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Editing v0.31:Attribute

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Attributes are located in the Thoughts and Preferences screen.  Body attributes are listed just above prefstrings, and soul attributes are listed immediately thereafter.  Positive attributes are dark green and negative attributes are red.
 
Attributes are located in the Thoughts and Preferences screen.  Body attributes are listed just above prefstrings, and soul attributes are listed immediately thereafter.  Positive attributes are dark green and negative attributes are red.
  
Attributes are now associated with skills, so that shield use will raise endurance as an attribute, but not attributes like memory.  Attribute gain and rust rates, along with skill gain and rust rates, are moddable in the raws as a [[Creature token]].
+
Attributes are now associated with skills, so that shield use will raise endurance as an attribute, but not attributes like memory.  Attribute gain and rust rates, along with skill gain and rust rates, are moddable in the raws as [[Creature_Tokens]].
 +
 
 +
Attributes can be viewed for individual dwarfs by selecting {{k|v}}iew dwarves, {{k|z}}, {{k|enter}} or by going to the {{k|u}}nits menu, {{k|v}}iew, then {{k|enter}}.
  
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}}.
 
  
 
==Body Attributes==
 
==Body Attributes==
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different. In almost every case, a higher attribute value is better, as opposed to [[personality trait]]s where one may prefer higher or lower depending on the situation.
 
 
{|
 
|-
 
|width=50%|
 
 
 
===Strength===
 
===Strength===
Alters the damage done in melee (increases velocity of weapon swings), increases muscle mass (thicker muscle layer also resists damage more), and increases how much a creature can carry. Higher strength also increases the speed with which a creature, even a naked creature, may move.
+
Alters the damage done in melee, increases muscle mass (thicker muscle layer also resists damage more), and increases how much a creature can carry. Increasing strength, at least in adventurers, increases movement speed (albeit not as much as agility) due to better carrying capacity.
 
 
{| {{prettytable}}
 
|- style="background:#ddd"
 
! style="width:8em" | Value (+)
 
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
* unbelievably strong
| 2250 - 5000 || unbelievably strong
+
* mighty
|-
+
* very strong
| 2000 - 2249 || mighty
+
* strong
|-
 
| 1750 - 1999 || very strong
 
|-
 
| 1500 - 1749 || strong
 
|-
 
| 751 - 1000 || weak
 
|-
 
| 501 - 750 || very weak
 
|-
 
| 251 - 500 || unquestionably weak
 
|-
 
| 0 - 250 || unfathomably weak
 
|}
 
  
|width=50%|
+
* weak
 +
* very weak
 +
* unquestionably weak
 +
* unfathomably weak
  
 
===Agility===
 
===Agility===
This attribute increases the [[speed]] at which a creature works in the same way as strength -- a creature with maximum agility and strength can move around three times faster than a creature with minimum agility and strength.
+
This attribute is directly related to a character's [[Speed]], and the difference between 1000 agility and the maximum 5000 agility is roughly halving the time between each turn you take.
 
 
{| {{prettytable}}
 
|- style="background:#ddd"
 
! style="width:8em" | Value (-)
 
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
* amazingly agile
| 1900 - 5000 || amazingly agile
+
* extremely agile
|-
+
* very agile
| 1650 - 1899 || extremely agile
+
* agile
|-
 
| 1400 - 1649 || very agile
 
|-
 
| 1150 - 1399 || agile
 
|-
 
| 401 - 650 || clumsy
 
|-
 
| 151 - 400 || quite clumsy
 
|-
 
| 0 - 150 || totally clumsy
 
|-
 
| NULL || abysmally clumsy
 
|}
 
  
|-
+
* clumsy
|
+
* quite clumsy
 +
* totally clumsy
 +
* abysmally clumsy
  
 
===Toughness===
 
===Toughness===
 
Reduces physical damage.
 
Reduces physical damage.
  
{| {{prettytable}}
+
* basically unbreakable
|- style="background:#ddd"
+
* incredibly tough
! style="width:8em" | Value (+)
+
* quite durable
! Description
+
* tough
  
|- style="border-top: 3px solid #aaa"
+
* flimsy
| 2250 - 5000 || basically unbreakable
+
* very flimsy
|-
+
* remarkably flimsy
| 2000 - 2249 || incredibly tough
+
* shockingly fragile
|-
 
| 1750 - 1999 || quite durable
 
|-
 
| 1500 - 1749 || tough
 
|-
 
| 751 - 1000 || flimsy
 
|-
 
| 501 - 750 || very flimsy
 
|-
 
| 251 - 500 || remarkably flimsy
 
|-
 
| 0 - 250 || shockingly fragile
 
|}
 
  
|
 
 
===Endurance===
 
===Endurance===
 
Reduces the rate at which dwarves become exhausted.
 
Reduces the rate at which dwarves become exhausted.
  
{| {{prettytable}}
+
* absolutely inexhaustible
|- style="background:#ddd"
+
* indefatigable
! style="width:8em" | Value (AVG)
+
* very slow to tire
! Description
+
* slow to tire
  
|- style="border-top: 3px solid #aaa"
+
* quick to tire
| 2000 - 5000 || absolutely inexhaustible
+
* very quick to tire
|-
+
* extremely quick to tire
| 1750 - 1999 || indefatigable
+
* truly quick to tire
|-
 
| 1500 - 1749 || very slow to tire
 
|-
 
| 1250 - 1499 || slow to tire
 
|-
 
| 501 - 750 || quick to tire
 
|-
 
| 251 - 500 || very quick to tire
 
|-
 
| 1 - 250 || extremely quick to tire
 
|-
 
| 0 || truly quick to tire
 
|}
 
  
|-
+
===Disease Resistance===
|
+
Reduces the risk of disease.  
===Recuperation===
 
Increases the rate of wound healing.
 
  
{| {{prettytable}}
+
* virtually never sick
|- style="background:#ddd"
+
* almost never sick
! style="width:8em" | Value (AVG)
+
* very rarely sick
! Description
+
* rarely sick
  
|- style="border-top: 3px solid #aaa"
+
* susceptible to disease
| 2000 - 5000 || possessed of amazing recuperative powers
+
* quite susceptible to disease
|-
+
* really susceptible to disease
| 1750 - 1999 || incredibly quick to heal
+
* stunningly susceptible to disease
|-
 
| 1500 - 1749 || quite quick to heal
 
|-
 
| 1250 - 1499 || quick to heal
 
|-
 
| 501 - 750 || slow to heal
 
|-
 
| 251 - 500 || very slow to heal
 
|-
 
| 1 - 250 || really slow to heal
 
|-
 
| 0 || shockingly slow to heal
 
|}
 
  
|
+
===Recuperation===
===Disease Resistance===
+
Increases the rate of wound healing.
Reduces the risk of disease.  
 
  
{| {{prettytable}}
+
* possessed of amazing recuperative powers
|- style="background:#ddd"
+
* incredibly quick to heal
! style="width:8em" | Value (AVG)
+
* quite quick to heal
! Description
+
* quick to heal
  
|- style="border-top: 3px solid #aaa"
+
* slow to heal
| 2000 - 5000 || virtually never sick
+
* very slow to heal
|-
+
* really slow to heal
| 1750 - 1999 || almost never sick
+
* shockingly slow to heal
|-
 
| 1500 - 1749 || very rarely sick
 
|-
 
| 1250 - 1499 || rarely sick
 
|-
 
| 501 - 750 || susceptible to disease
 
|-
 
| 251 - 500 || quite susceptible to disease
 
|-
 
| 1 - 250 || really susceptible to disease
 
|-
 
| 0 || stunningly susceptible to disease
 
|}
 
|}
 
  
 
==Soul Attributes==
 
==Soul Attributes==
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different. In almost every case, a higher attribute value is better, as opposed to [[personality trait]]s where one may prefer higher or lower depending on the situation.
 
  
 
From [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312 this post by Toady One]
 
From [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312 this post by Toady One]
  
With respect to skills: most of these attributes only affect duration, when that is the only available skill effect to begin with, but they are factored into outcomes when it applies.
+
With respect to skills: most of these attributes only effect duration, when that is the only available skill effect to begin with, but they are factored into outcomes when it applies.
  
 
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.
 
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.
  
{|
 
|-
 
|width=50%|
 
 
===Analytical Ability===
 
===Analytical Ability===
{| {{prettytable}}
+
*awesome intellectual powers
|- style="background:#ddd"
+
*great analytical abilities
! style="width:8em" | Value (+)
+
*a sharp intellect
! Description
+
*a good intellect
  
|- style="border-top: 3px solid #aaa"
+
*poor analytical abilities
| 2250 - 5000 || awesome intellectual powers
+
*very bad analytical abilities
|-
+
*a lousy intellect
| 2000 - 2249 || great analytical abilities
+
*a stunning lack of analytical ability
|-
 
| 1750 - 1999 || a sharp intellect
 
|-
 
| 1500 - 1749 || a good intellect
 
|-
 
| 751 - 1000 || poor analytical abilities
 
|-
 
| 501 - 750 || very bad analytical abilities
 
|-
 
| 251 - 500 || a lousy intellect
 
|-
 
| 0 - 250 || a stunning lack of analytical ability
 
|}
 
  
|width=50%|
+
===Memory===
===Focus===
+
*an astonishing memory
{| {{prettytable}}
+
*an amazing memory
|- style="background:#ddd"
+
*a great memory
! style="width:8em" | Value (++)
+
*a good memory
! Description
 
 
 
|- style="border-top: 3px solid #aaa"
 
| 2542 - 5000 || unbreakable focus
 
|-
 
| 2292 - 2541 || a great ability to focus
 
|-
 
| 2042 - 2291 || very good focus
 
|-
 
| 1792 - 2041 || the ability to focus
 
|-
 
| 1043 - 1292 || poor focus
 
|-
 
| 793 - 1042 || quite poor focus
 
|-
 
| 543 - 792 || really poor focus
 
|-
 
| 0 - 542 || the absolute inability to focus
 
|}
 
 
 
|-
 
|
 
===Willpower===
 
Willpower directly reduces exertion and pain effects.
 
 
 
{| {{prettytable}}
 
|- style="background:#ddd"
 
! style="width:8em" | Value (AVG)
 
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
*an iffy memory
| 2000 - 5000 || an unbreakable will
+
*a poor memory
|-
+
*a really bad memory
| 1750 - 1999 || an iron will
+
*little memory to speak of
|-
 
| 1500 - 1749 || a lot of willpower
 
|-
 
| 1250 - 1499 || willpower
 
|-
 
| 501 - 750 || little willpower
 
|-
 
| 251 - 500 || a large deficit of willpower
 
|-
 
| 1 - 250 || next to no willpower
 
|-
 
| 0 || absolutely no willpower
 
|}
 
  
|
 
 
===Creativity===
 
===Creativity===
{| {{prettytable}}
+
*a boundless creative imagination
|- style="background:#ddd"
+
*great creativity
! style="width:8em" | Value (+)
+
*very good creativity
! Description
+
*good creativity
  
|- style="border-top: 3px solid #aaa"
+
*meager creativity
| 2250 - 5000 || a boundless creative imagination
+
*poor creativity
|-
+
*lousy creativity
| 2000 - 2249 || great creativity
+
*next to no creative talent
|-
 
| 1750 - 1999 || very good creativity
 
|-
 
| 1500 - 1749 || good creativity
 
|-
 
| 751 - 1000 || meager creativity
 
|-
 
| 501 - 750 || poor creativity
 
|-
 
| 251 - 500 || lousy creativity
 
|-
 
| 0 - 250 || next to no creative talent
 
|}
 
  
|-
 
|
 
 
===Intuition===
 
===Intuition===
{| {{prettytable}}
+
*uncanny intuition
|- style="background:#ddd"
+
*great intuition
! style="width:8em" | Value (AVG)
+
*very good intuition
! Description
+
*good intuition
  
|- style="border-top: 3px solid #aaa"
+
*bad intuition
| 2000 - 5000 || uncanny intuition
+
*very bad intuition
|-
+
*lousy intuition
| 1750 - 1999 || great intuition
+
*horrible intuition
|-
 
| 1500 - 1749 || very good intuition
 
|-
 
| 1250 - 1499 || good intuition
 
|-
 
| 501 - 750 || bad intuition
 
|-
 
| 251 - 500 || very bad intuition
 
|-
 
| 1 - 250 || lousy intuition
 
|-
 
| 0 || horrible intuition
 
|}
 
  
|
+
===Focus===
===Patience===
+
*unbreakable focus
Some non-skill tasks are affected by Patience.
+
*a great ability to focus
{| {{prettytable}}
+
*very good focus
|- style="background:#ddd"
+
*the ability to focus
! style="width:8em" | Value (+)
 
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
*poor focus
| 2250 - 5000 || absolutely boundless patience
+
*quite poor focus
|-
+
*really poor focus
| 2000 - 2249 || a deep well of patience
+
*the absolute inability to focus
|-
 
| 1750 - 1999 || a great deal of patience
 
|-
 
| 1500 - 1749 || a sum of patience
 
|-
 
| 751 - 1000 || a shortage of patience
 
|-
 
| 501 - 750 || little patience
 
|-
 
| 251 - 500 || very little patience
 
|-
 
| 0 - 250 || no patience at all
 
|}
 
  
|-
+
===Willpower===
|
+
Willpower directly resists exertion/pain effects
===Memory===
 
  
{| {{prettytable}}
+
*an unbreakable will
|- style="background:#ddd"
+
*an iron will
! style="width:8em" | Value (+)
+
*a lot of willpower
! Description
+
*willpower
  
|- style="border-top: 3px solid #aaa"
+
*little willpower
| 2250 - 5000 || an astonishing memory
+
*a large deficit of willpower
|-
+
*next to no willpower
| 2000 - 2249 || an amazing memory
+
*absolutely no willpower
|-
 
| 1750 - 1999 || a great memory
 
|-
 
| 1500 - 1749 || a good memory
 
|-
 
| 751 - 1000 || an iffy memory
 
|-
 
| 501 - 750 || a poor memory
 
|-
 
| 251 - 500 || a really bad memory
 
|-
 
| 0 - 250 || little memory to speak of
 
|}
 
  
|
+
===Patience===
 +
Some non-skill tasks are affected by Patience
  
===Linguistic Ability===
+
*absolutely boundless patience
{| {{prettytable}}
+
*a deep well of patience
|- style="background:#ddd"
+
*a great deal of patience
! style="width:8em" | Value (AVG)
+
*a sum of patience
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
*a shortage of patience
| 2000 - 5000 || an astonishing ability with languages and words
+
*little patience
|-
+
*very little patience
| 1750 - 1999 || a great affinity for language
+
*no patience at all
|-
 
| 1500 - 1749 || a natural inclination toward language
 
|-
 
| 1250 - 1499 || a way with words
 
|-
 
| 501 - 750 || a little difficulty with words
 
|-
 
| 251 - 500 || little linguistic ability
 
|-
 
| 1 - 250 || very little linguistic ability
 
|-
 
| 0 || difficulty with words and language
 
|}
 
  
|-
 
|
 
 
===Spatial Sense===
 
===Spatial Sense===
{| {{prettytable}}
+
*a stunning feel for spatial relationships
|- style="background:#ddd"
+
*an amazing spatial sense
! style="width:8em" | Value (++)
+
*a great feel for the surrounding space
! Description
+
*a good spatial sense
 
 
|- style="border-top: 3px solid #aaa"
 
| 2542 - 5000 || a stunning feel for spatial relationships
 
|-
 
| 2292 - 2541 || an amazing spatial sense
 
|-
 
| 2042 - 2291 || a great feel for the surrounding space
 
|-
 
| 1792 - 2041 || a good spatial sense
 
|-
 
| 1043 - 1292 || a questionable spatial sense
 
|-
 
| 793 - 1042 || poor spatial senses
 
|-
 
| 543 - 792 || an atrocious spatial sense
 
|-
 
| 0 - 542 || no sense for spatial relationships
 
|}
 
  
|
+
*a questionable spatial sense
===Musicality===
+
*poor spatial senses
This attribute doesn't affect any skills as of version .31.25.
+
*an atrocious spatial sense
{| {{prettytable}}
+
*no sense for spatial relationships
|- style="background:#ddd"
 
! style="width:8em" | Value (AVG)
 
! Description
 
  
|- style="border-top: 3px solid #aaa"
 
| 2000 - 5000 || an astonishing knack for music
 
|-
 
| 1750 - 1999 || a great musical sense
 
|-
 
| 1500 - 1749 || a natural ability with music
 
|-
 
| 1250 - 1499 || a feel for music
 
|-
 
| 501 - 750 || an iffy sense for music
 
|-
 
| 251 - 500 || little natural inclination toward music
 
|-
 
| 1 - 250 || next to no natural musical ability
 
|-
 
| 0 || absolutely no feel for music at all
 
|}
 
 
|-
 
|
 
 
===Kinesthetic Sense===
 
===Kinesthetic Sense===
Most skills involving any movement at all (lots of them), and many non-skilled tasks as well are affected by Kinesthetic Sense.
+
Most skills involving any movement at all (lots of them), and non-skilled tasks as well are affected by Kinesthetic Sense
  
{| {{prettytable}}
+
*an astounding feel for the position of own body
|- style="background:#ddd"
+
*a great kinesthetic sense
! style="width:8em" | Value (AVG)
+
*a very good sense of the position of own body
! Description
+
*a good kinesthetic sense
  
|- style="border-top: 3px solid #aaa"
+
*a meager kinesthetic sense
| 2000 - 5000 || an astounding feel for the position of own body
+
*a poor kinesthetic sense
|-
+
*a very clumsy kinesthetic sense
| 1750 - 1999 || a great kinesthetic sense
+
*an unbelievably atrocious sense of the position of own body
|-
 
| 1500 - 1749 || a very good sense of the position of own body
 
|-
 
| 1250 - 1499 || a good kinesthetic sense
 
|-
 
| 501 - 750 || a meager kinesthetic sense
 
|-
 
| 251 - 500 || a poor kinesthetic sense
 
|-
 
| 1 - 250 || a very clumsy kinesthetic sense
 
|-
 
| 0 || an unbelievably atrocious sense of the position of own body
 
|}
 
  
|
+
===Linguistic Ability===
===Empathy===
+
*an astonishing ability with languages and words
{| {{prettytable}}
+
*a great affinity for language
|- style="background:#ddd"
+
*a natural inclination toward language
! style="width:8em" | Value (AVG)
+
*a way with words
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
*a little difficulty with words
| 2000 - 5000 || an absolutely remarkable sense of others' emotions
+
*little linguistic ability
|-
+
*very little linguistic ability
| 1750 - 1999 || a great sense of empathy
+
*difficulty with words and language
|-
 
| 1500 - 1749 || a very good sense of empathy
 
|-
 
| 1250 - 1499 || an ability to read emotions fairly well
 
|-
 
| 501 - 750 || poor empathy
 
|-
 
| 251 - 500 || a very bad sense of empathy
 
|-
 
| 1 - 250 || next to no empathy
 
|-
 
| 0 || the utter inability to judge others' emotions
 
|}
 
  
|-
+
===Musicality===
|
+
''This attribute doesn't affect any skills as of version .31.11''
===Social Awareness===
 
{| {{prettytable}}
 
|- style="background:#ddd"
 
! style="width:8em" | Value (AVG)
 
! Description
 
  
|- style="border-top: 3px solid #aaa"
+
*an astonishing knack for music
| 2000 - 5000 || a shockingly profound feel for social relationships
+
*a great musical sense
|-
+
*a natural ability with music
| 1750 - 1999 || a great feel for social relationships
+
*a feel for music
|-
 
| 1500 - 1749 || a very good feel for social relationships
 
|-
 
| 1250 - 1499 || a good feel for social relationships
 
|-
 
| 501 - 750 || a meager ability with social relationships
 
|-
 
| 251 - 500 || a poor ability to manage or understand social relationships
 
|-
 
| 1 - 250 || a lack of understanding of social relationships
 
|-
 
| 0 || an absolute inability to understand social relationships
 
|}
 
|}
 
=== Skills By Soul Attribute ===
 
{{SkillsBySoulAttribute}}
 
  
== Skills by Associated Attributes ==
+
*an iffy sense for music
Strength, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:<br />
+
*little natural inclination toward music
[[Miner]], [[Biter]]
+
*next to no natural musical ability
 +
*absolutely no feel for music at all
  
Agility, Creativity, Spatial Sense, Kinesthetic Sense:<br />
+
===Empathy===
[[Bowyer]], [[Engraver]], [[Gem setter]], [[Bone carver]], [[Clothier]], [[Stone crafter]], [[Weaver]], [[Wood crafter]]
+
*an absolutely remarkable sense of others' emotions
 +
*a great sense of empathy
 +
*a very good sense of empathy
 +
*an ability to read emotions fairly well
  
Strength, Agility, Creativity, Spatial Sense, Kinesthetic Sense:<br />
+
*poor empathy
[[Carpenter]]
+
*a very bad sense of empathy
 +
*next to no empathy
 +
*the utter inability to judge others' emotions
  
Strength, Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:<br />
+
===Social Awareness===
[[Wood cutter]], [[Swimmer]], [[Wrestler]]
+
*a shockingly profound feel for social relationships
 +
*a great feel for social relationships
 +
*a very good feel for social relationships
 +
*a good feel for social relationships
  
Strength, Agility, Endurance, Creativity, Spatial Sense, Kinesthetic Sense:<br />
+
*a meager ability with social relationships
[[Mason]], [[Armorsmith]], [[Metal crafter]], [[Metalsmith]], [[Weaponsmith]], [[Glassmaker]], [[Leatherworker]]
+
*a poor ability to manage or understand social relationships
 +
*a lack of understanding of social relationships
 +
*an absolute inability to understand social relationships
  
Agility, Focus, Spatial Sense, Kinesthetic Sense:<br />
+
=== Skills By Soul Attribute ===
[[Ambusher]], [[Surgeon]], [[Suturer]], [[Archer]], [[Blowgunner]], [[Bowman]], [[Crossbowman]]
+
{{SkillsBySoulAttribute}}
  
Agility, Analytical Ability, Memory, Empathy:<br />
 
[[Animal caretaker]]
 
  
Agility, Kinesthetic Sense:<br />
+
== Skills and associated attributes ==
[[Animal dissector]], [[Tanner]], [[Fish dissector]]
 
  
Agility, Toughness, Endurance, Intuition, Patience, Empathy:<br />
+
I gathered data on what attributes are trained by various skills. I assume, 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). Game version 31.18.
[[Animal trainer]]
 
  
Agility, Analytical Ability, Creativity, Spatial Sense:<br />
+
Notes:
[[Trapper]]
 
  
Strength, Agility, Focus, Spatial Sense, Kinesthetic Sense:<br />
+
*Spatial Sense and Kinesthetic Sense are almost everywhere
[[Bone doctor]]
+
*Nothing trains Disease Resistance, Recuperation, or Musicality
 
+
*Intimidation and Comedy, social skills, raise Agility. Dwarven comedy is slapstick/clowning, not stand-up.
Agility, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:<br />
+
*knowledge_acquisition (student) doesn't boost skill gain except for teacher-student relations in a barracks
[[Crutch walker]]
+
*Choose high-volume labors that train useful attributes for milita day-jobs/bootcamp
 
+
*Fishing, Siege Operating, and Record Keeping are useful for marksdwarves as they train the Focus attribute
Analytical Ability, Memory, Intuition:<br />
+
*Hunting (ambusher/sneak) has identical attribute gain to Crossbow and Archer skills
[[Diagnostician]], [[Appraiser]]
 
  
Agility, Spatial Sense, Kinesthetic Sense, Empathy:<br />
+
===Military/Adventure skills===
[[Wound dresser]]
 
  
Strength, Agility, Kinesthetic Sense:<br />
+
Melee weapon skills, including axe, sword, dagger, mace, hammer, spear, pike and whip
[[Brewer]]<br />
+
* strength
[[Balance]], not implemented
+
* agility
 +
* toughness
 +
* willpower
 +
* spatial sense
 +
* kinesthetic sense
  
Strength, Agility, Endurance, Kinesthetic Sense:<br />
+
Other fighting skills, including throw, shield (shield user), misc_weapon (inc. shield bash), melee_combat (fighter), grasp_strike (punch/strike), stance_strike (kick)
[[Butcher]], [[Dyer]], [[Grower]], [[Milker]], [[Miller]], [[Thresher]]
+
* strength
 +
* agility
 +
* toughness
 +
* willpower
 +
* spatial sense
 +
* kinesthetic sense
  
Strength, Agility, Endurance, Analytical Ability, Creativity, Kinesthetic Sense:<br />
+
Ranged combat skills, including crossbow, bow, blowgun, sneak (ambusher) and ranged_combat (archer)
[[Cheese maker]]
+
* agility
 +
* focus
 +
* spatial sense
 +
* kinesthetic sense
  
Agility, Analytical Ability, Creativity, Kinesthetic Sense:<br />
+
armor (armor user)
[[Cook]]
+
* strength
 +
* toughness
 +
* endurance
 +
* willpower
 +
* kinesthetic sense
  
Agility, Memory, Kinesthetic Sense:<br />
+
dodging
[[Herbalist]]
+
* agility
 +
* toughness
 +
* endurance
 +
* willpower
 +
* spatial sense
 +
* kinesthetic sense
  
Strength, Toughness, Endurance, Kinesthetic Sense:<br />
+
crutch_walk
[[Lye maker]], [[Potash maker]], [[Soaper]], [[Wood burner]]
+
* agility
 +
* endurance
 +
* willpower
 +
* spatial sense
 +
* kinesthetic sense
  
Agility, Endurance, Kinesthetic Sense:<br />
+
swimming
[[Fish cleaner]]
+
* strength
 +
* agility
 +
* endurance
 +
* willpower
 +
* spatial sense
 +
* kinesthetic sense
  
Strength, Agility, Focus, Patience, Kinesthetic Sense:<br />
+
situational_awareness (observer)
[[Fisherdwarf]]
+
* focus
 +
* intuition
 +
* spatial sense
  
Strength, Toughness, Endurance, Analytical Ability, Kinesthetic Sense:<br />
+
wrestling
[[Furnace operator]]
+
* strength
 +
* agility
 +
* endurance
 +
* willpower
 +
* spatial sense
 +
* kinesthetic sense
  
Agility, Analytical Ability, Spatial Sense, Kinesthetic Sense:<br />
+
bite
[[Gem cutter]]
+
* strength
 +
* toughness
 +
* endurance
 +
* willpower
 +
* spatial sense
 +
* kinesthetic sense
  
Strength, Agility, Endurance, Analytical Ability, Kinesthetic Sense:<br />
+
knapping
[[Strand extractor]]
+
* strength
 +
* agility
 +
* analytical ability
 +
* spatial sense
 +
* kinesthetic sense
  
Strength, Agility, Endurance, Analytical Ability, Creativity, Spatial Sense:<br />
+
===Labor skills===
[[Mechanic]], [[Siege engineer]]
 
  
Strength, Toughness, Endurance, Willpower, Kinesthetic Sense:<br />
+
mining
[[Pump operator]], [[Armor user]]
+
* strength
 +
* toughness
 +
* endurance
 +
* willpower
 +
* spatial sense
 +
* kinesthetic sense
  
Strength, Toughness, Endurance, Analytical Ability, Focus, Spatial Sense:<br />
+
woodcutting
[[Siege operator]]
+
* strength
 +
* agility
 +
* endurance
 +
* willpower
 +
* spatial sense
 +
* kinesthetic sense
  
Agility, Analytical Ability, Creativity, Intuition:<br />
+
carpentry
[[Alchemist]], not implemented
+
* strength
 +
* agility
 +
* creativity
 +
* spatial sense
 +
* kinesthetic sense
  
Strength, Agility, Analytical Ability, Spatial Sense, Kinesthetic Sense:<br />
+
detailstone (engraver)
[[Knapper]]
+
* agility
 +
* creativity
 +
* spatial sense
 +
* kinesthetic sense
  
Analytical Ability, Creativity, Spatial Sense:<br />
+
masonry
[[Building designer]]
+
* strength
 +
* agility
 +
* endurance
 +
* creativity
 +
* spatial sense
 +
* kinesthetic sense
  
Analytical Ability, Creativity, Social Awareness:<br />
+
animaltrain
[[Organizer]]
+
* agility
 +
* toughness
 +
* endurance
 +
* intuition
 +
* patience
 +
* empathy
  
Analytical Ability, Memory, Focus:<br />
+
animalcare
[[Record keeper]], [[Student]]
+
* agility
 +
* analytical ability
 +
* memory
 +
* empathy
  
Strength, Agility, Toughness, Willpower, Spatial Sense, Kinesthetic Sense:<br />
+
dissect_fish
[[Axeman]], [[Fighter]], [[Hammerman]], [[Kicker]], [[Knife user]], [[Lasher]], [[Maceman]], [[Misc. object user]], [[Pikeman]], [[Shield user]], [[Spearman]], [[Striker]], [[Swordsman]],  [[Thrower]]
+
* agility
 +
* kinesthetic sense
  
Agility, Toughness, Endurance, Willpower, Spatial Sense, Kinesthetic Sense:<br />
+
dissect_vermin (animal dissection)
[[Dodger]]
+
* agility
 +
* kinesthetic sense
  
Agility, Creativity, Kinesthetic Sense, Linguistic Ability:<br />
+
processfish (fish cleaner)
[[Comedian]], unless otherwise prohibited by traits
+
* agility
 +
* endurance
 +
* kinesthetic sense
  
Linguistic Ability, Empathy, Social Awareness:<br />
+
butcher
[[Conversationalist]], [[Flatterer]], [[Negotiator]], [[Persuader]], [[Consoler]], [[Leader]], [[Pacifier]], [[Teacher]], unless otherwise prohibited by traits
+
* strength
 +
* agility
 +
* endurance
 +
* kinesthetic sense
  
Agility, Kinesthetic Sense, Linguistic Ability:<br />
+
trapping
[[Intimidator]], unless otherwise prohibited by traits
+
* agility
 +
* analytical ability
 +
* creativity
 +
* spatial sense
  
Intuition, Empathy, Social Awareness:<br />
+
tanner
[[Judge of intent]]
+
* agility
 +
* kinesthetic sense
  
Creativity, Linguistic Ability, Social Awareness:<br />
+
weaving
[[Liar]], unless otherwise prohibited by traits
+
* agility
 +
* creativity
 +
* spatial sense
 +
* kinesthetic sense
  
Focus, Willpower, Patience:<br />
+
brewing
[[Concentration]], not implemented
+
* strength
 +
* agility
 +
* kinesthetic sense
  
Intuition, Focus, Spatial Sense:<br />
+
clothesmaking
[[Observer]]
+
* agility
 +
* creativity
 +
* spatial sense
 +
* kinesthetic sense
  
Analytical Ability, Creativity, Intuition:<br />
+
milling
[[Military tactics]], not implemented
+
* strength
 +
* agility
 +
* endurance
 +
* kinesthetic sense
  
Agility, Toughness, Endurance, Focus, Willpower, Empathy:<br />
+
processplants (thresher)
[[Druid]], not implemented
+
* strength
 +
* agility
 +
* endurance
 +
* kinesthetic sense
  
Analytical Ability, Focus, Spatial Sense:<br />
+
cheesemaking
[[Tracker]], not implemented
+
* strength
 +
* agility
 +
* endurance
 +
* analytical ability
 +
* creativity
 +
* kinesthetic sense
  
Focus, Willpower:<br />
+
milk
[[Discipline]], not implemented
+
* strength
 +
* agility
 +
* endurance
 +
* kinesthetic sense
  
Creativity, Intuition, Linguistic Ability:<br />
+
cook
[[Poet]], [[Wordsmith]], [[Writer]], not implemented
+
* agility
 +
* analytical ability
 +
* creativity
 +
* kinesthetic sense
  
Memory, Focus, Linguistic Ability:<br />
+
plant (farmer)
[[Reader]], not implemented
+
* strength
 +
* agility
 +
* endurance
 +
* kinesthetic sense
  
Linguistic Ability:<br />
+
herbalism (plant gathering)
[[Speaker]], not implemented
+
* agility
 +
* memory
 +
* kinesthetic sense
  
Agility, Spatial Sense, Kinesthetic Sense:<br />
+
fish
[[Coordination]], not implemented
+
* strength
 +
* agility
 +
* focus
 +
* patience
 +
* kinesthetic sense
  
Implemented but unknown:
+
smelt (furnace operator)
Shearer, Spinner, Presser, Beekeeper, Potter, Glazer, Wax worker
+
* strength
 +
* toughness
 +
* endurance
 +
* analytical ability
 +
* kinesthetic sense
  
Notes:
+
extract_strand
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). Game version 31.18.
+
* strength
 
+
* agility
*Spatial Sense and Kinesthetic Sense are almost everywhere
+
* endurance
*Nothing trains Disease Resistance, Recuperation, or Musicality
+
* analytical ability
*Intimidation and Comedy, social skills, raise Agility. Dwarven comedy is slapstick/clowning, not stand-up.
+
* kinesthetic sense
*knowledge_acquisition (student) doesn't boost skill gain except for teacher-student relations in a barracks
 
*Choose high-volume labors that train useful attributes for milita day-jobs/bootcamp
 
*Fishing, Siege Operating, and Record Keeping are useful for marksdwarves as they train the Focus attribute
 
*Hunting (ambusher/sneak) has identical attribute gain to Crossbow and Archer skills
 
  
===Attributes trained by skills===
+
forge_weapon, forge_armor, forge_furniture, metalcraft
'''Strength''':
+
* strength
 +
* agility
 +
* endurance
 +
* creativity
 +
* spatial sense
 +
* kinesthetic sense
  
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)
+
cutgem
 +
* agility
 +
* analytical ability
 +
* spatial sense
 +
* kinesthetic sense
  
'''Agility''':
+
encrustgem, woodcraft, stonecraft, bonecarve, bowyer (makes crossbows)
 +
* agility
 +
* creativity
 +
* spatial sense
 +
* kinesthetic sense
  
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)
+
glassmaker, leatherwork
 +
* strength
 +
* agility
 +
* endurance
 +
* creativity
 +
* spatial sense
 +
* kinesthetic sense
  
'''Toughness''':
+
siegecraft (siege engineer)
 +
* strength
 +
* agility
 +
* endurance
 +
* analytical ability
 +
* creativity
 +
* spatial sense
  
Miner, Animal trainer, Lye maker, Potash maker, Soaper, Wood burner, Furnace operator, Pump operator, Siege operator, Druid, all general combat and close combat skills
+
siegeoperate
 +
* strength
 +
* toughness
 +
* endurance
 +
* analytical ability
 +
* focus
 +
* spatial sense
  
'''Endurance''':
+
mechanics
 +
* strength
 +
* agility
 +
* endurance
 +
* analytical ability
 +
* creativity
 +
* spatial sense
  
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
+
designbuilding (architect)
 +
* analytical ability
 +
* creativity
 +
* spatial sense
  
'''Disease Resistance''':
+
dress_wounds
 +
* agility
 +
* spatial sense
 +
* kinesthetic sense
 +
* empathy
  
Nothing!
+
diagnose
 +
* analytical ability
 +
* intuition
 +
* memory
  
'''Recuperation''':
+
surgery
 +
* agility
 +
* focus
 +
* spatial sense
 +
* kinesthetic sense
  
Nothing!
+
set_bone
 +
* strength
 +
* agility
 +
* focus
 +
* spatial sense
 +
* kinesthetic sense
  
'''Analytical Ability''':
+
suture
 +
* agility
 +
* focus
 +
* spatial sense
 +
* kinesthetic sense
  
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
+
wood_burning, lye_making, soap_making, potash_making
 +
* strength
 +
* toughness
 +
* endurance
 +
* kinesthetic sense
  
'''Memory''':
+
dyer
 +
* strength
 +
* agility
 +
* endurance
 +
* kinesthetic sense
  
Animal caretaker, Diagnostician, Herbalist, Appraiser, Record keeper, Student, Reader
+
operate_pump
 +
* strength
 +
* toughness
 +
* endurance
 +
* willpower
 +
* kinesthetic sense
  
'''Creativity''':
+
===Social awareness/Admin/Misc skills===
  
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
+
persuasion, negotiation, conversation, flattery, console, pacify, leadership, teaching
 +
* linguistic ability
 +
* empathy
 +
* social awareness
  
'''Intuition''':
+
judging_intent
 +
* intuition
 +
* empathy
 +
* social awareness
  
Animal trainer, Diagnostician, Alchemist, Appraiser, Observer, Military tactics, Poet, Wordsmith, Writer
+
appraisal (trader)
 +
* analytical ability
 +
* intuition
 +
* memory
  
'''Focus''':
+
organization
 +
* analytical ability
 +
* creativity
 +
* social awareness
  
Bone doctor, Surgeon, Suturer, Fisherdwarf, Siege operator, Record keeper, Concentration, Observer, Student, Tracker, Discipline, Reader, ranged combat/hunting skills
+
record_keeping
 +
* analytical ability
 +
* focus
 +
* memory
  
'''Willpower''':
+
lying
 +
* creativity
 +
* linguistic ability
 +
* social awareness
  
Miner, Wood cutter, Crutch-walker, Pump operator, Swimmer, Concentration, Discipline, all general combat and close combat skills
+
intimidation
 +
* agility
 +
* linguistic ability
 +
* kinesthetic sense
  
'''Patience''':
+
comedy
 +
* agility
 +
* creativity
 +
* linguistic ability
 +
* kinesthetic sense
  
Animal trainer, Fisherdwarf, Concentration
+
knowledge_acquisition (student)
 +
* analytical ability
 +
* focus
 +
* memory
  
'''Spatial Sense''':
+
===Unimplemented skills===
  
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)
+
military_tactics
 +
* analytical ability
 +
* creativity
 +
* intuition
  
'''Kinesthetic Sense''':
+
magic_nature (druid)
 +
* agility
 +
* toughness
 +
* endurance
 +
* focus
 +
* willpower
 +
* empathy
  
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
+
tracking
 +
* analytical ability
 +
* focus
 +
* spatial sense
  
'''Linguistic Ability''':
+
concentration
 +
* focus
 +
* willpower
 +
* patience
  
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)
+
discipline
 +
* focus
 +
* willpower
  
'''Musicality''':
+
writing
 +
* creativity
 +
* intuition
 +
* linguistic ability
  
Nothing!
+
prose
 +
* creativity
 +
* intuition
 +
* linguistic ability
  
'''Empathy''':
+
poetry
 +
* creativity
 +
* intuition
 +
* linguistic ability
  
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)
+
reading
 +
* focus
 +
* memory
 +
* linguistic ability
  
'''Social Awareness''':
+
speaking
 +
* linguistic ability
  
Organizer, Conversationalist, Flatterer, Judge of intent, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)
+
coordination
 +
* agility
 +
* spatial sense
 +
* kinesthetic sense
  
== How Your Dwarf Gets Attributes ==
+
balance
 +
* strength
 +
* agility
 +
* kinesthetic sense
  
Each attribute is a number between 0 and 5000, but in dwarven terms anything above 2500 is extraordinary. In the default raws (/raw/objects/creature_standard.txt), dwarven attributes come in four levels.
+
alchemy
 +
* agility
 +
* analytical ability
 +
* creativity
 +
* intuition
  
Focus and Spatial Sense are referred to as "++", or two steps above default. Their range is defined as [700:1200:1400:1500:1600:1800:2500], which sets out six ranges: 700-1200, 1200-1400, etc. Dwarves have an equal chance of dropping into any of these ranges, and an equal probability again of getting any number in that range. So the bottom one-sixth of your dwarves will be really low, the top one-sixth really high, and the two-thirds in the middle huddled around average. This also means that the median and the mean are slightly different: the mean for ++ is 1516.66... while median is 1500.
 
  
Strength, Toughness, Analytical Ability, Creativity, Patience, and Memory are +, or one step above default. Their ranges are [450:950:1150:1250:1350:1550:2250], and their mean is 1266.66...
+
===Attributes trained by skills===
 +
(incomplete, badly formatted)
  
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.
+
* Strength
 +
** Melee weapon skills
 +
** Other weapon skills
 +
** Armor user
 +
** Swimming
 +
** Wrestling
 +
** Biting
 +
** Knapping
  
Agility is "-", the only attribute to be below default. Its ranges are [150:600:800:900:1000:1100:1500], mean 862.5, median 900.
+
* Agility
 +
** Melee weapon skills
 +
** Other weapon skills
 +
** Ranged skills
 +
** Dodging
 +
** Crutch walking
 +
** Swimming
 +
** Wrestling
 +
** Knapping
  
==Special Attributes==
+
* Endurance
Though they are not classified with the above attributes, creatures can have the following attribute(s):
+
** Armor user
 +
** Dodging
 +
** Crutch walking
 +
** Swimming
 +
** Wrestling
 +
** Biting
  
{| {{prettytable}}
+
* Toughness
|- style="background:#ddd"
+
** Melee weapon skills
! Attribute
+
** Other weapon skills
! Value Range
+
** Armor user
! Value Points
+
** Dodging
! Effect
+
** Biting
|- style="border-top: 3px solid #aaa"
 
! rowspan=4 | Psychological Trauma
 
| 100
 
| Doesn't really care about anything anymore.
 
| rowspan=3 | This trait increases as dwarves witness death and suffer tragedy.  The higher it gets, the harder it is for the dwarf to be affected by negative thoughts, so in several ways, this is a useful, if tragic, side effect of running a bloody fort.  This trait often finds its way into experienced [[military|soldiers]], who might watch [[friend|friends]] and comrades die as often as they kill [[goblin|goblins]].
 
|-
 
| 67 - 99
 
| Is a hardened individual.
 
|-
 
| 33 - 66
 
| Is getting used to tragedy.
 
|-
 
| 0 - 32
 
|
 
| Nothing displayed.  Dwarf is not yet traumatized.
 
|}
 

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