasts in Fortresses==<br />
In some regions, the full moon will herald the attack of werebeasts upon your fortress (triggering a message similar to the one that is shown when a Megabeast attacks), or instead the unwilling transformation of your own citizens into their bestial forms. The cursed will attack anyone they can find for the duration of the full moon, spreading their affliction even further.<br />
Werebeasts of the same species will cooperate with each other and not normally fight, but those of different species will treat each other no differently than enemies.<br />
<br />
==Defending your fort against werebeasts==<br />
<br />
If you have not yet established a correct defensive perimeter and a steady, trained militia, it is quite likely that if a werebeast attacks, a dwarf will be attacked and bitten.<br />
<br />
If a dwarf is attacked but not bitten, he will be just fine (if he survives the ordeal). If a dwarf has been bitten by a werebeast and survives, however, he has a high chance to change when the next full moon comes.<br />
<br />
There is no cure. To protect your other dwarves you should either keep the infected dwarf in an inaccessible pit so he does not infect your whole fortress, or if you do not want to take care of him, just kill him.<br />
<br />
Infected dwarves will not die of old age and do not need food and drink. They may go mad, however, so if you want to make him work (or use him for a [[stupid dwarf trick]]) you should try to keep him happy. This can be difficult because werebeasts will not sleep or eat, though they will drink if alcohol is available.<br />
<br />
Or maybe you want something exceedingly more [[fun]] instead? Try the latter.<br />
<br />
==Infecting your entire fort==<br />
<br />
Yes, it is possible. Having only infected dwarves does not end your game.<br />
<br />
'''Pros:'''<br />
* Super-effective hospital service, your dwarves are fully healed once per month. No need for crutches or something.<br />
* Nobody will die of old age... if your forts even go for this long<br />
* No need for food or drink, though you can keep alcohol around for happy thoughts and to avoid alcohol withdrawal<br />
* No need for beds or bedrooms other than those for nobles<br />
* When transformed, civilian dwarves are less vulnerable<br />
* Dwarves will happily discard their old tattered clothing and pick up fresh clothes every month.<br />
* Unhappy thoughts are less severe as the process of being bitten and biting others tends to make your dwarves very resilient to tragedy.<br />
* Go for were-elephants or were-badgers for extra dwarven points<br />
* Fun<br />
'''Cons:'''<br />
* Exceedingly difficult to set up, quite long as well<br />
* May kill your most important dwarves<br />
* When transformed, fortress activity grinds to a halt, and for a few days afterwards as civilians run around finding new clothing<br />
* Werebeasts are building destroyers, so you'll constantly need to remake workshops and most furniture<br />
* Trading is especially difficult<br />
* <s>May</s> WILL cause issues with military when transformed : dwarf armor is too small for werebeasts, though they will hold onto their weapons and shields, and even quivers/bolts during transformation.<br />
* May be exceedingly fun for [[Thought|dwarven]] [[Tantrum|sanity]]... but then again you ''were'' looking for fun in the first place<br />
<br />
<br />
There are several ways to attempt to infect your whole fort, some with higher success rates than others. The trick is to have your uncursed dwarves be bitten but not die, and also to have your cursed dwarves survive any retribution.<br />
<br />
One method is to equip a squad of dwarves with training weapons and send them to an isolated area with one or two of your werebeasts. Ideally the dwarves who get injured will back away while the others hold back the werebeast. In reality it can be hard to balance the battle, which leads to either the werebeast killing off the injured dwarves or being pummeled into submission without spreading his curse. The main problem is when an attack by either the werebeast or a dwarf happens at the moment of transformation, it is considered a dwarf on dwarf attack, which leads to a minor [[loyalty cascade]]. <br />
<br />
Another method is to simply lock a werebeast in a room with a civilian(s) and hope that the civilian survives long enough for the werebeast to turn back. This reduces (but does not eliminate) the chance of a loyalty cascade, because only the werebeast is attacking. The main problem is that werebeasts become legendary fighters/wrestlers very quickly and are more than capable of killing/fatally wounding half a dozen dwarves in a single transformation.<br />
<br />
The most successful method discovered is to lock a werebeast in a room with civilians, but be sure the room is completely covered in cage traps. Many injuries inflicted by werebeasts can knock a dwarf unconscious due to pain or strangulation, and an unconscious dwarf will be trapped by a cage trap. In the cage, dwarves are free to recover from their wounds, safe from any further attacks. In addition, a dwarf who is released from a cage gets an enormous happiness boost that will help him cope with the loss of family and friends who were not so lucky. Further improvements to this technique, such as assigning the uncursed to squads with no uniform (or just a helmet) that replaces clothing in order to allow every bite to break the skin, have pushed successful conversion rates to near 50%. It is also recommended to release dwarves from their cages immediately (via constructing the cages and attaching them to a lever) to prevent insanity due to unhappiness.<br />
<br />
==Transformation Dates==<br />
<br />
There are exactly thirteen full moons in a Dwarven year, so werebeasts transform on exactly the same dates every year:<br />
<br />
*25th granite<br />
*23rd slate<br />
*21st felsite<br />
*19th hematite<br />
*17th malachite<br />
*15th galena<br />
*13th limestone<br />
*11th sandstone<br />
*8th timber<br />
*6th moonstone<br />
*4th opal<br />
*2nd obsidian<br />
*28th obsidian<br />
<br />
==Werebeasts in Adventure Mode==<br />
In adventurer mode, werebeasts are usually found living in small lairs on the edges of civilization. Young adventurers will often be called upon to slay them, with instructions along the line of 'he assumes a bestial form' along with a description of what type of metal they are vulnerable to. However, as long as they are not visited on the night of their transformation, they are just common peasants, and can be dispatched easily. It would behoove these individuals to hide themselves among townsfolk, but what can ya do?<br />
<br />
==Werebeast Characteristics==<br />
All werebeasts are described as having glowing eyes of some random color, and are "crazed for blood and flesh" meaning they attack everything that is not their own race, including undead.<br />
<br />
The transformation to a Werebeast seems to only affect physical attributes, mental attributes are not changed though the descriptions will be relative to the Wereform's average. A Werebeast never gets hungry, thirsty or drowsy, and will not drown when in Wereform. Werebeasts in Wereform are Building Destroyers, so doors and vertical bars will not contain them, however bridges or walls will.<br />
<br />
When transforming to Wereform and back, all health regenerates, including missing limbs, although effects induced by insanity are not reversed. All carried items will be dropped as soon as the beast enters a fight, making only the natural abilities of the creature available for combat. These abilities differ from creature to creature (Claws/Hooves/venomous Bite etc.)<br />
<br />
If you become a werebeast and transform in adventure mode, you can pick up your weapon and shield that were dropped in the transformation, but, seeing as werebeasts seem to have minimum body size of about 80000, armor will become too [[Clothing#Size|small]] for you to fit in. Hauled items will also be dropped on Fast Travel, potentially lost forever if traveling from a location that doesn't save.<br />
<br />
Werebeasts also tend to change back into humanoid form at the worst moment, like when they are charging a group of axedwarves. Sometimes a werebeast's humanoid form is more dangerous than the werebeast form, most obviously for [[Serpent man|snake man]] werebeasts.<br />
<br />
Even if the werebeast is dispatched while in animal form, werebeast kills are listed as being of the original race.<br />
<br />
{{D for Dwarf}}<br />
Sometimes a werebeast arrives in humanoid form, and the game then announces the arrival of a normal, intelligent creature as if it was some terrible beast. The naked, confused creature usually runs away, probably scared by your dwarves' laughter.</div>Dree12https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Thought&diff=207849DF2014 Talk:Thought2014-07-24T21:50:24Z<p>Dree12: no longer complete</p>
<hr />
<div>== Incomplete ==<br />
<br />
This page isn't complete any more. There are some new thoughts relating to Justice. --[[User:Dree12|Dree12]] ([[User Talk:Dree12|talk]]) 21:50, 24 July 2014 (UTC)</div>Dree12https://dwarffortresswiki.org/index.php?title=Attribute&diff=207204Attribute2014-07-24T00:14:02Z<p>Dree12: /* Soul Attributes */ formatting, mostly</p>
<hr />
<div>{{Quality|Fine|14:23, 18 July 2014 (UTC)}}<br />
{{Migrated_article}}<br />
<br />
{{av}}<br />
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.<br />
<br />
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.<br />
<br />
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]].<br />
<br />
Attributes can be viewed for individual dwarves by selecting {{k|v}}iew dwarves, {{k|z}}, {{k|enter}} or by going to the {{k|u}}nits menu, {{k|v}}iew, then {{k|enter}}.<br />
<br />
== Descriptions ==<br />
In-game attribute descriptions are calculated based on the difference from the [[creature|species]] average<!-- caste average? -->. [[Human]]s' 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.<br />
<br />
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.<br />
<br />
These descriptions are not used in [[adventurer mode]].<br />
<br />
== Body Attributes ==<br />
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 trait]]s where one may prefer higher or lower depending on the situation.<br />
<br />
=== Strength ===<br />
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. The dwarf median of 1250 is higher than average, but not by much.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 2250&ndash;5000 || unbelievably strong<br />
|-<br />
| 2000&ndash;2249 || mighty<br />
|-<br />
| 1750&ndash;1999 || very strong<br />
|-<br />
| 1500&ndash;1749 || strong<br />
|-<br />
| 1001&ndash;1499 || (no description)<br />
|-<br />
| 751&ndash;1000 || weak<br />
|-<br />
| 501&ndash;750 || very weak<br />
|-<br />
| 251&ndash;500 || unquestionably weak<br />
|-<br />
| 0&ndash;250 || unfathomably weak<br />
|}<br />
<br />
===Agility===<br />
This attribute affects the speed of a creature's fast-moving [[gait]]s in the same way as strength &mdash; 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.<br />
<br />
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".<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 1900&ndash;5000 || amazingly agile<br />
|-<br />
| 1650&ndash;1899 || extremely agile<br />
|-<br />
| 1400&ndash;1649 || very agile<br />
|-<br />
| 1150&ndash;1399 || agile<br />
|-<br />
| 651&ndash;1149 || (no description)<br />
|-<br />
| 401&ndash;650 || clumsy<br />
|-<br />
| 151&ndash;400 || quite clumsy<br />
|-<br />
| 0&ndash;150 || totally clumsy<br />
|-<br />
| (never displayed) || abysmally clumsy<br />
|}<br />
<br />
===Toughness===<br />
Reduces physical damage. The dwarf median of 1250 is higher than average, but not by much.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 2250&ndash;5000 || basically unbreakable<br />
|-<br />
| 2000&ndash;2249 || incredibly tough<br />
|-<br />
| 1750&ndash;1999 || quite durable<br />
|-<br />
| 1500&ndash;1749 || tough<br />
|-<br />
| 1001&ndash;1499 || (no description)<br />
|-<br />
| 751&ndash;1000 || flimsy<br />
|-<br />
| 501&ndash;750 || very flimsy<br />
|-<br />
| 251&ndash;500 || remarkably flimsy<br />
|-<br />
| 0&ndash;250 || shockingly fragile<br />
|}<br />
<br />
===Endurance===<br />
Reduces the rate at which dwarves become exhausted. The dwarf median endurance of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|- <br />
| 2000&ndash;5000 || absolutely inexhaustible<br />
|-<br />
| 1750&ndash;1999 || indefatigable<br />
|-<br />
| 1500&ndash;1749 || very slow to tire<br />
|-<br />
| 1250&ndash;1499 || slow to tire<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || quick to tire<br />
|-<br />
| 251&ndash;500 || very quick to tire<br />
|-<br />
| 1&ndash;250 || extremely quick to tire<br />
|-<br />
| 0 || truly quick to tire<br />
|}<br />
<br />
===Recuperation===<br />
Increases the rate of wound healing. The dwarf median recuperation of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 2000&ndash;5000 || possessed of amazing recuperative powers<br />
|-<br />
| 1750&ndash;1999 || incredibly quick to heal<br />
|-<br />
| 1500&ndash;1749 || quite quick to heal<br />
|-<br />
| 1250&ndash;1499 || quick to heal<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || slow to heal<br />
|-<br />
| 251&ndash;500 || very slow to heal<br />
|-<br />
| 1&ndash;250 || really slow to heal<br />
|-<br />
| 0 || shockingly slow to heal<br />
|}<br />
<br />
===Disease Resistance===<br />
Reduces the risk of disease. The dwarf median disease resistance of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 2000&ndash;5000 || virtually never sick<br />
|-<br />
| 1750&ndash;1999 || almost never sick<br />
|-<br />
| 1500&ndash;1749 || very rarely sick<br />
|-<br />
| 1250&ndash;1499 || rarely sick<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || susceptible to disease<br />
|-<br />
| 251&ndash;500 || quite susceptible to disease<br />
|-<br />
| 1&ndash;250 || really susceptible to disease<br />
|-<br />
| 0 || stunningly susceptible to disease<br />
|}<br />
<br />
=== Skills By Body Attribute ===<br />
{{SkillsByBodyAttribute}}<br />
<br />
==Soul Attributes==<br />
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 trait]]s where one may prefer higher or lower depending on the situation.<br />
<br />
From [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312 this post by Toady One]:<br />
<blockquote><br />
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.<br />
</blockquote><br />
<br />
At the [[#Skills By Soul Attribute|bottom]] is a list of which attributes affect which skills. [[:Image:DFmental.PNG|This]] pair of charts provides an easier to read summary of the soul attributes that are useful for doctors and soldiers.<br />
<br />
===Analytical Ability===<br />
The dwarf median analytical ability of 1250 is slightly above average.<br />
<br />
{| {{prettytable}}<br />
! Value <br />
! Description<br />
<br />
|- <br />
| 2250&ndash;5000 || awesome intellectual powers<br />
|-<br />
| 2000&ndash;2249 || great analytical abilities<br />
|-<br />
| 1750&ndash;1999 || a sharp intellect<br />
|-<br />
| 1500&ndash;1749 || a good intellect<br />
|-<br />
| 1001&ndash;1499 || (no description)<br />
|-<br />
| 751&ndash;1000 || poor analytical abilities<br />
|-<br />
| 501&ndash;750 || very bad analytical abilities<br />
|-<br />
| 251&ndash;500 || a lousy intellect<br />
|-<br />
| 0&ndash;250 || a stunning lack of analytical ability<br />
|}<br />
<br />
===Focus===<br />
The dwarf median focus of 1500 is above average.<br />
<br />
{| {{prettytable}}<br />
! Value{{verify}}<br />
! Description<br />
<!-- These values are somewhat suspect... --><br />
|- <br />
| 2542&ndash;5000 || unbreakable focus<br />
|-<br />
| 2292&ndash;2541 || a great ability to focus<br />
|-<br />
| 2042&ndash;2291 || very good focus<br />
|-<br />
| 1792&ndash;2041 || the ability to focus<br />
|-<br />
| 1293&ndash;1791 || (no description)<br />
|-<br />
| 1043&ndash;1292 || poor focus<br />
|-<br />
| 793&ndash;1042 || quite poor focus<br />
|-<br />
| 543&ndash;792 || really poor focus<br />
|-<br />
| 0&ndash;542 || the absolute inability to focus<br />
|}<br />
<br />
===Willpower===<br />
Willpower directly reduces exertion and pain effects. The dwarf median willpower of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value <br />
! Description<br />
<br />
|- <br />
| 2000&ndash;5000 || an unbreakable will<br />
|-<br />
| 1750&ndash;1999 || an iron will<br />
|-<br />
| 1500&ndash;1749 || a lot of willpower<br />
|-<br />
| 1250&ndash;1499 || willpower<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || little willpower<br />
|-<br />
| 251&ndash;500 || a large deficit of willpower<br />
|-<br />
| 1&ndash;250 || next to no willpower<br />
|-<br />
| 0 || absolutely no willpower<br />
|}<br />
<br />
===Creativity===<br />
The dwarf median creativity of 1250 is slightly above the human average.<br />
<br />
{| {{prettytable}}<br />
! Value <br />
! Description<br />
<br />
|- <br />
| 2250&ndash;5000 || a boundless creative imagination<br />
|-<br />
| 2000&ndash;2249 || great creativity<br />
|-<br />
| 1751&ndash;1999 || very good creativity<br />
|-<br />
| 1500&ndash;1750 || good creativity<br />
|-<br />
| 1001&ndash;1499 || (no description)<br />
|-<br />
| 751&ndash;1000 || meager creativity<br />
|-<br />
| 501&ndash;750 || poor creativity<br />
|-<br />
| 251&ndash;500 || lousy creativity<br />
|-<br />
| 0&ndash;250 || next to no creative talent<br />
|}<br />
<br />
===Intuition===<br />
The dwarf median intuition of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value <br />
! Description<br />
<br />
|- <br />
| 2000&ndash;5000 || uncanny intuition<br />
|-<br />
| 1750&ndash;1999 || great intuition<br />
|-<br />
| 1500&ndash;1749 || very good intuition<br />
|-<br />
| 1250&ndash;1499 || good intuition<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || bad intuition<br />
|-<br />
| 251&ndash;500 || very bad intuition<br />
|-<br />
| 1&ndash;250 || lousy intuition<br />
|-<br />
| 0 || horrible intuition<br />
|}<br />
<br />
===Patience===<br />
Some non-skill tasks are affected by Patience. The dwarf median patience of 1250 is slightly above the human average.<br />
{| {{prettytable}}<br />
! Value <br />
! Description<br />
<br />
|- <br />
| 2250&ndash;5000 || absolutely boundless patience<br />
|-<br />
| 2000&ndash;2249 || a deep well of patience<br />
|-<br />
| 1750&ndash;1999 || a great deal of patience<br />
|-<br />
| 1500&ndash;1749 || a sum of patience<br />
|-<br />
| 1001&ndash;1499 || (no description)<br />
|-<br />
| 751&ndash;1000 || a shortage of patience<br />
|-<br />
| 501&ndash;750 || little patience<br />
|-<br />
| 251&ndash;500 || very little patience<br />
|-<br />
| 0&ndash;250 || no patience at all<br />
|}<br />
<br />
===Memory===<br />
The dwarf median memory of 1250 is slightly above the human average.<br />
<br />
{| {{prettytable}}<br />
! Value <br />
! Description<br />
<br />
|- <br />
| 2250&ndash;5000 || an astonishing memory<br />
|-<br />
| 2000&ndash;2249 || an amazing memory<br />
|-<br />
| 1750&ndash;1999 || a great memory<br />
|-<br />
| 1500&ndash;1749 || a good memory<br />
|-<br />
| 1001&ndash;1499 || (no description)<br />
|-<br />
| 751&ndash;1000 || an iffy memory<br />
|-<br />
| 501&ndash;750 || a poor memory<br />
|-<br />
| 251&ndash;500 || a really bad memory<br />
|-<br />
| 0&ndash;250 || little memory to speak of<br />
|}<br />
<br />
===Linguistic Ability===<br />
The dwarf median linguistic ability of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value <br />
! Description<br />
<br />
|- <br />
| 2000&ndash;5000 || an astonishing ability with languages and words<br />
|-<br />
| 1750&ndash;1999 || a great affinity for language<br />
|-<br />
| 1500&ndash;1749 || a natural inclination toward language<br />
|-<br />
| 1250&ndash;1499 || a way with words<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || a little difficulty with words<br />
|-<br />
| 251&ndash;500 || little linguistic ability<br />
|-<br />
| 1&ndash;250 || very little linguistic ability<br />
|-<br />
| 0 || difficulty with words and language<br />
|}<br />
<br />
===Spatial Sense===<br />
The dwarf median spacial sense of 1500 is above the human average.<br />
<br />
{| {{prettytable}}<br />
! Value{{verify}}<br />
! Description<br />
<br />
|- <br />
| 2542&ndash;5000 || a stunning feel for spatial relationships<br />
|-<br />
| 2292&ndash;2541 || an amazing spatial sense<br />
|-<br />
| 2042&ndash;2291 || a great feel for the surrounding space<br />
|-<br />
| 1792&ndash;2041 || a good spatial sense<br />
|-<br />
| 1293&ndash;1791 || (no description)<br />
|-<br />
| 1043&ndash;1292 || a questionable spatial sense<br />
|-<br />
| 793&ndash;1042 || poor spatial senses<br />
|-<br />
| 543&ndash;792 || an atrocious spatial sense<br />
|-<br />
| 0&ndash;542 || no sense for spatial relationships<br />
|}<br />
<br />
===Musicality===<br />
This attribute doesn't affect any skills. The dwarf median musicality of 1000 is exactly the human average.<br />
{| {{prettytable}}<br />
! Value <br />
! Description<br />
<br />
|- <br />
| 2000&ndash;5000 || an astonishing knack for music<br />
|-<br />
| 1750&ndash;1999 || a great musical sense<br />
|-<br />
| 1500&ndash;1749 || a natural ability with music<br />
|-<br />
| 1250&ndash;1499 || a feel for music<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || an iffy sense for music<br />
|-<br />
| 251&ndash;500 || little natural inclination toward music<br />
|-<br />
| 1&ndash;250 || next to no natural musical ability<br />
|-<br />
| 0 || absolutely no feel for music at all<br />
|}<br />
<br />
===Kinesthetic Sense===<br />
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.<br />
<br />
{| {{prettytable}}<br />
! Value <br />
! Description<br />
<br />
|- <br />
| 2000&ndash;5000 || an astounding feel for the position of own body<br />
|-<br />
| 1750&ndash;1999 || a great kinesthetic sense<br />
|-<br />
| 1500&ndash;1749 || a very good sense of the position of own body<br />
|-<br />
| 1250&ndash;1499 || a good kinesthetic sense<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || a meager kinesthetic sense<br />
|-<br />
| 251&ndash;500 || a poor kinesthetic sense<br />
|-<br />
| 1&ndash;250 || a very clumsy kinesthetic sense<br />
|-<br />
| 0 || an unbelievably atrocious sense of the position of own body<br />
|}<br />
<br />
===Empathy===<br />
The dwarf median empathy of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value <br />
! Description<br />
<br />
|- <br />
| 2000&ndash;5000 || an absolutely remarkable sense of others' emotions<br />
|-<br />
| 1750&ndash;1999 || a great sense of empathy<br />
|-<br />
| 1500&ndash;1749 || a very good sense of empathy<br />
|-<br />
| 1250&ndash;1499 || an ability to read emotions fairly well<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || poor empathy<br />
|-<br />
| 251&ndash;500 || a very bad sense of empathy<br />
|-<br />
| 1&ndash;250 || next to no empathy<br />
|-<br />
| 0 || the utter inability to judge others' emotions<br />
|}<br />
<br />
===Social Awareness===<br />
The dwarf median social awareness of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value <br />
! Description<br />
|- <br />
| 2000&ndash;5000 || a shockingly profound feel for social relationships<br />
|-<br />
| 1750&ndash;1999 || a great feel for social relationships<br />
|-<br />
| 1500&ndash;1749 || a very good feel for social relationships<br />
|-<br />
| 1250&ndash;1499 || a good feel for social relationships<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || a meager ability with social relationships<br />
|-<br />
| 251&ndash;500 || a poor ability to manage or understand social relationships<br />
|-<br />
| 1&ndash;250 || a lack of understanding of social relationships<br />
|-<br />
| 0 || an absolute inability to understand social relationships<br />
|}<br />
<br />
=== Skills By Soul Attribute ===<br />
{{SkillsBySoulAttribute}}<br />
<br />
== Skills by Associated Attributes ==<br />
:''If your browser cannot display this table properly you can view the [[Attribute_table_old|legacy version]].''<br />
<br />
{| border="1" cellpadding="2" style="border-spacing: 0; border-width: 1px; border-style: solid; text-align:center;"<br />
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"<br />
! style="text-align:center;" | <br><br><br><br><br><br>Skill<br />
{{Rotated-heading|[[#Agility|Agility]]}}<br />
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}<br />
{{Rotated-heading|[[#Creativity|Creativity]]}}<br />
{{Rotated-heading|[[#Empathy|Empathy]]}}<br />
{{Rotated-heading|[[#Endurance|Endurance]]}}<br />
{{Rotated-heading|[[#Focus|Focus]]}}<br />
{{Rotated-heading|[[#Intuition|Intuition]]}}<br />
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}<br />
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}<br />
{{Rotated-heading|[[#Memory|Memory]]}}<br />
{{Rotated-heading|[[#Patience|Patience]]}}<br />
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}<br />
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}<br />
{{Rotated-heading|[[#Strength|Strength]]}}<br />
{{Rotated-heading|[[#Toughness|Toughness]]}}<br />
{{Rotated-heading|[[#Willpower|Willpower]]}}<br />
|-style="background:#f5f5f5;"<br />
| [[Ambusher]] || {{X}} || || || || || {{X}} || || {{X}} || || || || || {{X}} || || || <br />
|-<br />
| [[Animal caretaker]] ||{{X}}||{{X}}|| ||{{X}}|| || || || || ||{{X}}|| || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Animal dissector]] ||{{X}}|| || || || || || ||{{X}}|| || || || || || || || <br />
|-<br />
| [[Animal trainer]] ||{{X}}|| || ||{{X}}||{{X}}|| ||{{X}}|| || || ||{{X}}|| || || ||{{X}}|| <br />
|-style="background:#f5f5f5;"<br />
| [[Appraiser]] || ||{{X}}|| || || || ||{{X}}|| || ||{{X}}|| || || || || || <br />
|-<br />
| [[Archer]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Armor user]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| {{X}}<br />
|-<br />
| [[Armorsmith]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Biter]] || || || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}||{{X}}|| {{X}}<br />
|-<br />
| [[Blowgunner]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Bone carver]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Bone doctor]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Bowman]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Bowyer]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Brewer]] ||{{X}}|| || || || || || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Building designer]] || ||{{X}}||{{X}}|| || || || || || || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Butcher]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Carpenter]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Cheese maker]] ||{{X}}||{{X}}||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Clothier]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"<br />
! style="text-align:center;" | <br><br><br><br><br><br>Skill<br />
{{Rotated-heading|[[#Agility|Agility]]}}<br />
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}<br />
{{Rotated-heading|[[#Creativity|Creativity]]}}<br />
{{Rotated-heading|[[#Empathy|Empathy]]}}<br />
{{Rotated-heading|[[#Endurance|Endurance]]}}<br />
{{Rotated-heading|[[#Focus|Focus]]}}<br />
{{Rotated-heading|[[#Intuition|Intuition]]}}<br />
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}<br />
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}<br />
{{Rotated-heading|[[#Memory|Memory]]}}<br />
{{Rotated-heading|[[#Patience|Patience]]}}<br />
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}<br />
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}<br />
{{Rotated-heading|[[#Strength|Strength]]}}<br />
{{Rotated-heading|[[#Toughness|Toughness]]}}<br />
{{Rotated-heading|[[#Willpower|Willpower]]}}<br />
|-<br />
| Combat(*) ||{{X}}|| || || || || || ||{{X}}|| || || || ||{{X}}||{{X}}||{{X}}|| {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Comedian]](**) ||{{X}}|| ||{{X}}|| || || || ||{{X}}||{{X}}|| || || || || || || <br />
|-<br />
| [[Cook]] ||{{X}}||{{X}}||{{X}}|| || || || ||{{X}}|| || || || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Crossbowman]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Crutch walker]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}|| || || {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Diagnostician]] || ||{{X}}|| || || || ||{{X}}|| || ||{{X}}|| || || || || || <br />
|-<br />
| [[Dodger]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Dyer]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Engraver]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Fish cleaner]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || || || || <br />
|-<br />
| [[Fish dissector]] ||{{X}}|| || || || || || ||{{X}}|| || || || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Fisherdwarf]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || ||{{X}}|| || ||{{X}}|| || <br />
|-<br />
| [[Furnace operator]] || ||{{X}}|| || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-style="background:#f5f5f5;"<br />
| [[Gem cutter]] ||{{X}}||{{X}}|| || || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Gem setter]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Glassmaker]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Grower]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Herbalist]] ||{{X}}|| || || || || || ||{{X}}|| ||{{X}}|| || || || || || <br />
|-<br />
| [[Intimidator]](**) ||{{X}}|| || || || || || ||{{X}}||{{X}}|| || || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Judge of intent]] || || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}|| || || || <br />
|-<br />
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"<br />
! style="text-align:center;" | <br><br><br><br><br><br>Skill<br />
{{Rotated-heading|[[#Agility|Agility]]}}<br />
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}<br />
{{Rotated-heading|[[#Creativity|Creativity]]}}<br />
{{Rotated-heading|[[#Empathy|Empathy]]}}<br />
{{Rotated-heading|[[#Endurance|Endurance]]}}<br />
{{Rotated-heading|[[#Focus|Focus]]}}<br />
{{Rotated-heading|[[#Intuition|Intuition]]}}<br />
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}<br />
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}<br />
{{Rotated-heading|[[#Memory|Memory]]}}<br />
{{Rotated-heading|[[#Patience|Patience]]}}<br />
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}<br />
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}<br />
{{Rotated-heading|[[#Strength|Strength]]}}<br />
{{Rotated-heading|[[#Toughness|Toughness]]}}<br />
{{Rotated-heading|[[#Willpower|Willpower]]}}<br />
|-<br />
| [[Knapper]] ||{{X}}||{{X}}|| || || || || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Leatherworker]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Liar]](**) || || ||{{X}}|| || || || || ||{{X}}|| || ||{{X}}|| || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Lye maker]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-<br />
| [[Mason]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Mechanic]] ||{{X}}||{{X}}||{{X}}|| ||{{X}}|| || || || || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Metal crafter]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Metalsmith]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Milker]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Miller]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Miner]] || || || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}||{{X}}|| {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Observer]] || || || || || ||{{X}}||{{X}}|| || || || || ||{{X}}|| || || <br />
|-<br />
| [[Organizer]] || ||{{X}}||{{X}}|| || || || || || || || ||{{X}}|| || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Potash maker]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-<br />
| [[Pump operator]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Record keeper]] || ||{{X}}|| || || ||{{X}}|| || || ||{{X}}|| || || || || || <br />
|-<br />
| [[Siege engineer]] ||{{X}}||{{X}}||{{X}}|| ||{{X}}|| || || || || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Siege operator]] || ||{{X}}|| || ||{{X}}||{{X}}|| || || || || || ||{{X}}||{{X}}||{{X}}|| <br />
|-<br />
| [[Soaper]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-style="background:#f5f5f5;"<br />
| Social(***) || || || ||{{X}}|| || || || ||{{X}}|| || ||{{X}}|| || || || <br />
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"<br />
! style="text-align:center;" | <br><br><br><br><br><br>Skill<br />
{{Rotated-heading|[[#Agility|Agility]]}}<br />
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}<br />
{{Rotated-heading|[[#Creativity|Creativity]]}}<br />
{{Rotated-heading|[[#Empathy|Empathy]]}}<br />
{{Rotated-heading|[[#Endurance|Endurance]]}}<br />
{{Rotated-heading|[[#Focus|Focus]]}}<br />
{{Rotated-heading|[[#Intuition|Intuition]]}}<br />
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}<br />
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}<br />
{{Rotated-heading|[[#Memory|Memory]]}}<br />
{{Rotated-heading|[[#Patience|Patience]]}}<br />
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}<br />
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}<br />
{{Rotated-heading|[[#Strength|Strength]]}}<br />
{{Rotated-heading|[[#Toughness|Toughness]]}}<br />
{{Rotated-heading|[[#Willpower|Willpower]]}}<br />
|-<br />
| [[Stone crafter]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Strand extractor]] ||{{X}}||{{X}}|| || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Student]] || ||{{X}}|| || || ||{{X}}|| || || ||{{X}}|| || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Surgeon]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Suturer]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Swimmer]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || {{X}}<br />
|-<br />
| [[Tanner]] ||{{X}}|| || || || || || ||{{X}}|| || || || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Thresher]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Trapper]] ||{{X}}||{{X}}||{{X}}|| || || || || || || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Weaponsmith]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Weaver]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Wood crafter]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Wood cutter]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Wood burner]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-<br />
| [[Wound dresser]] ||{{X}}|| || ||{{X}}|| || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Wrestler]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || {{X}}<br />
|}<br />
<br />
(*) 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}}<br />
<br />
(**) Unless otherwise prohibited by traits.<br />
<br />
(***) 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]].<br />
<br />
Implemented but unknown:<br />
[[Shearer]], [[Spinner]], [[Presser]], [[Beekeeper]], [[Potter]], [[Glazer]], [[Wax worker]]<br />
<br />
Notes:<br />
This data assumes, without evidence, that the same skills use <i>some</i> 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.<br />
<br />
*Spatial Sense and Kinesthetic Sense are almost everywhere<br />
*Nothing trains Disease Resistance, Recuperation, or Musicality<br />
*Intimidation and Comedy, social skills, raise Agility. Dwarven comedy is slapstick/clowning, not stand-up.<br />
*knowledge_acquisition (student) doesn't boost skill gain except for teacher-student relations in a barracks<br />
*Choose high-volume labors that train useful attributes for milita day-jobs/bootcamp<br />
*Fishing, Siege Operating, and Record Keeping are useful for marksdwarves as they train the Focus attribute<br />
*Hunting (ambusher/sneak) has identical attribute gain to Crossbow and Archer skills<br />
<br />
===Attributes trained by skills===<br />
'''Strength''':<br />
<br />
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)<br />
<br />
'''Agility''':<br />
<br />
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)<br />
<br />
'''Toughness''':<br />
<br />
Miner, Animal trainer, Lye maker, Potash maker, Soaper, Wood burner, Furnace operator, Pump operator, Siege operator, Druid, all general combat and close combat skills<br />
<br />
'''Endurance''':<br />
<br />
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<br />
<br />
'''Disease Resistance''':<br />
<br />
Nothing!<br />
<br />
'''Recuperation''':<br />
<br />
Swimming while drowning(Slow gain) {{Verify}}, Recovering from wounds {{Verify}}<br />
<br />
'''Analytical Ability''':<br />
<br />
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<br />
<br />
'''Memory''':<br />
<br />
Animal caretaker, Diagnostician, Herbalist, Appraiser, Record keeper, Student, Reader<br />
<br />
'''Creativity''':<br />
<br />
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<br />
<br />
'''Intuition''':<br />
<br />
Animal trainer, Diagnostician, Alchemist, Appraiser, Observer, Military tactics, Poet, Wordsmith, Writer<br />
<br />
'''Focus''':<br />
<br />
Bone doctor, Surgeon, Suturer, Fisherdwarf, Siege operator, Record keeper, Concentration, Observer, Student, Tracker, Discipline, Reader, ranged combat/hunting skills<br />
<br />
'''Willpower''':<br />
<br />
Miner, Wood cutter, Crutch-walker, Pump operator, Swimmer, Concentration, Discipline, all general combat and close combat skills<br />
<br />
'''Patience''':<br />
<br />
Animal trainer, Fisherdwarf, Concentration<br />
<br />
'''Spatial Sense''':<br />
<br />
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)<br />
<br />
'''Kinesthetic Sense''':<br />
<br />
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<br />
<br />
'''Linguistic Ability''':<br />
<br />
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)<br />
<br />
'''Musicality''':<br />
<br />
Nothing!<br />
<br />
'''Empathy''':<br />
<br />
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)<br />
<br />
'''Social Awareness''':<br />
<br />
Organizer, Conversationalist, Flatterer, Judge of intent, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)<br />
<br />
== Dwarf Attributes ==<br />
<br />
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. <br />
<br />
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.<br />
<br />
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...<br />
<br />
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.<br />
<br />
Agility is "-", the only attribute to be below default. Its ranges are [150:600:800:900:1000:1100:1500], mean 862.5, median 900.<br />
<br />
== Training Attributes == <br />
<br />
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). <br />
<br />
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). <br />
attribute_cap = starting_value + max {starting_value, median} <br />
<br />
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 [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.</div>Dree12https://dwarffortresswiki.org/index.php?title=Attribute&diff=207203Attribute2014-07-23T23:59:56Z<p>Dree12: /* Soul Attributes */ quote</p>
<hr />
<div>{{Quality|Fine|14:23, 18 July 2014 (UTC)}}<br />
{{Migrated_article}}<br />
<br />
{{av}}<br />
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.<br />
<br />
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.<br />
<br />
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]].<br />
<br />
Attributes can be viewed for individual dwarves by selecting {{k|v}}iew dwarves, {{k|z}}, {{k|enter}} or by going to the {{k|u}}nits menu, {{k|v}}iew, then {{k|enter}}.<br />
<br />
== Descriptions ==<br />
In-game attribute descriptions are calculated based on the difference from the [[creature|species]] average<!-- caste average? -->. [[Human]]s' 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.<br />
<br />
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.<br />
<br />
These descriptions are not used in [[adventurer mode]].<br />
<br />
== Body Attributes ==<br />
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 trait]]s where one may prefer higher or lower depending on the situation.<br />
<br />
=== Strength ===<br />
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. The dwarf median of 1250 is higher than average, but not by much.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 2250&ndash;5000 || unbelievably strong<br />
|-<br />
| 2000&ndash;2249 || mighty<br />
|-<br />
| 1750&ndash;1999 || very strong<br />
|-<br />
| 1500&ndash;1749 || strong<br />
|-<br />
| 1001&ndash;1499 || (no description)<br />
|-<br />
| 751&ndash;1000 || weak<br />
|-<br />
| 501&ndash;750 || very weak<br />
|-<br />
| 251&ndash;500 || unquestionably weak<br />
|-<br />
| 0&ndash;250 || unfathomably weak<br />
|}<br />
<br />
===Agility===<br />
This attribute affects the speed of a creature's fast-moving [[gait]]s in the same way as strength &mdash; 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.<br />
<br />
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".<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 1900&ndash;5000 || amazingly agile<br />
|-<br />
| 1650&ndash;1899 || extremely agile<br />
|-<br />
| 1400&ndash;1649 || very agile<br />
|-<br />
| 1150&ndash;1399 || agile<br />
|-<br />
| 651&ndash;1149 || (no description)<br />
|-<br />
| 401&ndash;650 || clumsy<br />
|-<br />
| 151&ndash;400 || quite clumsy<br />
|-<br />
| 0&ndash;150 || totally clumsy<br />
|-<br />
| (never displayed) || abysmally clumsy<br />
|}<br />
<br />
===Toughness===<br />
Reduces physical damage. The dwarf median of 1250 is higher than average, but not by much.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 2250&ndash;5000 || basically unbreakable<br />
|-<br />
| 2000&ndash;2249 || incredibly tough<br />
|-<br />
| 1750&ndash;1999 || quite durable<br />
|-<br />
| 1500&ndash;1749 || tough<br />
|-<br />
| 1001&ndash;1499 || (no description)<br />
|-<br />
| 751&ndash;1000 || flimsy<br />
|-<br />
| 501&ndash;750 || very flimsy<br />
|-<br />
| 251&ndash;500 || remarkably flimsy<br />
|-<br />
| 0&ndash;250 || shockingly fragile<br />
|}<br />
<br />
===Endurance===<br />
Reduces the rate at which dwarves become exhausted. The dwarf median endurance of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|- <br />
| 2000&ndash;5000 || absolutely inexhaustible<br />
|-<br />
| 1750&ndash;1999 || indefatigable<br />
|-<br />
| 1500&ndash;1749 || very slow to tire<br />
|-<br />
| 1250&ndash;1499 || slow to tire<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || quick to tire<br />
|-<br />
| 251&ndash;500 || very quick to tire<br />
|-<br />
| 1&ndash;250 || extremely quick to tire<br />
|-<br />
| 0 || truly quick to tire<br />
|}<br />
<br />
===Recuperation===<br />
Increases the rate of wound healing. The dwarf median recuperation of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 2000&ndash;5000 || possessed of amazing recuperative powers<br />
|-<br />
| 1750&ndash;1999 || incredibly quick to heal<br />
|-<br />
| 1500&ndash;1749 || quite quick to heal<br />
|-<br />
| 1250&ndash;1499 || quick to heal<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || slow to heal<br />
|-<br />
| 251&ndash;500 || very slow to heal<br />
|-<br />
| 1&ndash;250 || really slow to heal<br />
|-<br />
| 0 || shockingly slow to heal<br />
|}<br />
<br />
===Disease Resistance===<br />
Reduces the risk of disease. The dwarf median disease resistance of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 2000&ndash;5000 || virtually never sick<br />
|-<br />
| 1750&ndash;1999 || almost never sick<br />
|-<br />
| 1500&ndash;1749 || very rarely sick<br />
|-<br />
| 1250&ndash;1499 || rarely sick<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || susceptible to disease<br />
|-<br />
| 251&ndash;500 || quite susceptible to disease<br />
|-<br />
| 1&ndash;250 || really susceptible to disease<br />
|-<br />
| 0 || stunningly susceptible to disease<br />
|}<br />
<br />
=== Skills By Body Attribute ===<br />
{{SkillsByBodyAttribute}}<br />
<br />
==Soul Attributes==<br />
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 trait]]s where one may prefer higher or lower depending on the situation.<br />
<br />
From [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312 this post by Toady One]:<br />
<blockquote><br />
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.<br />
</blockquote><br />
<br />
At the [[#Skills By Soul Attribute|bottom]] is a list of which attributes affect which skills. [[:Image:DFmental.PNG|This]] pair of charts provides an easier to read summary of the soul attributes that are useful for doctors and soldiers.<br />
<br />
{|<br />
|-<br />
|width=50%|<br />
===Analytical Ability===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (+)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2250&ndash;5000 || awesome intellectual powers<br />
|-<br />
| 2000&ndash;2249 || great analytical abilities<br />
|-<br />
| 1750&ndash;1999 || a sharp intellect<br />
|-<br />
| 1500&ndash;1749 || a good intellect<br />
|-<br />
| 751&ndash;1000 || poor analytical abilities<br />
|-<br />
| 501&ndash;750 || very bad analytical abilities<br />
|-<br />
| 251&ndash;500 || a lousy intellect<br />
|-<br />
| 0&ndash;250 || a stunning lack of analytical ability<br />
|}<br />
<br />
|width=50%|<br />
<br />
===Focus===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (++)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2542&ndash;5000 || unbreakable focus<br />
|-<br />
| 2292&ndash;2541 || a great ability to focus<br />
|-<br />
| 2042&ndash;2291 || very good focus<br />
|-<br />
| 1792&ndash;2041 || the ability to focus<br />
|-<br />
| 1043&ndash;1292 || poor focus<br />
|-<br />
| 793&ndash;1042 || quite poor focus<br />
|-<br />
| 543&ndash;792 || really poor focus<br />
|-<br />
| 0&ndash;542 || the absolute inability to focus<br />
|}<br />
<br />
|-<br />
|<br />
===Willpower===<br />
Willpower directly reduces exertion and pain effects.<br />
<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || an unbreakable will<br />
|-<br />
| 1750&ndash;1999 || an iron will<br />
|-<br />
| 1500&ndash;1749 || a lot of willpower<br />
|-<br />
| 1250&ndash;1499 || willpower<br />
|-<br />
| 501&ndash;750 || little willpower<br />
|-<br />
| 251&ndash;500 || a large deficit of willpower<br />
|-<br />
| 1&ndash;250 || next to no willpower<br />
|-<br />
| 0 || absolutely no willpower<br />
|}<br />
<br />
|<br />
===Creativity===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (+)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2250&ndash;5000 || a boundless creative imagination<br />
|-<br />
| 2000&ndash;2249 || great creativity<br />
|-<br />
| 1751&ndash;1999 || very good creativity<br />
|-<br />
| 1500&ndash;1750 || good creativity<br />
|-<br />
| 751&ndash;1000 || meager creativity<br />
|-<br />
| 501&ndash;750 || poor creativity<br />
|-<br />
| 251&ndash;500 || lousy creativity<br />
|-<br />
| 0&ndash;250 || next to no creative talent<br />
|}<br />
<br />
|-<br />
|<br />
<br />
===Intuition===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || uncanny intuition<br />
|-<br />
| 1750&ndash;1999 || great intuition<br />
|-<br />
| 1500&ndash;1749 || very good intuition<br />
|-<br />
| 1250&ndash;1499 || good intuition<br />
|-<br />
| 501&ndash;750 || bad intuition<br />
|-<br />
| 251&ndash;500 || very bad intuition<br />
|-<br />
| 1&ndash;250 || lousy intuition<br />
|-<br />
| 0 || horrible intuition<br />
|}<br />
<br />
|<br />
===Patience===<br />
Some non-skill tasks are affected by Patience.<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (+)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2250&ndash;5000 || absolutely boundless patience<br />
|-<br />
| 2000&ndash;2249 || a deep well of patience<br />
|-<br />
| 1750&ndash;1999 || a great deal of patience<br />
|-<br />
| 1500&ndash;1749 || a sum of patience<br />
|-<br />
| 751&ndash;1000 || a shortage of patience<br />
|-<br />
| 501&ndash;750 || little patience<br />
|-<br />
| 251&ndash;500 || very little patience<br />
|-<br />
| 0&ndash;250 || no patience at all<br />
|}<br />
<br />
|-<br />
|<br />
===Memory===<br />
<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (+)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2250&ndash;5000 || an astonishing memory<br />
|-<br />
| 2000&ndash;2249 || an amazing memory<br />
|-<br />
| 1750&ndash;1999 || a great memory<br />
|-<br />
| 1500&ndash;1749 || a good memory<br />
|-<br />
| 751&ndash;1000 || an iffy memory<br />
|-<br />
| 501&ndash;750 || a poor memory<br />
|-<br />
| 251&ndash;500 || a really bad memory<br />
|-<br />
| 0&ndash;250 || little memory to speak of<br />
|}<br />
<br />
|<br />
<br />
===Linguistic Ability===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || an astonishing ability with languages and words<br />
|-<br />
| 1750&ndash;1999 || a great affinity for language<br />
|-<br />
| 1500&ndash;1749 || a natural inclination toward language<br />
|-<br />
| 1250&ndash;1499 || a way with words<br />
|-<br />
| 501&ndash;750 || a little difficulty with words<br />
|-<br />
| 251&ndash;500 || little linguistic ability<br />
|-<br />
| 1&ndash;250 || very little linguistic ability<br />
|-<br />
| 0 || difficulty with words and language<br />
|}<br />
<br />
|-<br />
|<br />
===Spatial Sense===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (++)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2542&ndash;5000 || a stunning feel for spatial relationships<br />
|-<br />
| 2292&ndash;2541 || an amazing spatial sense<br />
|-<br />
| 2042&ndash;2291 || a great feel for the surrounding space<br />
|-<br />
| 1792&ndash;2041 || a good spatial sense<br />
|-<br />
| 1043&ndash;1292 || a questionable spatial sense<br />
|-<br />
| 793&ndash;1042 || poor spatial senses<br />
|-<br />
| 543&ndash;792 || an atrocious spatial sense<br />
|-<br />
| 0&ndash;542 || no sense for spatial relationships<br />
|}<br />
<br />
|<br />
===Musicality===<br />
This attribute doesn't affect any skills.<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || an astonishing knack for music<br />
|-<br />
| 1750&ndash;1999 || a great musical sense<br />
|-<br />
| 1500&ndash;1749 || a natural ability with music<br />
|-<br />
| 1250&ndash;1499 || a feel for music<br />
|-<br />
| 501&ndash;750 || an iffy sense for music<br />
|-<br />
| 251&ndash;500 || little natural inclination toward music<br />
|-<br />
| 1&ndash;250 || next to no natural musical ability<br />
|-<br />
| 0 || absolutely no feel for music at all<br />
|}<br />
<br />
|-<br />
|<br />
===Kinesthetic Sense===<br />
Most skills involving any movement at all (lots of them), and many non-skilled tasks as well are affected by Kinesthetic Sense.<br />
<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || an astounding feel for the position of own body<br />
|-<br />
| 1750&ndash;1999 || a great kinesthetic sense<br />
|-<br />
| 1500&ndash;1749 || a very good sense of the position of own body<br />
|-<br />
| 1250&ndash;1499 || a good kinesthetic sense<br />
|-<br />
| 501&ndash;750 || a meager kinesthetic sense<br />
|-<br />
| 251&ndash;500 || a poor kinesthetic sense<br />
|-<br />
| 1&ndash;250 || a very clumsy kinesthetic sense<br />
|-<br />
| 0 || an unbelievably atrocious sense of the position of own body<br />
|}<br />
<br />
|<br />
===Empathy===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || an absolutely remarkable sense of others' emotions<br />
|-<br />
| 1750&ndash;1999 || a great sense of empathy<br />
|-<br />
| 1500&ndash;1749 || a very good sense of empathy<br />
|-<br />
| 1250&ndash;1499 || an ability to read emotions fairly well<br />
|-<br />
| 501&ndash;750 || poor empathy<br />
|-<br />
| 251&ndash;500 || a very bad sense of empathy<br />
|-<br />
| 1&ndash;250 || next to no empathy<br />
|-<br />
| 0 || the utter inability to judge others' emotions<br />
|}<br />
<br />
|-<br />
|<br />
===Social Awareness===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || a shockingly profound feel for social relationships<br />
|-<br />
| 1750&ndash;1999 || a great feel for social relationships<br />
|-<br />
| 1500&ndash;1749 || a very good feel for social relationships<br />
|-<br />
| 1250&ndash;1499 || a good feel for social relationships<br />
|-<br />
| 501&ndash;750 || a meager ability with social relationships<br />
|-<br />
| 251&ndash;500 || a poor ability to manage or understand social relationships<br />
|-<br />
| 1&ndash;250 || a lack of understanding of social relationships<br />
|-<br />
| 0 || an absolute inability to understand social relationships<br />
|}<br />
|}<br />
=== Skills By Soul Attribute ===<br />
{{SkillsBySoulAttribute}}<br />
<br />
== Skills by Associated Attributes ==<br />
:''If your browser cannot display this table properly you can view the [[Attribute_table_old|legacy version]].''<br />
<br />
{| border="1" cellpadding="2" style="border-spacing: 0; border-width: 1px; border-style: solid; text-align:center;"<br />
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"<br />
! style="text-align:center;" | <br><br><br><br><br><br>Skill<br />
{{Rotated-heading|[[#Agility|Agility]]}}<br />
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}<br />
{{Rotated-heading|[[#Creativity|Creativity]]}}<br />
{{Rotated-heading|[[#Empathy|Empathy]]}}<br />
{{Rotated-heading|[[#Endurance|Endurance]]}}<br />
{{Rotated-heading|[[#Focus|Focus]]}}<br />
{{Rotated-heading|[[#Intuition|Intuition]]}}<br />
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}<br />
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}<br />
{{Rotated-heading|[[#Memory|Memory]]}}<br />
{{Rotated-heading|[[#Patience|Patience]]}}<br />
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}<br />
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}<br />
{{Rotated-heading|[[#Strength|Strength]]}}<br />
{{Rotated-heading|[[#Toughness|Toughness]]}}<br />
{{Rotated-heading|[[#Willpower|Willpower]]}}<br />
|-style="background:#f5f5f5;"<br />
| [[Ambusher]] || {{X}} || || || || || {{X}} || || {{X}} || || || || || {{X}} || || || <br />
|-<br />
| [[Animal caretaker]] ||{{X}}||{{X}}|| ||{{X}}|| || || || || ||{{X}}|| || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Animal dissector]] ||{{X}}|| || || || || || ||{{X}}|| || || || || || || || <br />
|-<br />
| [[Animal trainer]] ||{{X}}|| || ||{{X}}||{{X}}|| ||{{X}}|| || || ||{{X}}|| || || ||{{X}}|| <br />
|-style="background:#f5f5f5;"<br />
| [[Appraiser]] || ||{{X}}|| || || || ||{{X}}|| || ||{{X}}|| || || || || || <br />
|-<br />
| [[Archer]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Armor user]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| {{X}}<br />
|-<br />
| [[Armorsmith]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Biter]] || || || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}||{{X}}|| {{X}}<br />
|-<br />
| [[Blowgunner]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Bone carver]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Bone doctor]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Bowman]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Bowyer]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Brewer]] ||{{X}}|| || || || || || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Building designer]] || ||{{X}}||{{X}}|| || || || || || || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Butcher]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Carpenter]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Cheese maker]] ||{{X}}||{{X}}||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Clothier]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"<br />
! style="text-align:center;" | <br><br><br><br><br><br>Skill<br />
{{Rotated-heading|[[#Agility|Agility]]}}<br />
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}<br />
{{Rotated-heading|[[#Creativity|Creativity]]}}<br />
{{Rotated-heading|[[#Empathy|Empathy]]}}<br />
{{Rotated-heading|[[#Endurance|Endurance]]}}<br />
{{Rotated-heading|[[#Focus|Focus]]}}<br />
{{Rotated-heading|[[#Intuition|Intuition]]}}<br />
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}<br />
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}<br />
{{Rotated-heading|[[#Memory|Memory]]}}<br />
{{Rotated-heading|[[#Patience|Patience]]}}<br />
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}<br />
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}<br />
{{Rotated-heading|[[#Strength|Strength]]}}<br />
{{Rotated-heading|[[#Toughness|Toughness]]}}<br />
{{Rotated-heading|[[#Willpower|Willpower]]}}<br />
|-<br />
| Combat(*) ||{{X}}|| || || || || || ||{{X}}|| || || || ||{{X}}||{{X}}||{{X}}|| {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Comedian]](**) ||{{X}}|| ||{{X}}|| || || || ||{{X}}||{{X}}|| || || || || || || <br />
|-<br />
| [[Cook]] ||{{X}}||{{X}}||{{X}}|| || || || ||{{X}}|| || || || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Crossbowman]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Crutch walker]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}|| || || {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Diagnostician]] || ||{{X}}|| || || || ||{{X}}|| || ||{{X}}|| || || || || || <br />
|-<br />
| [[Dodger]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Dyer]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Engraver]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Fish cleaner]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || || || || <br />
|-<br />
| [[Fish dissector]] ||{{X}}|| || || || || || ||{{X}}|| || || || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Fisherdwarf]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || ||{{X}}|| || ||{{X}}|| || <br />
|-<br />
| [[Furnace operator]] || ||{{X}}|| || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-style="background:#f5f5f5;"<br />
| [[Gem cutter]] ||{{X}}||{{X}}|| || || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Gem setter]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Glassmaker]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Grower]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Herbalist]] ||{{X}}|| || || || || || ||{{X}}|| ||{{X}}|| || || || || || <br />
|-<br />
| [[Intimidator]](**) ||{{X}}|| || || || || || ||{{X}}||{{X}}|| || || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Judge of intent]] || || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}|| || || || <br />
|-<br />
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"<br />
! style="text-align:center;" | <br><br><br><br><br><br>Skill<br />
{{Rotated-heading|[[#Agility|Agility]]}}<br />
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}<br />
{{Rotated-heading|[[#Creativity|Creativity]]}}<br />
{{Rotated-heading|[[#Empathy|Empathy]]}}<br />
{{Rotated-heading|[[#Endurance|Endurance]]}}<br />
{{Rotated-heading|[[#Focus|Focus]]}}<br />
{{Rotated-heading|[[#Intuition|Intuition]]}}<br />
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}<br />
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}<br />
{{Rotated-heading|[[#Memory|Memory]]}}<br />
{{Rotated-heading|[[#Patience|Patience]]}}<br />
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}<br />
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}<br />
{{Rotated-heading|[[#Strength|Strength]]}}<br />
{{Rotated-heading|[[#Toughness|Toughness]]}}<br />
{{Rotated-heading|[[#Willpower|Willpower]]}}<br />
|-<br />
| [[Knapper]] ||{{X}}||{{X}}|| || || || || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Leatherworker]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Liar]](**) || || ||{{X}}|| || || || || ||{{X}}|| || ||{{X}}|| || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Lye maker]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-<br />
| [[Mason]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Mechanic]] ||{{X}}||{{X}}||{{X}}|| ||{{X}}|| || || || || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Metal crafter]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Metalsmith]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Milker]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Miller]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Miner]] || || || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}||{{X}}|| {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Observer]] || || || || || ||{{X}}||{{X}}|| || || || || ||{{X}}|| || || <br />
|-<br />
| [[Organizer]] || ||{{X}}||{{X}}|| || || || || || || || ||{{X}}|| || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Potash maker]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-<br />
| [[Pump operator]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Record keeper]] || ||{{X}}|| || || ||{{X}}|| || || ||{{X}}|| || || || || || <br />
|-<br />
| [[Siege engineer]] ||{{X}}||{{X}}||{{X}}|| ||{{X}}|| || || || || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Siege operator]] || ||{{X}}|| || ||{{X}}||{{X}}|| || || || || || ||{{X}}||{{X}}||{{X}}|| <br />
|-<br />
| [[Soaper]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-style="background:#f5f5f5;"<br />
| Social(***) || || || ||{{X}}|| || || || ||{{X}}|| || ||{{X}}|| || || || <br />
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"<br />
! style="text-align:center;" | <br><br><br><br><br><br>Skill<br />
{{Rotated-heading|[[#Agility|Agility]]}}<br />
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}<br />
{{Rotated-heading|[[#Creativity|Creativity]]}}<br />
{{Rotated-heading|[[#Empathy|Empathy]]}}<br />
{{Rotated-heading|[[#Endurance|Endurance]]}}<br />
{{Rotated-heading|[[#Focus|Focus]]}}<br />
{{Rotated-heading|[[#Intuition|Intuition]]}}<br />
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}<br />
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}<br />
{{Rotated-heading|[[#Memory|Memory]]}}<br />
{{Rotated-heading|[[#Patience|Patience]]}}<br />
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}<br />
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}<br />
{{Rotated-heading|[[#Strength|Strength]]}}<br />
{{Rotated-heading|[[#Toughness|Toughness]]}}<br />
{{Rotated-heading|[[#Willpower|Willpower]]}}<br />
|-<br />
| [[Stone crafter]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Strand extractor]] ||{{X}}||{{X}}|| || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Student]] || ||{{X}}|| || || ||{{X}}|| || || ||{{X}}|| || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Surgeon]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Suturer]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Swimmer]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || {{X}}<br />
|-<br />
| [[Tanner]] ||{{X}}|| || || || || || ||{{X}}|| || || || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Thresher]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Trapper]] ||{{X}}||{{X}}||{{X}}|| || || || || || || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Weaponsmith]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Weaver]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Wood crafter]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Wood cutter]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Wood burner]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-<br />
| [[Wound dresser]] ||{{X}}|| || ||{{X}}|| || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Wrestler]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || {{X}}<br />
|}<br />
<br />
(*) 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}}<br />
<br />
(**) Unless otherwise prohibited by traits.<br />
<br />
(***) 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]].<br />
<br />
Implemented but unknown:<br />
[[Shearer]], [[Spinner]], [[Presser]], [[Beekeeper]], [[Potter]], [[Glazer]], [[Wax worker]]<br />
<br />
Notes:<br />
This data assumes, without evidence, that the same skills use <i>some</i> 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.<br />
<br />
*Spatial Sense and Kinesthetic Sense are almost everywhere<br />
*Nothing trains Disease Resistance, Recuperation, or Musicality<br />
*Intimidation and Comedy, social skills, raise Agility. Dwarven comedy is slapstick/clowning, not stand-up.<br />
*knowledge_acquisition (student) doesn't boost skill gain except for teacher-student relations in a barracks<br />
*Choose high-volume labors that train useful attributes for milita day-jobs/bootcamp<br />
*Fishing, Siege Operating, and Record Keeping are useful for marksdwarves as they train the Focus attribute<br />
*Hunting (ambusher/sneak) has identical attribute gain to Crossbow and Archer skills<br />
<br />
===Attributes trained by skills===<br />
'''Strength''':<br />
<br />
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)<br />
<br />
'''Agility''':<br />
<br />
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)<br />
<br />
'''Toughness''':<br />
<br />
Miner, Animal trainer, Lye maker, Potash maker, Soaper, Wood burner, Furnace operator, Pump operator, Siege operator, Druid, all general combat and close combat skills<br />
<br />
'''Endurance''':<br />
<br />
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<br />
<br />
'''Disease Resistance''':<br />
<br />
Nothing!<br />
<br />
'''Recuperation''':<br />
<br />
Swimming while drowning(Slow gain) {{Verify}}, Recovering from wounds {{Verify}}<br />
<br />
'''Analytical Ability''':<br />
<br />
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<br />
<br />
'''Memory''':<br />
<br />
Animal caretaker, Diagnostician, Herbalist, Appraiser, Record keeper, Student, Reader<br />
<br />
'''Creativity''':<br />
<br />
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<br />
<br />
'''Intuition''':<br />
<br />
Animal trainer, Diagnostician, Alchemist, Appraiser, Observer, Military tactics, Poet, Wordsmith, Writer<br />
<br />
'''Focus''':<br />
<br />
Bone doctor, Surgeon, Suturer, Fisherdwarf, Siege operator, Record keeper, Concentration, Observer, Student, Tracker, Discipline, Reader, ranged combat/hunting skills<br />
<br />
'''Willpower''':<br />
<br />
Miner, Wood cutter, Crutch-walker, Pump operator, Swimmer, Concentration, Discipline, all general combat and close combat skills<br />
<br />
'''Patience''':<br />
<br />
Animal trainer, Fisherdwarf, Concentration<br />
<br />
'''Spatial Sense''':<br />
<br />
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)<br />
<br />
'''Kinesthetic Sense''':<br />
<br />
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<br />
<br />
'''Linguistic Ability''':<br />
<br />
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)<br />
<br />
'''Musicality''':<br />
<br />
Nothing!<br />
<br />
'''Empathy''':<br />
<br />
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)<br />
<br />
'''Social Awareness''':<br />
<br />
Organizer, Conversationalist, Flatterer, Judge of intent, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)<br />
<br />
== Dwarf Attributes ==<br />
<br />
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. <br />
<br />
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.<br />
<br />
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...<br />
<br />
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.<br />
<br />
Agility is "-", the only attribute to be below default. Its ranges are [150:600:800:900:1000:1100:1500], mean 862.5, median 900.<br />
<br />
== Training Attributes == <br />
<br />
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). <br />
<br />
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). <br />
attribute_cap = starting_value + max {starting_value, median} <br />
<br />
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 [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.</div>Dree12https://dwarffortresswiki.org/index.php?title=Attribute&diff=207202Attribute2014-07-23T23:59:02Z<p>Dree12: add information</p>
<hr />
<div>{{Quality|Fine|14:23, 18 July 2014 (UTC)}}<br />
{{Migrated_article}}<br />
<br />
{{av}}<br />
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.<br />
<br />
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.<br />
<br />
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]].<br />
<br />
Attributes can be viewed for individual dwarves by selecting {{k|v}}iew dwarves, {{k|z}}, {{k|enter}} or by going to the {{k|u}}nits menu, {{k|v}}iew, then {{k|enter}}.<br />
<br />
== Descriptions ==<br />
In-game attribute descriptions are calculated based on the difference from the [[creature|species]] average<!-- caste average? -->. [[Human]]s' 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.<br />
<br />
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.<br />
<br />
These descriptions are not used in [[adventurer mode]].<br />
<br />
== Body Attributes ==<br />
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 trait]]s where one may prefer higher or lower depending on the situation.<br />
<br />
=== Strength ===<br />
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. The dwarf median of 1250 is higher than average, but not by much.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 2250&ndash;5000 || unbelievably strong<br />
|-<br />
| 2000&ndash;2249 || mighty<br />
|-<br />
| 1750&ndash;1999 || very strong<br />
|-<br />
| 1500&ndash;1749 || strong<br />
|-<br />
| 1001&ndash;1499 || (no description)<br />
|-<br />
| 751&ndash;1000 || weak<br />
|-<br />
| 501&ndash;750 || very weak<br />
|-<br />
| 251&ndash;500 || unquestionably weak<br />
|-<br />
| 0&ndash;250 || unfathomably weak<br />
|}<br />
<br />
===Agility===<br />
This attribute affects the speed of a creature's fast-moving [[gait]]s in the same way as strength &mdash; 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.<br />
<br />
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".<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 1900&ndash;5000 || amazingly agile<br />
|-<br />
| 1650&ndash;1899 || extremely agile<br />
|-<br />
| 1400&ndash;1649 || very agile<br />
|-<br />
| 1150&ndash;1399 || agile<br />
|-<br />
| 651&ndash;1149 || (no description)<br />
|-<br />
| 401&ndash;650 || clumsy<br />
|-<br />
| 151&ndash;400 || quite clumsy<br />
|-<br />
| 0&ndash;150 || totally clumsy<br />
|-<br />
| (never displayed) || abysmally clumsy<br />
|}<br />
<br />
===Toughness===<br />
Reduces physical damage. The dwarf median of 1250 is higher than average, but not by much.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 2250&ndash;5000 || basically unbreakable<br />
|-<br />
| 2000&ndash;2249 || incredibly tough<br />
|-<br />
| 1750&ndash;1999 || quite durable<br />
|-<br />
| 1500&ndash;1749 || tough<br />
|-<br />
| 1001&ndash;1499 || (no description)<br />
|-<br />
| 751&ndash;1000 || flimsy<br />
|-<br />
| 501&ndash;750 || very flimsy<br />
|-<br />
| 251&ndash;500 || remarkably flimsy<br />
|-<br />
| 0&ndash;250 || shockingly fragile<br />
|}<br />
<br />
===Endurance===<br />
Reduces the rate at which dwarves become exhausted. The dwarf median endurance of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|- <br />
| 2000&ndash;5000 || absolutely inexhaustible<br />
|-<br />
| 1750&ndash;1999 || indefatigable<br />
|-<br />
| 1500&ndash;1749 || very slow to tire<br />
|-<br />
| 1250&ndash;1499 || slow to tire<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || quick to tire<br />
|-<br />
| 251&ndash;500 || very quick to tire<br />
|-<br />
| 1&ndash;250 || extremely quick to tire<br />
|-<br />
| 0 || truly quick to tire<br />
|}<br />
<br />
===Recuperation===<br />
Increases the rate of wound healing. The dwarf median recuperation of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 2000&ndash;5000 || possessed of amazing recuperative powers<br />
|-<br />
| 1750&ndash;1999 || incredibly quick to heal<br />
|-<br />
| 1500&ndash;1749 || quite quick to heal<br />
|-<br />
| 1250&ndash;1499 || quick to heal<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || slow to heal<br />
|-<br />
| 251&ndash;500 || very slow to heal<br />
|-<br />
| 1&ndash;250 || really slow to heal<br />
|-<br />
| 0 || shockingly slow to heal<br />
|}<br />
<br />
===Disease Resistance===<br />
Reduces the risk of disease. The dwarf median disease resistance of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 2000&ndash;5000 || virtually never sick<br />
|-<br />
| 1750&ndash;1999 || almost never sick<br />
|-<br />
| 1500&ndash;1749 || very rarely sick<br />
|-<br />
| 1250&ndash;1499 || rarely sick<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || susceptible to disease<br />
|-<br />
| 251&ndash;500 || quite susceptible to disease<br />
|-<br />
| 1&ndash;250 || really susceptible to disease<br />
|-<br />
| 0 || stunningly susceptible to disease<br />
|}<br />
<br />
=== Skills By Body Attribute ===<br />
{{SkillsByBodyAttribute}}<br />
<br />
==Soul Attributes==<br />
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 trait]]s where one may prefer higher or lower depending on the situation.<br />
<br />
From [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312 this post by Toady One]<br />
<br />
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.<br />
<br />
At the [[#Skills By Soul Attribute|bottom]] is a list of which attributes affect which skills. [[:Image:DFmental.PNG|This]] pair of charts provides an easier to read summary of the soul attributes that are useful for doctors and soldiers.<br />
<br />
{|<br />
|-<br />
|width=50%|<br />
===Analytical Ability===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (+)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2250&ndash;5000 || awesome intellectual powers<br />
|-<br />
| 2000&ndash;2249 || great analytical abilities<br />
|-<br />
| 1750&ndash;1999 || a sharp intellect<br />
|-<br />
| 1500&ndash;1749 || a good intellect<br />
|-<br />
| 751&ndash;1000 || poor analytical abilities<br />
|-<br />
| 501&ndash;750 || very bad analytical abilities<br />
|-<br />
| 251&ndash;500 || a lousy intellect<br />
|-<br />
| 0&ndash;250 || a stunning lack of analytical ability<br />
|}<br />
<br />
|width=50%|<br />
<br />
===Focus===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (++)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2542&ndash;5000 || unbreakable focus<br />
|-<br />
| 2292&ndash;2541 || a great ability to focus<br />
|-<br />
| 2042&ndash;2291 || very good focus<br />
|-<br />
| 1792&ndash;2041 || the ability to focus<br />
|-<br />
| 1043&ndash;1292 || poor focus<br />
|-<br />
| 793&ndash;1042 || quite poor focus<br />
|-<br />
| 543&ndash;792 || really poor focus<br />
|-<br />
| 0&ndash;542 || the absolute inability to focus<br />
|}<br />
<br />
|-<br />
|<br />
===Willpower===<br />
Willpower directly reduces exertion and pain effects.<br />
<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || an unbreakable will<br />
|-<br />
| 1750&ndash;1999 || an iron will<br />
|-<br />
| 1500&ndash;1749 || a lot of willpower<br />
|-<br />
| 1250&ndash;1499 || willpower<br />
|-<br />
| 501&ndash;750 || little willpower<br />
|-<br />
| 251&ndash;500 || a large deficit of willpower<br />
|-<br />
| 1&ndash;250 || next to no willpower<br />
|-<br />
| 0 || absolutely no willpower<br />
|}<br />
<br />
|<br />
===Creativity===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (+)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2250&ndash;5000 || a boundless creative imagination<br />
|-<br />
| 2000&ndash;2249 || great creativity<br />
|-<br />
| 1751&ndash;1999 || very good creativity<br />
|-<br />
| 1500&ndash;1750 || good creativity<br />
|-<br />
| 751&ndash;1000 || meager creativity<br />
|-<br />
| 501&ndash;750 || poor creativity<br />
|-<br />
| 251&ndash;500 || lousy creativity<br />
|-<br />
| 0&ndash;250 || next to no creative talent<br />
|}<br />
<br />
|-<br />
|<br />
<br />
===Intuition===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || uncanny intuition<br />
|-<br />
| 1750&ndash;1999 || great intuition<br />
|-<br />
| 1500&ndash;1749 || very good intuition<br />
|-<br />
| 1250&ndash;1499 || good intuition<br />
|-<br />
| 501&ndash;750 || bad intuition<br />
|-<br />
| 251&ndash;500 || very bad intuition<br />
|-<br />
| 1&ndash;250 || lousy intuition<br />
|-<br />
| 0 || horrible intuition<br />
|}<br />
<br />
|<br />
===Patience===<br />
Some non-skill tasks are affected by Patience.<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (+)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2250&ndash;5000 || absolutely boundless patience<br />
|-<br />
| 2000&ndash;2249 || a deep well of patience<br />
|-<br />
| 1750&ndash;1999 || a great deal of patience<br />
|-<br />
| 1500&ndash;1749 || a sum of patience<br />
|-<br />
| 751&ndash;1000 || a shortage of patience<br />
|-<br />
| 501&ndash;750 || little patience<br />
|-<br />
| 251&ndash;500 || very little patience<br />
|-<br />
| 0&ndash;250 || no patience at all<br />
|}<br />
<br />
|-<br />
|<br />
===Memory===<br />
<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (+)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2250&ndash;5000 || an astonishing memory<br />
|-<br />
| 2000&ndash;2249 || an amazing memory<br />
|-<br />
| 1750&ndash;1999 || a great memory<br />
|-<br />
| 1500&ndash;1749 || a good memory<br />
|-<br />
| 751&ndash;1000 || an iffy memory<br />
|-<br />
| 501&ndash;750 || a poor memory<br />
|-<br />
| 251&ndash;500 || a really bad memory<br />
|-<br />
| 0&ndash;250 || little memory to speak of<br />
|}<br />
<br />
|<br />
<br />
===Linguistic Ability===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || an astonishing ability with languages and words<br />
|-<br />
| 1750&ndash;1999 || a great affinity for language<br />
|-<br />
| 1500&ndash;1749 || a natural inclination toward language<br />
|-<br />
| 1250&ndash;1499 || a way with words<br />
|-<br />
| 501&ndash;750 || a little difficulty with words<br />
|-<br />
| 251&ndash;500 || little linguistic ability<br />
|-<br />
| 1&ndash;250 || very little linguistic ability<br />
|-<br />
| 0 || difficulty with words and language<br />
|}<br />
<br />
|-<br />
|<br />
===Spatial Sense===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (++)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2542&ndash;5000 || a stunning feel for spatial relationships<br />
|-<br />
| 2292&ndash;2541 || an amazing spatial sense<br />
|-<br />
| 2042&ndash;2291 || a great feel for the surrounding space<br />
|-<br />
| 1792&ndash;2041 || a good spatial sense<br />
|-<br />
| 1043&ndash;1292 || a questionable spatial sense<br />
|-<br />
| 793&ndash;1042 || poor spatial senses<br />
|-<br />
| 543&ndash;792 || an atrocious spatial sense<br />
|-<br />
| 0&ndash;542 || no sense for spatial relationships<br />
|}<br />
<br />
|<br />
===Musicality===<br />
This attribute doesn't affect any skills.<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || an astonishing knack for music<br />
|-<br />
| 1750&ndash;1999 || a great musical sense<br />
|-<br />
| 1500&ndash;1749 || a natural ability with music<br />
|-<br />
| 1250&ndash;1499 || a feel for music<br />
|-<br />
| 501&ndash;750 || an iffy sense for music<br />
|-<br />
| 251&ndash;500 || little natural inclination toward music<br />
|-<br />
| 1&ndash;250 || next to no natural musical ability<br />
|-<br />
| 0 || absolutely no feel for music at all<br />
|}<br />
<br />
|-<br />
|<br />
===Kinesthetic Sense===<br />
Most skills involving any movement at all (lots of them), and many non-skilled tasks as well are affected by Kinesthetic Sense.<br />
<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || an astounding feel for the position of own body<br />
|-<br />
| 1750&ndash;1999 || a great kinesthetic sense<br />
|-<br />
| 1500&ndash;1749 || a very good sense of the position of own body<br />
|-<br />
| 1250&ndash;1499 || a good kinesthetic sense<br />
|-<br />
| 501&ndash;750 || a meager kinesthetic sense<br />
|-<br />
| 251&ndash;500 || a poor kinesthetic sense<br />
|-<br />
| 1&ndash;250 || a very clumsy kinesthetic sense<br />
|-<br />
| 0 || an unbelievably atrocious sense of the position of own body<br />
|}<br />
<br />
|<br />
===Empathy===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || an absolutely remarkable sense of others' emotions<br />
|-<br />
| 1750&ndash;1999 || a great sense of empathy<br />
|-<br />
| 1500&ndash;1749 || a very good sense of empathy<br />
|-<br />
| 1250&ndash;1499 || an ability to read emotions fairly well<br />
|-<br />
| 501&ndash;750 || poor empathy<br />
|-<br />
| 251&ndash;500 || a very bad sense of empathy<br />
|-<br />
| 1&ndash;250 || next to no empathy<br />
|-<br />
| 0 || the utter inability to judge others' emotions<br />
|}<br />
<br />
|-<br />
|<br />
===Social Awareness===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || a shockingly profound feel for social relationships<br />
|-<br />
| 1750&ndash;1999 || a great feel for social relationships<br />
|-<br />
| 1500&ndash;1749 || a very good feel for social relationships<br />
|-<br />
| 1250&ndash;1499 || a good feel for social relationships<br />
|-<br />
| 501&ndash;750 || a meager ability with social relationships<br />
|-<br />
| 251&ndash;500 || a poor ability to manage or understand social relationships<br />
|-<br />
| 1&ndash;250 || a lack of understanding of social relationships<br />
|-<br />
| 0 || an absolute inability to understand social relationships<br />
|}<br />
|}<br />
=== Skills By Soul Attribute ===<br />
{{SkillsBySoulAttribute}}<br />
<br />
== Skills by Associated Attributes ==<br />
:''If your browser cannot display this table properly you can view the [[Attribute_table_old|legacy version]].''<br />
<br />
{| border="1" cellpadding="2" style="border-spacing: 0; border-width: 1px; border-style: solid; text-align:center;"<br />
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"<br />
! style="text-align:center;" | <br><br><br><br><br><br>Skill<br />
{{Rotated-heading|[[#Agility|Agility]]}}<br />
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}<br />
{{Rotated-heading|[[#Creativity|Creativity]]}}<br />
{{Rotated-heading|[[#Empathy|Empathy]]}}<br />
{{Rotated-heading|[[#Endurance|Endurance]]}}<br />
{{Rotated-heading|[[#Focus|Focus]]}}<br />
{{Rotated-heading|[[#Intuition|Intuition]]}}<br />
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}<br />
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}<br />
{{Rotated-heading|[[#Memory|Memory]]}}<br />
{{Rotated-heading|[[#Patience|Patience]]}}<br />
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}<br />
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}<br />
{{Rotated-heading|[[#Strength|Strength]]}}<br />
{{Rotated-heading|[[#Toughness|Toughness]]}}<br />
{{Rotated-heading|[[#Willpower|Willpower]]}}<br />
|-style="background:#f5f5f5;"<br />
| [[Ambusher]] || {{X}} || || || || || {{X}} || || {{X}} || || || || || {{X}} || || || <br />
|-<br />
| [[Animal caretaker]] ||{{X}}||{{X}}|| ||{{X}}|| || || || || ||{{X}}|| || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Animal dissector]] ||{{X}}|| || || || || || ||{{X}}|| || || || || || || || <br />
|-<br />
| [[Animal trainer]] ||{{X}}|| || ||{{X}}||{{X}}|| ||{{X}}|| || || ||{{X}}|| || || ||{{X}}|| <br />
|-style="background:#f5f5f5;"<br />
| [[Appraiser]] || ||{{X}}|| || || || ||{{X}}|| || ||{{X}}|| || || || || || <br />
|-<br />
| [[Archer]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Armor user]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| {{X}}<br />
|-<br />
| [[Armorsmith]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Biter]] || || || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}||{{X}}|| {{X}}<br />
|-<br />
| [[Blowgunner]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Bone carver]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Bone doctor]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Bowman]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Bowyer]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Brewer]] ||{{X}}|| || || || || || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Building designer]] || ||{{X}}||{{X}}|| || || || || || || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Butcher]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Carpenter]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Cheese maker]] ||{{X}}||{{X}}||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Clothier]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"<br />
! style="text-align:center;" | <br><br><br><br><br><br>Skill<br />
{{Rotated-heading|[[#Agility|Agility]]}}<br />
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}<br />
{{Rotated-heading|[[#Creativity|Creativity]]}}<br />
{{Rotated-heading|[[#Empathy|Empathy]]}}<br />
{{Rotated-heading|[[#Endurance|Endurance]]}}<br />
{{Rotated-heading|[[#Focus|Focus]]}}<br />
{{Rotated-heading|[[#Intuition|Intuition]]}}<br />
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}<br />
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}<br />
{{Rotated-heading|[[#Memory|Memory]]}}<br />
{{Rotated-heading|[[#Patience|Patience]]}}<br />
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}<br />
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}<br />
{{Rotated-heading|[[#Strength|Strength]]}}<br />
{{Rotated-heading|[[#Toughness|Toughness]]}}<br />
{{Rotated-heading|[[#Willpower|Willpower]]}}<br />
|-<br />
| Combat(*) ||{{X}}|| || || || || || ||{{X}}|| || || || ||{{X}}||{{X}}||{{X}}|| {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Comedian]](**) ||{{X}}|| ||{{X}}|| || || || ||{{X}}||{{X}}|| || || || || || || <br />
|-<br />
| [[Cook]] ||{{X}}||{{X}}||{{X}}|| || || || ||{{X}}|| || || || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Crossbowman]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Crutch walker]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}|| || || {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Diagnostician]] || ||{{X}}|| || || || ||{{X}}|| || ||{{X}}|| || || || || || <br />
|-<br />
| [[Dodger]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Dyer]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Engraver]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Fish cleaner]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || || || || <br />
|-<br />
| [[Fish dissector]] ||{{X}}|| || || || || || ||{{X}}|| || || || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Fisherdwarf]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || ||{{X}}|| || ||{{X}}|| || <br />
|-<br />
| [[Furnace operator]] || ||{{X}}|| || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-style="background:#f5f5f5;"<br />
| [[Gem cutter]] ||{{X}}||{{X}}|| || || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Gem setter]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Glassmaker]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Grower]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Herbalist]] ||{{X}}|| || || || || || ||{{X}}|| ||{{X}}|| || || || || || <br />
|-<br />
| [[Intimidator]](**) ||{{X}}|| || || || || || ||{{X}}||{{X}}|| || || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Judge of intent]] || || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}|| || || || <br />
|-<br />
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"<br />
! style="text-align:center;" | <br><br><br><br><br><br>Skill<br />
{{Rotated-heading|[[#Agility|Agility]]}}<br />
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}<br />
{{Rotated-heading|[[#Creativity|Creativity]]}}<br />
{{Rotated-heading|[[#Empathy|Empathy]]}}<br />
{{Rotated-heading|[[#Endurance|Endurance]]}}<br />
{{Rotated-heading|[[#Focus|Focus]]}}<br />
{{Rotated-heading|[[#Intuition|Intuition]]}}<br />
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}<br />
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}<br />
{{Rotated-heading|[[#Memory|Memory]]}}<br />
{{Rotated-heading|[[#Patience|Patience]]}}<br />
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}<br />
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}<br />
{{Rotated-heading|[[#Strength|Strength]]}}<br />
{{Rotated-heading|[[#Toughness|Toughness]]}}<br />
{{Rotated-heading|[[#Willpower|Willpower]]}}<br />
|-<br />
| [[Knapper]] ||{{X}}||{{X}}|| || || || || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Leatherworker]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Liar]](**) || || ||{{X}}|| || || || || ||{{X}}|| || ||{{X}}|| || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Lye maker]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-<br />
| [[Mason]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Mechanic]] ||{{X}}||{{X}}||{{X}}|| ||{{X}}|| || || || || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Metal crafter]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Metalsmith]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Milker]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Miller]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Miner]] || || || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}||{{X}}|| {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Observer]] || || || || || ||{{X}}||{{X}}|| || || || || ||{{X}}|| || || <br />
|-<br />
| [[Organizer]] || ||{{X}}||{{X}}|| || || || || || || || ||{{X}}|| || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Potash maker]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-<br />
| [[Pump operator]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Record keeper]] || ||{{X}}|| || || ||{{X}}|| || || ||{{X}}|| || || || || || <br />
|-<br />
| [[Siege engineer]] ||{{X}}||{{X}}||{{X}}|| ||{{X}}|| || || || || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Siege operator]] || ||{{X}}|| || ||{{X}}||{{X}}|| || || || || || ||{{X}}||{{X}}||{{X}}|| <br />
|-<br />
| [[Soaper]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-style="background:#f5f5f5;"<br />
| Social(***) || || || ||{{X}}|| || || || ||{{X}}|| || ||{{X}}|| || || || <br />
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"<br />
! style="text-align:center;" | <br><br><br><br><br><br>Skill<br />
{{Rotated-heading|[[#Agility|Agility]]}}<br />
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}<br />
{{Rotated-heading|[[#Creativity|Creativity]]}}<br />
{{Rotated-heading|[[#Empathy|Empathy]]}}<br />
{{Rotated-heading|[[#Endurance|Endurance]]}}<br />
{{Rotated-heading|[[#Focus|Focus]]}}<br />
{{Rotated-heading|[[#Intuition|Intuition]]}}<br />
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}<br />
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}<br />
{{Rotated-heading|[[#Memory|Memory]]}}<br />
{{Rotated-heading|[[#Patience|Patience]]}}<br />
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}<br />
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}<br />
{{Rotated-heading|[[#Strength|Strength]]}}<br />
{{Rotated-heading|[[#Toughness|Toughness]]}}<br />
{{Rotated-heading|[[#Willpower|Willpower]]}}<br />
|-<br />
| [[Stone crafter]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Strand extractor]] ||{{X}}||{{X}}|| || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Student]] || ||{{X}}|| || || ||{{X}}|| || || ||{{X}}|| || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Surgeon]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Suturer]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Swimmer]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || {{X}}<br />
|-<br />
| [[Tanner]] ||{{X}}|| || || || || || ||{{X}}|| || || || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Thresher]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Trapper]] ||{{X}}||{{X}}||{{X}}|| || || || || || || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Weaponsmith]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Weaver]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Wood crafter]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Wood cutter]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Wood burner]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-<br />
| [[Wound dresser]] ||{{X}}|| || ||{{X}}|| || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Wrestler]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || {{X}}<br />
|}<br />
<br />
(*) 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}}<br />
<br />
(**) Unless otherwise prohibited by traits.<br />
<br />
(***) 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]].<br />
<br />
Implemented but unknown:<br />
[[Shearer]], [[Spinner]], [[Presser]], [[Beekeeper]], [[Potter]], [[Glazer]], [[Wax worker]]<br />
<br />
Notes:<br />
This data assumes, without evidence, that the same skills use <i>some</i> 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.<br />
<br />
*Spatial Sense and Kinesthetic Sense are almost everywhere<br />
*Nothing trains Disease Resistance, Recuperation, or Musicality<br />
*Intimidation and Comedy, social skills, raise Agility. Dwarven comedy is slapstick/clowning, not stand-up.<br />
*knowledge_acquisition (student) doesn't boost skill gain except for teacher-student relations in a barracks<br />
*Choose high-volume labors that train useful attributes for milita day-jobs/bootcamp<br />
*Fishing, Siege Operating, and Record Keeping are useful for marksdwarves as they train the Focus attribute<br />
*Hunting (ambusher/sneak) has identical attribute gain to Crossbow and Archer skills<br />
<br />
===Attributes trained by skills===<br />
'''Strength''':<br />
<br />
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)<br />
<br />
'''Agility''':<br />
<br />
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)<br />
<br />
'''Toughness''':<br />
<br />
Miner, Animal trainer, Lye maker, Potash maker, Soaper, Wood burner, Furnace operator, Pump operator, Siege operator, Druid, all general combat and close combat skills<br />
<br />
'''Endurance''':<br />
<br />
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<br />
<br />
'''Disease Resistance''':<br />
<br />
Nothing!<br />
<br />
'''Recuperation''':<br />
<br />
Swimming while drowning(Slow gain) {{Verify}}, Recovering from wounds {{Verify}}<br />
<br />
'''Analytical Ability''':<br />
<br />
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<br />
<br />
'''Memory''':<br />
<br />
Animal caretaker, Diagnostician, Herbalist, Appraiser, Record keeper, Student, Reader<br />
<br />
'''Creativity''':<br />
<br />
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<br />
<br />
'''Intuition''':<br />
<br />
Animal trainer, Diagnostician, Alchemist, Appraiser, Observer, Military tactics, Poet, Wordsmith, Writer<br />
<br />
'''Focus''':<br />
<br />
Bone doctor, Surgeon, Suturer, Fisherdwarf, Siege operator, Record keeper, Concentration, Observer, Student, Tracker, Discipline, Reader, ranged combat/hunting skills<br />
<br />
'''Willpower''':<br />
<br />
Miner, Wood cutter, Crutch-walker, Pump operator, Swimmer, Concentration, Discipline, all general combat and close combat skills<br />
<br />
'''Patience''':<br />
<br />
Animal trainer, Fisherdwarf, Concentration<br />
<br />
'''Spatial Sense''':<br />
<br />
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)<br />
<br />
'''Kinesthetic Sense''':<br />
<br />
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<br />
<br />
'''Linguistic Ability''':<br />
<br />
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)<br />
<br />
'''Musicality''':<br />
<br />
Nothing!<br />
<br />
'''Empathy''':<br />
<br />
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)<br />
<br />
'''Social Awareness''':<br />
<br />
Organizer, Conversationalist, Flatterer, Judge of intent, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)<br />
<br />
== Dwarf Attributes ==<br />
<br />
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. <br />
<br />
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.<br />
<br />
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...<br />
<br />
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.<br />
<br />
Agility is "-", the only attribute to be below default. Its ranges are [150:600:800:900:1000:1100:1500], mean 862.5, median 900.<br />
<br />
== Training Attributes == <br />
<br />
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). <br />
<br />
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). <br />
attribute_cap = starting_value + max {starting_value, median} <br />
<br />
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 [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.</div>Dree12https://dwarffortresswiki.org/index.php?title=Attribute&diff=207201Attribute2014-07-23T23:53:21Z<p>Dree12: /* Toughness */ remove leftover junk</p>
<hr />
<div>{{Quality|Fine|14:23, 18 July 2014 (UTC)}}<br />
{{Migrated_article}}<br />
<br />
{{av}}<br />
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.<br />
<br />
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.<br />
<br />
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]].<br />
<br />
Attributes can be viewed for individual dwarves by selecting {{k|v}}iew dwarves, {{k|z}}, {{k|enter}} or by going to the {{k|u}}nits menu, {{k|v}}iew, then {{k|enter}}.<br />
<br />
==Body Attributes==<br />
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 trait]]s where one may prefer higher or lower depending on the situation.<br />
<br />
[[Human]]s' 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.<br />
<br />
===Strength===<br />
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. The dwarf median of 1250 is higher than average, but not by much.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 2250&ndash;5000 || unbelievably strong<br />
|-<br />
| 2000&ndash;2249 || mighty<br />
|-<br />
| 1750&ndash;1999 || very strong<br />
|-<br />
| 1500&ndash;1749 || strong<br />
|-<br />
| 1001&ndash;1499 || (no description)<br />
|-<br />
| 751&ndash;1000 || weak<br />
|-<br />
| 501&ndash;750 || very weak<br />
|-<br />
| 251&ndash;500 || unquestionably weak<br />
|-<br />
| 0&ndash;250 || unfathomably weak<br />
|}<br />
<br />
===Agility===<br />
This attribute affects the speed of a creature's fast-moving [[gait]]s in the same way as strength &mdash; 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.<br />
<br />
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".<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 1900&ndash;5000 || amazingly agile<br />
|-<br />
| 1650&ndash;1899 || extremely agile<br />
|-<br />
| 1400&ndash;1649 || very agile<br />
|-<br />
| 1150&ndash;1399 || agile<br />
|-<br />
| 651&ndash;1149 || (no description)<br />
|-<br />
| 401&ndash;650 || clumsy<br />
|-<br />
| 151&ndash;400 || quite clumsy<br />
|-<br />
| 0&ndash;150 || totally clumsy<br />
|-<br />
| (never displayed) || abysmally clumsy<br />
|}<br />
<br />
===Toughness===<br />
Reduces physical damage. The dwarf median of 1250 is higher than average, but not by much.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 2250&ndash;5000 || basically unbreakable<br />
|-<br />
| 2000&ndash;2249 || incredibly tough<br />
|-<br />
| 1750&ndash;1999 || quite durable<br />
|-<br />
| 1500&ndash;1749 || tough<br />
|-<br />
| 1001&ndash;1499 || (no description)<br />
|-<br />
| 751&ndash;1000 || flimsy<br />
|-<br />
| 501&ndash;750 || very flimsy<br />
|-<br />
| 251&ndash;500 || remarkably flimsy<br />
|-<br />
| 0&ndash;250 || shockingly fragile<br />
|}<br />
<br />
===Endurance===<br />
Reduces the rate at which dwarves become exhausted. The dwarf median endurance of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|- <br />
| 2000&ndash;5000 || absolutely inexhaustible<br />
|-<br />
| 1750&ndash;1999 || indefatigable<br />
|-<br />
| 1500&ndash;1749 || very slow to tire<br />
|-<br />
| 1250&ndash;1499 || slow to tire<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || quick to tire<br />
|-<br />
| 251&ndash;500 || very quick to tire<br />
|-<br />
| 1&ndash;250 || extremely quick to tire<br />
|-<br />
| 0 || truly quick to tire<br />
|}<br />
<br />
===Recuperation===<br />
Increases the rate of wound healing. The dwarf median recuperation of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 2000&ndash;5000 || possessed of amazing recuperative powers<br />
|-<br />
| 1750&ndash;1999 || incredibly quick to heal<br />
|-<br />
| 1500&ndash;1749 || quite quick to heal<br />
|-<br />
| 1250&ndash;1499 || quick to heal<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || slow to heal<br />
|-<br />
| 251&ndash;500 || very slow to heal<br />
|-<br />
| 1&ndash;250 || really slow to heal<br />
|-<br />
| 0 || shockingly slow to heal<br />
|}<br />
<br />
===Disease Resistance===<br />
Reduces the risk of disease. The dwarf median disease resistance of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 2000&ndash;5000 || virtually never sick<br />
|-<br />
| 1750&ndash;1999 || almost never sick<br />
|-<br />
| 1500&ndash;1749 || very rarely sick<br />
|-<br />
| 1250&ndash;1499 || rarely sick<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || susceptible to disease<br />
|-<br />
| 251&ndash;500 || quite susceptible to disease<br />
|-<br />
| 1&ndash;250 || really susceptible to disease<br />
|-<br />
| 0 || stunningly susceptible to disease<br />
|}<br />
<br />
=== Skills By Body Attribute ===<br />
{{SkillsByBodyAttribute}}<br />
<br />
==Soul Attributes==<br />
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 trait]]s where one may prefer higher or lower depending on the situation.<br />
<br />
From [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312 this post by Toady One]<br />
<br />
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.<br />
<br />
At the [[#Skills By Soul Attribute|bottom]] is a list of which attributes affect which skills. [[:Image:DFmental.PNG|This]] pair of charts provides an easier to read summary of the soul attributes that are useful for doctors and soldiers.<br />
<br />
{|<br />
|-<br />
|width=50%|<br />
===Analytical Ability===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (+)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2250&ndash;5000 || awesome intellectual powers<br />
|-<br />
| 2000&ndash;2249 || great analytical abilities<br />
|-<br />
| 1750&ndash;1999 || a sharp intellect<br />
|-<br />
| 1500&ndash;1749 || a good intellect<br />
|-<br />
| 751&ndash;1000 || poor analytical abilities<br />
|-<br />
| 501&ndash;750 || very bad analytical abilities<br />
|-<br />
| 251&ndash;500 || a lousy intellect<br />
|-<br />
| 0&ndash;250 || a stunning lack of analytical ability<br />
|}<br />
<br />
|width=50%|<br />
<br />
===Focus===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (++)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2542&ndash;5000 || unbreakable focus<br />
|-<br />
| 2292&ndash;2541 || a great ability to focus<br />
|-<br />
| 2042&ndash;2291 || very good focus<br />
|-<br />
| 1792&ndash;2041 || the ability to focus<br />
|-<br />
| 1043&ndash;1292 || poor focus<br />
|-<br />
| 793&ndash;1042 || quite poor focus<br />
|-<br />
| 543&ndash;792 || really poor focus<br />
|-<br />
| 0&ndash;542 || the absolute inability to focus<br />
|}<br />
<br />
|-<br />
|<br />
===Willpower===<br />
Willpower directly reduces exertion and pain effects.<br />
<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || an unbreakable will<br />
|-<br />
| 1750&ndash;1999 || an iron will<br />
|-<br />
| 1500&ndash;1749 || a lot of willpower<br />
|-<br />
| 1250&ndash;1499 || willpower<br />
|-<br />
| 501&ndash;750 || little willpower<br />
|-<br />
| 251&ndash;500 || a large deficit of willpower<br />
|-<br />
| 1&ndash;250 || next to no willpower<br />
|-<br />
| 0 || absolutely no willpower<br />
|}<br />
<br />
|<br />
===Creativity===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (+)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2250&ndash;5000 || a boundless creative imagination<br />
|-<br />
| 2000&ndash;2249 || great creativity<br />
|-<br />
| 1751&ndash;1999 || very good creativity<br />
|-<br />
| 1500&ndash;1750 || good creativity<br />
|-<br />
| 751&ndash;1000 || meager creativity<br />
|-<br />
| 501&ndash;750 || poor creativity<br />
|-<br />
| 251&ndash;500 || lousy creativity<br />
|-<br />
| 0&ndash;250 || next to no creative talent<br />
|}<br />
<br />
|-<br />
|<br />
<br />
===Intuition===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || uncanny intuition<br />
|-<br />
| 1750&ndash;1999 || great intuition<br />
|-<br />
| 1500&ndash;1749 || very good intuition<br />
|-<br />
| 1250&ndash;1499 || good intuition<br />
|-<br />
| 501&ndash;750 || bad intuition<br />
|-<br />
| 251&ndash;500 || very bad intuition<br />
|-<br />
| 1&ndash;250 || lousy intuition<br />
|-<br />
| 0 || horrible intuition<br />
|}<br />
<br />
|<br />
===Patience===<br />
Some non-skill tasks are affected by Patience.<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (+)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2250&ndash;5000 || absolutely boundless patience<br />
|-<br />
| 2000&ndash;2249 || a deep well of patience<br />
|-<br />
| 1750&ndash;1999 || a great deal of patience<br />
|-<br />
| 1500&ndash;1749 || a sum of patience<br />
|-<br />
| 751&ndash;1000 || a shortage of patience<br />
|-<br />
| 501&ndash;750 || little patience<br />
|-<br />
| 251&ndash;500 || very little patience<br />
|-<br />
| 0&ndash;250 || no patience at all<br />
|}<br />
<br />
|-<br />
|<br />
===Memory===<br />
<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (+)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2250&ndash;5000 || an astonishing memory<br />
|-<br />
| 2000&ndash;2249 || an amazing memory<br />
|-<br />
| 1750&ndash;1999 || a great memory<br />
|-<br />
| 1500&ndash;1749 || a good memory<br />
|-<br />
| 751&ndash;1000 || an iffy memory<br />
|-<br />
| 501&ndash;750 || a poor memory<br />
|-<br />
| 251&ndash;500 || a really bad memory<br />
|-<br />
| 0&ndash;250 || little memory to speak of<br />
|}<br />
<br />
|<br />
<br />
===Linguistic Ability===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || an astonishing ability with languages and words<br />
|-<br />
| 1750&ndash;1999 || a great affinity for language<br />
|-<br />
| 1500&ndash;1749 || a natural inclination toward language<br />
|-<br />
| 1250&ndash;1499 || a way with words<br />
|-<br />
| 501&ndash;750 || a little difficulty with words<br />
|-<br />
| 251&ndash;500 || little linguistic ability<br />
|-<br />
| 1&ndash;250 || very little linguistic ability<br />
|-<br />
| 0 || difficulty with words and language<br />
|}<br />
<br />
|-<br />
|<br />
===Spatial Sense===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (++)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2542&ndash;5000 || a stunning feel for spatial relationships<br />
|-<br />
| 2292&ndash;2541 || an amazing spatial sense<br />
|-<br />
| 2042&ndash;2291 || a great feel for the surrounding space<br />
|-<br />
| 1792&ndash;2041 || a good spatial sense<br />
|-<br />
| 1043&ndash;1292 || a questionable spatial sense<br />
|-<br />
| 793&ndash;1042 || poor spatial senses<br />
|-<br />
| 543&ndash;792 || an atrocious spatial sense<br />
|-<br />
| 0&ndash;542 || no sense for spatial relationships<br />
|}<br />
<br />
|<br />
===Musicality===<br />
This attribute doesn't affect any skills.<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || an astonishing knack for music<br />
|-<br />
| 1750&ndash;1999 || a great musical sense<br />
|-<br />
| 1500&ndash;1749 || a natural ability with music<br />
|-<br />
| 1250&ndash;1499 || a feel for music<br />
|-<br />
| 501&ndash;750 || an iffy sense for music<br />
|-<br />
| 251&ndash;500 || little natural inclination toward music<br />
|-<br />
| 1&ndash;250 || next to no natural musical ability<br />
|-<br />
| 0 || absolutely no feel for music at all<br />
|}<br />
<br />
|-<br />
|<br />
===Kinesthetic Sense===<br />
Most skills involving any movement at all (lots of them), and many non-skilled tasks as well are affected by Kinesthetic Sense.<br />
<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || an astounding feel for the position of own body<br />
|-<br />
| 1750&ndash;1999 || a great kinesthetic sense<br />
|-<br />
| 1500&ndash;1749 || a very good sense of the position of own body<br />
|-<br />
| 1250&ndash;1499 || a good kinesthetic sense<br />
|-<br />
| 501&ndash;750 || a meager kinesthetic sense<br />
|-<br />
| 251&ndash;500 || a poor kinesthetic sense<br />
|-<br />
| 1&ndash;250 || a very clumsy kinesthetic sense<br />
|-<br />
| 0 || an unbelievably atrocious sense of the position of own body<br />
|}<br />
<br />
|<br />
===Empathy===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || an absolutely remarkable sense of others' emotions<br />
|-<br />
| 1750&ndash;1999 || a great sense of empathy<br />
|-<br />
| 1500&ndash;1749 || a very good sense of empathy<br />
|-<br />
| 1250&ndash;1499 || an ability to read emotions fairly well<br />
|-<br />
| 501&ndash;750 || poor empathy<br />
|-<br />
| 251&ndash;500 || a very bad sense of empathy<br />
|-<br />
| 1&ndash;250 || next to no empathy<br />
|-<br />
| 0 || the utter inability to judge others' emotions<br />
|}<br />
<br />
|-<br />
|<br />
===Social Awareness===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || a shockingly profound feel for social relationships<br />
|-<br />
| 1750&ndash;1999 || a great feel for social relationships<br />
|-<br />
| 1500&ndash;1749 || a very good feel for social relationships<br />
|-<br />
| 1250&ndash;1499 || a good feel for social relationships<br />
|-<br />
| 501&ndash;750 || a meager ability with social relationships<br />
|-<br />
| 251&ndash;500 || a poor ability to manage or understand social relationships<br />
|-<br />
| 1&ndash;250 || a lack of understanding of social relationships<br />
|-<br />
| 0 || an absolute inability to understand social relationships<br />
|}<br />
|}<br />
=== Skills By Soul Attribute ===<br />
{{SkillsBySoulAttribute}}<br />
<br />
== Skills by Associated Attributes ==<br />
:''If your browser cannot display this table properly you can view the [[Attribute_table_old|legacy version]].''<br />
<br />
{| border="1" cellpadding="2" style="border-spacing: 0; border-width: 1px; border-style: solid; text-align:center;"<br />
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"<br />
! style="text-align:center;" | <br><br><br><br><br><br>Skill<br />
{{Rotated-heading|[[#Agility|Agility]]}}<br />
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}<br />
{{Rotated-heading|[[#Creativity|Creativity]]}}<br />
{{Rotated-heading|[[#Empathy|Empathy]]}}<br />
{{Rotated-heading|[[#Endurance|Endurance]]}}<br />
{{Rotated-heading|[[#Focus|Focus]]}}<br />
{{Rotated-heading|[[#Intuition|Intuition]]}}<br />
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}<br />
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}<br />
{{Rotated-heading|[[#Memory|Memory]]}}<br />
{{Rotated-heading|[[#Patience|Patience]]}}<br />
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}<br />
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}<br />
{{Rotated-heading|[[#Strength|Strength]]}}<br />
{{Rotated-heading|[[#Toughness|Toughness]]}}<br />
{{Rotated-heading|[[#Willpower|Willpower]]}}<br />
|-style="background:#f5f5f5;"<br />
| [[Ambusher]] || {{X}} || || || || || {{X}} || || {{X}} || || || || || {{X}} || || || <br />
|-<br />
| [[Animal caretaker]] ||{{X}}||{{X}}|| ||{{X}}|| || || || || ||{{X}}|| || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Animal dissector]] ||{{X}}|| || || || || || ||{{X}}|| || || || || || || || <br />
|-<br />
| [[Animal trainer]] ||{{X}}|| || ||{{X}}||{{X}}|| ||{{X}}|| || || ||{{X}}|| || || ||{{X}}|| <br />
|-style="background:#f5f5f5;"<br />
| [[Appraiser]] || ||{{X}}|| || || || ||{{X}}|| || ||{{X}}|| || || || || || <br />
|-<br />
| [[Archer]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Armor user]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| {{X}}<br />
|-<br />
| [[Armorsmith]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Biter]] || || || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}||{{X}}|| {{X}}<br />
|-<br />
| [[Blowgunner]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Bone carver]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Bone doctor]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Bowman]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Bowyer]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Brewer]] ||{{X}}|| || || || || || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Building designer]] || ||{{X}}||{{X}}|| || || || || || || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Butcher]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Carpenter]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Cheese maker]] ||{{X}}||{{X}}||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Clothier]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"<br />
! style="text-align:center;" | <br><br><br><br><br><br>Skill<br />
{{Rotated-heading|[[#Agility|Agility]]}}<br />
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}<br />
{{Rotated-heading|[[#Creativity|Creativity]]}}<br />
{{Rotated-heading|[[#Empathy|Empathy]]}}<br />
{{Rotated-heading|[[#Endurance|Endurance]]}}<br />
{{Rotated-heading|[[#Focus|Focus]]}}<br />
{{Rotated-heading|[[#Intuition|Intuition]]}}<br />
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}<br />
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}<br />
{{Rotated-heading|[[#Memory|Memory]]}}<br />
{{Rotated-heading|[[#Patience|Patience]]}}<br />
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}<br />
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}<br />
{{Rotated-heading|[[#Strength|Strength]]}}<br />
{{Rotated-heading|[[#Toughness|Toughness]]}}<br />
{{Rotated-heading|[[#Willpower|Willpower]]}}<br />
|-<br />
| Combat(*) ||{{X}}|| || || || || || ||{{X}}|| || || || ||{{X}}||{{X}}||{{X}}|| {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Comedian]](**) ||{{X}}|| ||{{X}}|| || || || ||{{X}}||{{X}}|| || || || || || || <br />
|-<br />
| [[Cook]] ||{{X}}||{{X}}||{{X}}|| || || || ||{{X}}|| || || || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Crossbowman]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Crutch walker]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}|| || || {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Diagnostician]] || ||{{X}}|| || || || ||{{X}}|| || ||{{X}}|| || || || || || <br />
|-<br />
| [[Dodger]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Dyer]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Engraver]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Fish cleaner]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || || || || <br />
|-<br />
| [[Fish dissector]] ||{{X}}|| || || || || || ||{{X}}|| || || || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Fisherdwarf]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || ||{{X}}|| || ||{{X}}|| || <br />
|-<br />
| [[Furnace operator]] || ||{{X}}|| || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-style="background:#f5f5f5;"<br />
| [[Gem cutter]] ||{{X}}||{{X}}|| || || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Gem setter]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Glassmaker]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Grower]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Herbalist]] ||{{X}}|| || || || || || ||{{X}}|| ||{{X}}|| || || || || || <br />
|-<br />
| [[Intimidator]](**) ||{{X}}|| || || || || || ||{{X}}||{{X}}|| || || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Judge of intent]] || || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}|| || || || <br />
|-<br />
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"<br />
! style="text-align:center;" | <br><br><br><br><br><br>Skill<br />
{{Rotated-heading|[[#Agility|Agility]]}}<br />
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}<br />
{{Rotated-heading|[[#Creativity|Creativity]]}}<br />
{{Rotated-heading|[[#Empathy|Empathy]]}}<br />
{{Rotated-heading|[[#Endurance|Endurance]]}}<br />
{{Rotated-heading|[[#Focus|Focus]]}}<br />
{{Rotated-heading|[[#Intuition|Intuition]]}}<br />
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}<br />
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}<br />
{{Rotated-heading|[[#Memory|Memory]]}}<br />
{{Rotated-heading|[[#Patience|Patience]]}}<br />
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}<br />
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}<br />
{{Rotated-heading|[[#Strength|Strength]]}}<br />
{{Rotated-heading|[[#Toughness|Toughness]]}}<br />
{{Rotated-heading|[[#Willpower|Willpower]]}}<br />
|-<br />
| [[Knapper]] ||{{X}}||{{X}}|| || || || || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Leatherworker]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Liar]](**) || || ||{{X}}|| || || || || ||{{X}}|| || ||{{X}}|| || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Lye maker]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-<br />
| [[Mason]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Mechanic]] ||{{X}}||{{X}}||{{X}}|| ||{{X}}|| || || || || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Metal crafter]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Metalsmith]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Milker]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Miller]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Miner]] || || || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}||{{X}}|| {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Observer]] || || || || || ||{{X}}||{{X}}|| || || || || ||{{X}}|| || || <br />
|-<br />
| [[Organizer]] || ||{{X}}||{{X}}|| || || || || || || || ||{{X}}|| || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Potash maker]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-<br />
| [[Pump operator]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Record keeper]] || ||{{X}}|| || || ||{{X}}|| || || ||{{X}}|| || || || || || <br />
|-<br />
| [[Siege engineer]] ||{{X}}||{{X}}||{{X}}|| ||{{X}}|| || || || || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Siege operator]] || ||{{X}}|| || ||{{X}}||{{X}}|| || || || || || ||{{X}}||{{X}}||{{X}}|| <br />
|-<br />
| [[Soaper]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-style="background:#f5f5f5;"<br />
| Social(***) || || || ||{{X}}|| || || || ||{{X}}|| || ||{{X}}|| || || || <br />
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"<br />
! style="text-align:center;" | <br><br><br><br><br><br>Skill<br />
{{Rotated-heading|[[#Agility|Agility]]}}<br />
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}<br />
{{Rotated-heading|[[#Creativity|Creativity]]}}<br />
{{Rotated-heading|[[#Empathy|Empathy]]}}<br />
{{Rotated-heading|[[#Endurance|Endurance]]}}<br />
{{Rotated-heading|[[#Focus|Focus]]}}<br />
{{Rotated-heading|[[#Intuition|Intuition]]}}<br />
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}<br />
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}<br />
{{Rotated-heading|[[#Memory|Memory]]}}<br />
{{Rotated-heading|[[#Patience|Patience]]}}<br />
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}<br />
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}<br />
{{Rotated-heading|[[#Strength|Strength]]}}<br />
{{Rotated-heading|[[#Toughness|Toughness]]}}<br />
{{Rotated-heading|[[#Willpower|Willpower]]}}<br />
|-<br />
| [[Stone crafter]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Strand extractor]] ||{{X}}||{{X}}|| || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Student]] || ||{{X}}|| || || ||{{X}}|| || || ||{{X}}|| || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Surgeon]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Suturer]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Swimmer]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || {{X}}<br />
|-<br />
| [[Tanner]] ||{{X}}|| || || || || || ||{{X}}|| || || || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Thresher]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Trapper]] ||{{X}}||{{X}}||{{X}}|| || || || || || || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Weaponsmith]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Weaver]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Wood crafter]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Wood cutter]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Wood burner]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-<br />
| [[Wound dresser]] ||{{X}}|| || ||{{X}}|| || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Wrestler]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || {{X}}<br />
|}<br />
<br />
(*) 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}}<br />
<br />
(**) Unless otherwise prohibited by traits.<br />
<br />
(***) 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]].<br />
<br />
Implemented but unknown:<br />
[[Shearer]], [[Spinner]], [[Presser]], [[Beekeeper]], [[Potter]], [[Glazer]], [[Wax worker]]<br />
<br />
Notes:<br />
This data assumes, without evidence, that the same skills use <i>some</i> 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.<br />
<br />
*Spatial Sense and Kinesthetic Sense are almost everywhere<br />
*Nothing trains Disease Resistance, Recuperation, or Musicality<br />
*Intimidation and Comedy, social skills, raise Agility. Dwarven comedy is slapstick/clowning, not stand-up.<br />
*knowledge_acquisition (student) doesn't boost skill gain except for teacher-student relations in a barracks<br />
*Choose high-volume labors that train useful attributes for milita day-jobs/bootcamp<br />
*Fishing, Siege Operating, and Record Keeping are useful for marksdwarves as they train the Focus attribute<br />
*Hunting (ambusher/sneak) has identical attribute gain to Crossbow and Archer skills<br />
<br />
===Attributes trained by skills===<br />
'''Strength''':<br />
<br />
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)<br />
<br />
'''Agility''':<br />
<br />
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)<br />
<br />
'''Toughness''':<br />
<br />
Miner, Animal trainer, Lye maker, Potash maker, Soaper, Wood burner, Furnace operator, Pump operator, Siege operator, Druid, all general combat and close combat skills<br />
<br />
'''Endurance''':<br />
<br />
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<br />
<br />
'''Disease Resistance''':<br />
<br />
Nothing!<br />
<br />
'''Recuperation''':<br />
<br />
Swimming while drowning(Slow gain) {{Verify}}, Recovering from wounds {{Verify}}<br />
<br />
'''Analytical Ability''':<br />
<br />
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<br />
<br />
'''Memory''':<br />
<br />
Animal caretaker, Diagnostician, Herbalist, Appraiser, Record keeper, Student, Reader<br />
<br />
'''Creativity''':<br />
<br />
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<br />
<br />
'''Intuition''':<br />
<br />
Animal trainer, Diagnostician, Alchemist, Appraiser, Observer, Military tactics, Poet, Wordsmith, Writer<br />
<br />
'''Focus''':<br />
<br />
Bone doctor, Surgeon, Suturer, Fisherdwarf, Siege operator, Record keeper, Concentration, Observer, Student, Tracker, Discipline, Reader, ranged combat/hunting skills<br />
<br />
'''Willpower''':<br />
<br />
Miner, Wood cutter, Crutch-walker, Pump operator, Swimmer, Concentration, Discipline, all general combat and close combat skills<br />
<br />
'''Patience''':<br />
<br />
Animal trainer, Fisherdwarf, Concentration<br />
<br />
'''Spatial Sense''':<br />
<br />
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)<br />
<br />
'''Kinesthetic Sense''':<br />
<br />
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<br />
<br />
'''Linguistic Ability''':<br />
<br />
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)<br />
<br />
'''Musicality''':<br />
<br />
Nothing!<br />
<br />
'''Empathy''':<br />
<br />
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)<br />
<br />
'''Social Awareness''':<br />
<br />
Organizer, Conversationalist, Flatterer, Judge of intent, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)<br />
<br />
== Dwarf Attributes ==<br />
<br />
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. <br />
<br />
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.<br />
<br />
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...<br />
<br />
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.<br />
<br />
Agility is "-", the only attribute to be below default. Its ranges are [150:600:800:900:1000:1100:1500], mean 862.5, median 900.<br />
<br />
== Training Attributes == <br />
<br />
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). <br />
<br />
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). <br />
attribute_cap = starting_value + max {starting_value, median} <br />
<br />
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 [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.</div>Dree12https://dwarffortresswiki.org/index.php?title=Attribute&diff=207200Attribute2014-07-23T23:52:57Z<p>Dree12: /* Body Attributes */ this page hopefully looks better on mobile</p>
<hr />
<div>{{Quality|Fine|14:23, 18 July 2014 (UTC)}}<br />
{{Migrated_article}}<br />
<br />
{{av}}<br />
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.<br />
<br />
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.<br />
<br />
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]].<br />
<br />
Attributes can be viewed for individual dwarves by selecting {{k|v}}iew dwarves, {{k|z}}, {{k|enter}} or by going to the {{k|u}}nits menu, {{k|v}}iew, then {{k|enter}}.<br />
<br />
==Body Attributes==<br />
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 trait]]s where one may prefer higher or lower depending on the situation.<br />
<br />
[[Human]]s' 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.<br />
<br />
===Strength===<br />
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. The dwarf median of 1250 is higher than average, but not by much.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 2250&ndash;5000 || unbelievably strong<br />
|-<br />
| 2000&ndash;2249 || mighty<br />
|-<br />
| 1750&ndash;1999 || very strong<br />
|-<br />
| 1500&ndash;1749 || strong<br />
|-<br />
| 1001&ndash;1499 || (no description)<br />
|-<br />
| 751&ndash;1000 || weak<br />
|-<br />
| 501&ndash;750 || very weak<br />
|-<br />
| 251&ndash;500 || unquestionably weak<br />
|-<br />
| 0&ndash;250 || unfathomably weak<br />
|}<br />
<br />
===Agility===<br />
This attribute affects the speed of a creature's fast-moving [[gait]]s in the same way as strength &mdash; 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.<br />
<br />
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".<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 1900&ndash;5000 || amazingly agile<br />
|-<br />
| 1650&ndash;1899 || extremely agile<br />
|-<br />
| 1400&ndash;1649 || very agile<br />
|-<br />
| 1150&ndash;1399 || agile<br />
|-<br />
| 651&ndash;1149 || (no description)<br />
|-<br />
| 401&ndash;650 || clumsy<br />
|-<br />
| 151&ndash;400 || quite clumsy<br />
|-<br />
| 0&ndash;150 || totally clumsy<br />
|-<br />
| (never displayed) || abysmally clumsy<br />
|}<br />
<br />
===Toughness===<br />
Reduces physical damage. The dwarf median of 1250 is higher than average, but not by much.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 2250&ndash;5000 || basically unbreakable<br />
|-<br />
| 2000&ndash;2249 || incredibly tough<br />
|-<br />
| 1750&ndash;1999 || quite durable<br />
|-<br />
| 1500&ndash;1749 || tough<br />
|-<br />
| 1001&ndash;1499 || (no description)<br />
|-<br />
| 751&ndash;1000 || flimsy<br />
|-<br />
| 501&ndash;750 || very flimsy<br />
|-<br />
| 251&ndash;500 || remarkably flimsy<br />
|-<br />
| 0&ndash;250 || shockingly fragile<br />
|}<br />
<br />
|<br />
===Endurance===<br />
Reduces the rate at which dwarves become exhausted. The dwarf median endurance of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|- <br />
| 2000&ndash;5000 || absolutely inexhaustible<br />
|-<br />
| 1750&ndash;1999 || indefatigable<br />
|-<br />
| 1500&ndash;1749 || very slow to tire<br />
|-<br />
| 1250&ndash;1499 || slow to tire<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || quick to tire<br />
|-<br />
| 251&ndash;500 || very quick to tire<br />
|-<br />
| 1&ndash;250 || extremely quick to tire<br />
|-<br />
| 0 || truly quick to tire<br />
|}<br />
<br />
===Recuperation===<br />
Increases the rate of wound healing. The dwarf median recuperation of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 2000&ndash;5000 || possessed of amazing recuperative powers<br />
|-<br />
| 1750&ndash;1999 || incredibly quick to heal<br />
|-<br />
| 1500&ndash;1749 || quite quick to heal<br />
|-<br />
| 1250&ndash;1499 || quick to heal<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || slow to heal<br />
|-<br />
| 251&ndash;500 || very slow to heal<br />
|-<br />
| 1&ndash;250 || really slow to heal<br />
|-<br />
| 0 || shockingly slow to heal<br />
|}<br />
<br />
===Disease Resistance===<br />
Reduces the risk of disease. The dwarf median disease resistance of 1000 is exactly the human average.<br />
<br />
{| {{prettytable}}<br />
! Value<br />
! Description<br />
|-<br />
| 2000&ndash;5000 || virtually never sick<br />
|-<br />
| 1750&ndash;1999 || almost never sick<br />
|-<br />
| 1500&ndash;1749 || very rarely sick<br />
|-<br />
| 1250&ndash;1499 || rarely sick<br />
|-<br />
| 751&ndash;1249 || (no description)<br />
|-<br />
| 501&ndash;750 || susceptible to disease<br />
|-<br />
| 251&ndash;500 || quite susceptible to disease<br />
|-<br />
| 1&ndash;250 || really susceptible to disease<br />
|-<br />
| 0 || stunningly susceptible to disease<br />
|}<br />
<br />
=== Skills By Body Attribute ===<br />
{{SkillsByBodyAttribute}}<br />
<br />
==Soul Attributes==<br />
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 trait]]s where one may prefer higher or lower depending on the situation.<br />
<br />
From [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312 this post by Toady One]<br />
<br />
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.<br />
<br />
At the [[#Skills By Soul Attribute|bottom]] is a list of which attributes affect which skills. [[:Image:DFmental.PNG|This]] pair of charts provides an easier to read summary of the soul attributes that are useful for doctors and soldiers.<br />
<br />
{|<br />
|-<br />
|width=50%|<br />
===Analytical Ability===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (+)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2250&ndash;5000 || awesome intellectual powers<br />
|-<br />
| 2000&ndash;2249 || great analytical abilities<br />
|-<br />
| 1750&ndash;1999 || a sharp intellect<br />
|-<br />
| 1500&ndash;1749 || a good intellect<br />
|-<br />
| 751&ndash;1000 || poor analytical abilities<br />
|-<br />
| 501&ndash;750 || very bad analytical abilities<br />
|-<br />
| 251&ndash;500 || a lousy intellect<br />
|-<br />
| 0&ndash;250 || a stunning lack of analytical ability<br />
|}<br />
<br />
|width=50%|<br />
<br />
===Focus===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (++)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2542&ndash;5000 || unbreakable focus<br />
|-<br />
| 2292&ndash;2541 || a great ability to focus<br />
|-<br />
| 2042&ndash;2291 || very good focus<br />
|-<br />
| 1792&ndash;2041 || the ability to focus<br />
|-<br />
| 1043&ndash;1292 || poor focus<br />
|-<br />
| 793&ndash;1042 || quite poor focus<br />
|-<br />
| 543&ndash;792 || really poor focus<br />
|-<br />
| 0&ndash;542 || the absolute inability to focus<br />
|}<br />
<br />
|-<br />
|<br />
===Willpower===<br />
Willpower directly reduces exertion and pain effects.<br />
<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || an unbreakable will<br />
|-<br />
| 1750&ndash;1999 || an iron will<br />
|-<br />
| 1500&ndash;1749 || a lot of willpower<br />
|-<br />
| 1250&ndash;1499 || willpower<br />
|-<br />
| 501&ndash;750 || little willpower<br />
|-<br />
| 251&ndash;500 || a large deficit of willpower<br />
|-<br />
| 1&ndash;250 || next to no willpower<br />
|-<br />
| 0 || absolutely no willpower<br />
|}<br />
<br />
|<br />
===Creativity===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (+)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2250&ndash;5000 || a boundless creative imagination<br />
|-<br />
| 2000&ndash;2249 || great creativity<br />
|-<br />
| 1751&ndash;1999 || very good creativity<br />
|-<br />
| 1500&ndash;1750 || good creativity<br />
|-<br />
| 751&ndash;1000 || meager creativity<br />
|-<br />
| 501&ndash;750 || poor creativity<br />
|-<br />
| 251&ndash;500 || lousy creativity<br />
|-<br />
| 0&ndash;250 || next to no creative talent<br />
|}<br />
<br />
|-<br />
|<br />
<br />
===Intuition===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || uncanny intuition<br />
|-<br />
| 1750&ndash;1999 || great intuition<br />
|-<br />
| 1500&ndash;1749 || very good intuition<br />
|-<br />
| 1250&ndash;1499 || good intuition<br />
|-<br />
| 501&ndash;750 || bad intuition<br />
|-<br />
| 251&ndash;500 || very bad intuition<br />
|-<br />
| 1&ndash;250 || lousy intuition<br />
|-<br />
| 0 || horrible intuition<br />
|}<br />
<br />
|<br />
===Patience===<br />
Some non-skill tasks are affected by Patience.<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (+)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2250&ndash;5000 || absolutely boundless patience<br />
|-<br />
| 2000&ndash;2249 || a deep well of patience<br />
|-<br />
| 1750&ndash;1999 || a great deal of patience<br />
|-<br />
| 1500&ndash;1749 || a sum of patience<br />
|-<br />
| 751&ndash;1000 || a shortage of patience<br />
|-<br />
| 501&ndash;750 || little patience<br />
|-<br />
| 251&ndash;500 || very little patience<br />
|-<br />
| 0&ndash;250 || no patience at all<br />
|}<br />
<br />
|-<br />
|<br />
===Memory===<br />
<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (+)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2250&ndash;5000 || an astonishing memory<br />
|-<br />
| 2000&ndash;2249 || an amazing memory<br />
|-<br />
| 1750&ndash;1999 || a great memory<br />
|-<br />
| 1500&ndash;1749 || a good memory<br />
|-<br />
| 751&ndash;1000 || an iffy memory<br />
|-<br />
| 501&ndash;750 || a poor memory<br />
|-<br />
| 251&ndash;500 || a really bad memory<br />
|-<br />
| 0&ndash;250 || little memory to speak of<br />
|}<br />
<br />
|<br />
<br />
===Linguistic Ability===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || an astonishing ability with languages and words<br />
|-<br />
| 1750&ndash;1999 || a great affinity for language<br />
|-<br />
| 1500&ndash;1749 || a natural inclination toward language<br />
|-<br />
| 1250&ndash;1499 || a way with words<br />
|-<br />
| 501&ndash;750 || a little difficulty with words<br />
|-<br />
| 251&ndash;500 || little linguistic ability<br />
|-<br />
| 1&ndash;250 || very little linguistic ability<br />
|-<br />
| 0 || difficulty with words and language<br />
|}<br />
<br />
|-<br />
|<br />
===Spatial Sense===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (++)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2542&ndash;5000 || a stunning feel for spatial relationships<br />
|-<br />
| 2292&ndash;2541 || an amazing spatial sense<br />
|-<br />
| 2042&ndash;2291 || a great feel for the surrounding space<br />
|-<br />
| 1792&ndash;2041 || a good spatial sense<br />
|-<br />
| 1043&ndash;1292 || a questionable spatial sense<br />
|-<br />
| 793&ndash;1042 || poor spatial senses<br />
|-<br />
| 543&ndash;792 || an atrocious spatial sense<br />
|-<br />
| 0&ndash;542 || no sense for spatial relationships<br />
|}<br />
<br />
|<br />
===Musicality===<br />
This attribute doesn't affect any skills.<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || an astonishing knack for music<br />
|-<br />
| 1750&ndash;1999 || a great musical sense<br />
|-<br />
| 1500&ndash;1749 || a natural ability with music<br />
|-<br />
| 1250&ndash;1499 || a feel for music<br />
|-<br />
| 501&ndash;750 || an iffy sense for music<br />
|-<br />
| 251&ndash;500 || little natural inclination toward music<br />
|-<br />
| 1&ndash;250 || next to no natural musical ability<br />
|-<br />
| 0 || absolutely no feel for music at all<br />
|}<br />
<br />
|-<br />
|<br />
===Kinesthetic Sense===<br />
Most skills involving any movement at all (lots of them), and many non-skilled tasks as well are affected by Kinesthetic Sense.<br />
<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || an astounding feel for the position of own body<br />
|-<br />
| 1750&ndash;1999 || a great kinesthetic sense<br />
|-<br />
| 1500&ndash;1749 || a very good sense of the position of own body<br />
|-<br />
| 1250&ndash;1499 || a good kinesthetic sense<br />
|-<br />
| 501&ndash;750 || a meager kinesthetic sense<br />
|-<br />
| 251&ndash;500 || a poor kinesthetic sense<br />
|-<br />
| 1&ndash;250 || a very clumsy kinesthetic sense<br />
|-<br />
| 0 || an unbelievably atrocious sense of the position of own body<br />
|}<br />
<br />
|<br />
===Empathy===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || an absolutely remarkable sense of others' emotions<br />
|-<br />
| 1750&ndash;1999 || a great sense of empathy<br />
|-<br />
| 1500&ndash;1749 || a very good sense of empathy<br />
|-<br />
| 1250&ndash;1499 || an ability to read emotions fairly well<br />
|-<br />
| 501&ndash;750 || poor empathy<br />
|-<br />
| 251&ndash;500 || a very bad sense of empathy<br />
|-<br />
| 1&ndash;250 || next to no empathy<br />
|-<br />
| 0 || the utter inability to judge others' emotions<br />
|}<br />
<br />
|-<br />
|<br />
===Social Awareness===<br />
{| {{prettytable}}<br />
|- style="background:#ddd"<br />
! style="width:8em" | Value (AVG)<br />
! Description<br />
<br />
|- style="border-top: 3px solid #aaa"<br />
| 2000&ndash;5000 || a shockingly profound feel for social relationships<br />
|-<br />
| 1750&ndash;1999 || a great feel for social relationships<br />
|-<br />
| 1500&ndash;1749 || a very good feel for social relationships<br />
|-<br />
| 1250&ndash;1499 || a good feel for social relationships<br />
|-<br />
| 501&ndash;750 || a meager ability with social relationships<br />
|-<br />
| 251&ndash;500 || a poor ability to manage or understand social relationships<br />
|-<br />
| 1&ndash;250 || a lack of understanding of social relationships<br />
|-<br />
| 0 || an absolute inability to understand social relationships<br />
|}<br />
|}<br />
=== Skills By Soul Attribute ===<br />
{{SkillsBySoulAttribute}}<br />
<br />
== Skills by Associated Attributes ==<br />
:''If your browser cannot display this table properly you can view the [[Attribute_table_old|legacy version]].''<br />
<br />
{| border="1" cellpadding="2" style="border-spacing: 0; border-width: 1px; border-style: solid; text-align:center;"<br />
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"<br />
! style="text-align:center;" | <br><br><br><br><br><br>Skill<br />
{{Rotated-heading|[[#Agility|Agility]]}}<br />
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}<br />
{{Rotated-heading|[[#Creativity|Creativity]]}}<br />
{{Rotated-heading|[[#Empathy|Empathy]]}}<br />
{{Rotated-heading|[[#Endurance|Endurance]]}}<br />
{{Rotated-heading|[[#Focus|Focus]]}}<br />
{{Rotated-heading|[[#Intuition|Intuition]]}}<br />
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}<br />
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}<br />
{{Rotated-heading|[[#Memory|Memory]]}}<br />
{{Rotated-heading|[[#Patience|Patience]]}}<br />
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}<br />
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}<br />
{{Rotated-heading|[[#Strength|Strength]]}}<br />
{{Rotated-heading|[[#Toughness|Toughness]]}}<br />
{{Rotated-heading|[[#Willpower|Willpower]]}}<br />
|-style="background:#f5f5f5;"<br />
| [[Ambusher]] || {{X}} || || || || || {{X}} || || {{X}} || || || || || {{X}} || || || <br />
|-<br />
| [[Animal caretaker]] ||{{X}}||{{X}}|| ||{{X}}|| || || || || ||{{X}}|| || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Animal dissector]] ||{{X}}|| || || || || || ||{{X}}|| || || || || || || || <br />
|-<br />
| [[Animal trainer]] ||{{X}}|| || ||{{X}}||{{X}}|| ||{{X}}|| || || ||{{X}}|| || || ||{{X}}|| <br />
|-style="background:#f5f5f5;"<br />
| [[Appraiser]] || ||{{X}}|| || || || ||{{X}}|| || ||{{X}}|| || || || || || <br />
|-<br />
| [[Archer]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Armor user]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| {{X}}<br />
|-<br />
| [[Armorsmith]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Biter]] || || || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}||{{X}}|| {{X}}<br />
|-<br />
| [[Blowgunner]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Bone carver]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Bone doctor]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Bowman]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Bowyer]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Brewer]] ||{{X}}|| || || || || || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Building designer]] || ||{{X}}||{{X}}|| || || || || || || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Butcher]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Carpenter]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Cheese maker]] ||{{X}}||{{X}}||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Clothier]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"<br />
! style="text-align:center;" | <br><br><br><br><br><br>Skill<br />
{{Rotated-heading|[[#Agility|Agility]]}}<br />
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}<br />
{{Rotated-heading|[[#Creativity|Creativity]]}}<br />
{{Rotated-heading|[[#Empathy|Empathy]]}}<br />
{{Rotated-heading|[[#Endurance|Endurance]]}}<br />
{{Rotated-heading|[[#Focus|Focus]]}}<br />
{{Rotated-heading|[[#Intuition|Intuition]]}}<br />
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}<br />
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}<br />
{{Rotated-heading|[[#Memory|Memory]]}}<br />
{{Rotated-heading|[[#Patience|Patience]]}}<br />
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}<br />
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}<br />
{{Rotated-heading|[[#Strength|Strength]]}}<br />
{{Rotated-heading|[[#Toughness|Toughness]]}}<br />
{{Rotated-heading|[[#Willpower|Willpower]]}}<br />
|-<br />
| Combat(*) ||{{X}}|| || || || || || ||{{X}}|| || || || ||{{X}}||{{X}}||{{X}}|| {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Comedian]](**) ||{{X}}|| ||{{X}}|| || || || ||{{X}}||{{X}}|| || || || || || || <br />
|-<br />
| [[Cook]] ||{{X}}||{{X}}||{{X}}|| || || || ||{{X}}|| || || || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Crossbowman]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Crutch walker]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}|| || || {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Diagnostician]] || ||{{X}}|| || || || ||{{X}}|| || ||{{X}}|| || || || || || <br />
|-<br />
| [[Dodger]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Dyer]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Engraver]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Fish cleaner]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || || || || <br />
|-<br />
| [[Fish dissector]] ||{{X}}|| || || || || || ||{{X}}|| || || || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Fisherdwarf]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || ||{{X}}|| || ||{{X}}|| || <br />
|-<br />
| [[Furnace operator]] || ||{{X}}|| || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-style="background:#f5f5f5;"<br />
| [[Gem cutter]] ||{{X}}||{{X}}|| || || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Gem setter]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Glassmaker]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Grower]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Herbalist]] ||{{X}}|| || || || || || ||{{X}}|| ||{{X}}|| || || || || || <br />
|-<br />
| [[Intimidator]](**) ||{{X}}|| || || || || || ||{{X}}||{{X}}|| || || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Judge of intent]] || || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}|| || || || <br />
|-<br />
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"<br />
! style="text-align:center;" | <br><br><br><br><br><br>Skill<br />
{{Rotated-heading|[[#Agility|Agility]]}}<br />
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}<br />
{{Rotated-heading|[[#Creativity|Creativity]]}}<br />
{{Rotated-heading|[[#Empathy|Empathy]]}}<br />
{{Rotated-heading|[[#Endurance|Endurance]]}}<br />
{{Rotated-heading|[[#Focus|Focus]]}}<br />
{{Rotated-heading|[[#Intuition|Intuition]]}}<br />
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}<br />
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}<br />
{{Rotated-heading|[[#Memory|Memory]]}}<br />
{{Rotated-heading|[[#Patience|Patience]]}}<br />
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}<br />
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}<br />
{{Rotated-heading|[[#Strength|Strength]]}}<br />
{{Rotated-heading|[[#Toughness|Toughness]]}}<br />
{{Rotated-heading|[[#Willpower|Willpower]]}}<br />
|-<br />
| [[Knapper]] ||{{X}}||{{X}}|| || || || || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Leatherworker]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Liar]](**) || || ||{{X}}|| || || || || ||{{X}}|| || ||{{X}}|| || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Lye maker]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-<br />
| [[Mason]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Mechanic]] ||{{X}}||{{X}}||{{X}}|| ||{{X}}|| || || || || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Metal crafter]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Metalsmith]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Milker]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Miller]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Miner]] || || || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}||{{X}}|| {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Observer]] || || || || || ||{{X}}||{{X}}|| || || || || ||{{X}}|| || || <br />
|-<br />
| [[Organizer]] || ||{{X}}||{{X}}|| || || || || || || || ||{{X}}|| || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Potash maker]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-<br />
| [[Pump operator]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Record keeper]] || ||{{X}}|| || || ||{{X}}|| || || ||{{X}}|| || || || || || <br />
|-<br />
| [[Siege engineer]] ||{{X}}||{{X}}||{{X}}|| ||{{X}}|| || || || || || || ||{{X}}||{{X}}|| || <br />
|-style="background:#f5f5f5;"<br />
| [[Siege operator]] || ||{{X}}|| || ||{{X}}||{{X}}|| || || || || || ||{{X}}||{{X}}||{{X}}|| <br />
|-<br />
| [[Soaper]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-style="background:#f5f5f5;"<br />
| Social(***) || || || ||{{X}}|| || || || ||{{X}}|| || ||{{X}}|| || || || <br />
|- style="background:#e5e5e5;text-align:left;vertical-align:bottom;"<br />
! style="text-align:center;" | <br><br><br><br><br><br>Skill<br />
{{Rotated-heading|[[#Agility|Agility]]}}<br />
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}<br />
{{Rotated-heading|[[#Creativity|Creativity]]}}<br />
{{Rotated-heading|[[#Empathy|Empathy]]}}<br />
{{Rotated-heading|[[#Endurance|Endurance]]}}<br />
{{Rotated-heading|[[#Focus|Focus]]}}<br />
{{Rotated-heading|[[#Intuition|Intuition]]}}<br />
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}<br />
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}<br />
{{Rotated-heading|[[#Memory|Memory]]}}<br />
{{Rotated-heading|[[#Patience|Patience]]}}<br />
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}<br />
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}<br />
{{Rotated-heading|[[#Strength|Strength]]}}<br />
{{Rotated-heading|[[#Toughness|Toughness]]}}<br />
{{Rotated-heading|[[#Willpower|Willpower]]}}<br />
|-<br />
| [[Stone crafter]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Strand extractor]] ||{{X}}||{{X}}|| || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Student]] || ||{{X}}|| || || ||{{X}}|| || || ||{{X}}|| || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Surgeon]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Suturer]] ||{{X}}|| || || || ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Swimmer]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || {{X}}<br />
|-<br />
| [[Tanner]] ||{{X}}|| || || || || || ||{{X}}|| || || || || || || || <br />
|-style="background:#f5f5f5;"<br />
| [[Thresher]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}|| || <br />
|-<br />
| [[Trapper]] ||{{X}}||{{X}}||{{X}}|| || || || || || || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Weaponsmith]] ||{{X}}|| ||{{X}}|| ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || <br />
|-<br />
| [[Weaver]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Wood crafter]] ||{{X}}|| ||{{X}}|| || || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-<br />
| [[Wood cutter]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || {{X}}<br />
|-style="background:#f5f5f5;"<br />
| [[Wood burner]] || || || || ||{{X}}|| || ||{{X}}|| || || || || ||{{X}}||{{X}}|| <br />
|-<br />
| [[Wound dresser]] ||{{X}}|| || ||{{X}}|| || || ||{{X}}|| || || || ||{{X}}|| || || <br />
|-style="background:#f5f5f5;"<br />
| [[Wrestler]] ||{{X}}|| || || ||{{X}}|| || ||{{X}}|| || || || ||{{X}}||{{X}}|| || {{X}}<br />
|}<br />
<br />
(*) 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}}<br />
<br />
(**) Unless otherwise prohibited by traits.<br />
<br />
(***) 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]].<br />
<br />
Implemented but unknown:<br />
[[Shearer]], [[Spinner]], [[Presser]], [[Beekeeper]], [[Potter]], [[Glazer]], [[Wax worker]]<br />
<br />
Notes:<br />
This data assumes, without evidence, that the same skills use <i>some</i> 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.<br />
<br />
*Spatial Sense and Kinesthetic Sense are almost everywhere<br />
*Nothing trains Disease Resistance, Recuperation, or Musicality<br />
*Intimidation and Comedy, social skills, raise Agility. Dwarven comedy is slapstick/clowning, not stand-up.<br />
*knowledge_acquisition (student) doesn't boost skill gain except for teacher-student relations in a barracks<br />
*Choose high-volume labors that train useful attributes for milita day-jobs/bootcamp<br />
*Fishing, Siege Operating, and Record Keeping are useful for marksdwarves as they train the Focus attribute<br />
*Hunting (ambusher/sneak) has identical attribute gain to Crossbow and Archer skills<br />
<br />
===Attributes trained by skills===<br />
'''Strength''':<br />
<br />
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)<br />
<br />
'''Agility''':<br />
<br />
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)<br />
<br />
'''Toughness''':<br />
<br />
Miner, Animal trainer, Lye maker, Potash maker, Soaper, Wood burner, Furnace operator, Pump operator, Siege operator, Druid, all general combat and close combat skills<br />
<br />
'''Endurance''':<br />
<br />
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<br />
<br />
'''Disease Resistance''':<br />
<br />
Nothing!<br />
<br />
'''Recuperation''':<br />
<br />
Swimming while drowning(Slow gain) {{Verify}}, Recovering from wounds {{Verify}}<br />
<br />
'''Analytical Ability''':<br />
<br />
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<br />
<br />
'''Memory''':<br />
<br />
Animal caretaker, Diagnostician, Herbalist, Appraiser, Record keeper, Student, Reader<br />
<br />
'''Creativity''':<br />
<br />
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<br />
<br />
'''Intuition''':<br />
<br />
Animal trainer, Diagnostician, Alchemist, Appraiser, Observer, Military tactics, Poet, Wordsmith, Writer<br />
<br />
'''Focus''':<br />
<br />
Bone doctor, Surgeon, Suturer, Fisherdwarf, Siege operator, Record keeper, Concentration, Observer, Student, Tracker, Discipline, Reader, ranged combat/hunting skills<br />
<br />
'''Willpower''':<br />
<br />
Miner, Wood cutter, Crutch-walker, Pump operator, Swimmer, Concentration, Discipline, all general combat and close combat skills<br />
<br />
'''Patience''':<br />
<br />
Animal trainer, Fisherdwarf, Concentration<br />
<br />
'''Spatial Sense''':<br />
<br />
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)<br />
<br />
'''Kinesthetic Sense''':<br />
<br />
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<br />
<br />
'''Linguistic Ability''':<br />
<br />
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)<br />
<br />
'''Musicality''':<br />
<br />
Nothing!<br />
<br />
'''Empathy''':<br />
<br />
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)<br />
<br />
'''Social Awareness''':<br />
<br />
Organizer, Conversationalist, Flatterer, Judge of intent, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)<br />
<br />
== Dwarf Attributes ==<br />
<br />
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. <br />
<br />
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.<br />
<br />
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...<br />
<br />
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.<br />
<br />
Agility is "-", the only attribute to be below default. Its ranges are [150:600:800:900:1000:1100:1500], mean 862.5, median 900.<br />
<br />
== Training Attributes == <br />
<br />
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). <br />
<br />
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). <br />
attribute_cap = starting_value + max {starting_value, median} <br />
<br />
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 [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.</div>Dree12