Attribute

*"Memory" redirects here. For computer memory, see Memory (computing).*
A creature has numerous attributes which affect its performance at various tasks, split into physical factors associated with the body, and mental factors associated with the soul.

Attributes can be viewed in the thoughts and preferences screen. Body attributes are listed directly before prefstrings; soul attributes directly after. Positive attributes are shown in green, negative attributes are shown in red, and average attributes are omitted. Said attributes may be listed on the thoughts and preferences screen as follows (may have to be highlighted to be seen):

He is slow to tire and agile, but he is quite susceptible to disease.

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 and skill gain and rust rates are moddable in the raws as a creature token.

Attributes can be viewed for individual dwarves by selecting (view dwarves, z, enter), or by going to the (units menu, view, then enter).

## Descriptions

In-game attribute descriptions are calculated based on the difference from the species average. Humans' median attribute values are always 1000. Thus, if the median dwarf has higher than 1000 for an attribute, that means the median dwarf is better than the median human for that attribute (however, individual humans may be better than individual dwarves due to intraspecies variation). Likewise, if the median dwarf has below 1000 for an attribute, then the median human bests the median dwarf in that contest.

The tiers at which descriptions change are 250, 500, 750, and 1000 above or below the species median. Interestingly, if a species has an attribute with a median below 1000, such as dwarves' agility, the lowest tier will never be displayed.

These descriptions are not used in adventurer mode.

## Body attributes

The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different, as they are calculated based on the species average. In almost every case, a higher attribute value is better, as opposed to personality traits where one may prefer higher or lower depending on the situation.

### Strength

Alters the damage done in melee (increases velocity of weapon swings), increases muscle mass (thicker muscle layer also resists damage more), and increases how much a creature can carry. Higher strength also increases the speed of fast gaits in most creatures, including running, soaring, galloping, and fast swimming, however proportionate gains in muscle mass can eventually reduce speed enough to overtake the gains (moreso with larger creatures than dwarves.). The dwarf median of 1250 is higher than average.

 0–250 | unfathomably weak

### Agility

This attribute affects the speed of a creature's fast-moving gaits in the same way as strength — a creature with maximum agility and strength can run faster than a creature with minimum agility and strength. The median dwarf agility of 900 is slightly below average.

Because dwarves in general have below-average agility, and because the descriptions are based on the difference from the racial average, no dwarves will ever display as "abysmally clumsy".

 (never displayed) | abysmally clumsy

### Toughness

Reduces physical damage of all kinds, including bleeding and suffocation. The dwarf median of 1250 is higher than average.

 0–250 | shockingly fragile

### Endurance

Reduces the rate at which dwarves become exhausted. The dwarf median endurance of 1000 is exactly the human average.

 0 | truly quick to tire

### Recuperation

Increases the rate of wound healing and reduces fat. The dwarf median recuperation of 1000 is exactly the human average.

 0 | shockingly slow to heal

### Disease resistance

Reduces the risk of contracting syndromes and their negative effects when active, including the alcohol-induced ones. The dwarf median disease resistance of 1000 is exactly the human average.

 0 | stunningly susceptible to disease

## Soul attributes

The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different. In almost every case, a higher attribute value is better, as opposed to personality traits where one may prefer higher or lower depending on the situation.

From this post by Toady One:

>
> With respect to skills: most of these attributes only affect duration, when that is the only available skill effect to begin with, but they are factored into outcomes when it applies.
>
>
>
>

At the bottom is a list of which attributes affect which skills. This pair of charts provides an easier to read summary of the soul attributes that are useful for doctors and soldiers.

### Analytical ability

The dwarf median analytical ability of 1250 is slightly above average.

 0–250 | a stunning lack of analytical ability

### Focus

The dwarf median focus of 1500 is above average.

 0–542 | the absolute inability to focus

### Willpower

Willpower directly reduces exertion and pain effects, and also affects the threshold before creatures flee in battle and the effects of stress. The dwarf median willpower of 1000 is exactly the human average.

 0 | absolutely no willpower

### Creativity

The dwarf median creativity of 1250 is slightly above the human average.

 0–250 | next to no creative talent

### Intuition

The dwarf median intuition of 1000 is exactly the human average.

 0 | horrible intuition

### Patience

Some non-skill tasks are affected by Patience. The dwarf median patience of 1250 is slightly above the human average.

 0–250 | no patience at all

### Memory

The dwarf median memory of 1250 is slightly above the human average.

 0–250 | little memory to speak of

### Linguistic ability

The dwarf median linguistic ability of 1000 is exactly the human average.

 0 | difficulty with words and language

### Spatial sense

The dwarf median spatial sense of 1500 is above the human average.

 0–542 | no sense for spatial relationships

### Musicality

Musicality affects performances such as playing music with instruments and singing. The dwarf median musicality of 1000 is exactly the human average.

 0 | absolutely no feel for music at all

### Kinesthetic sense

Most skills involving any movement at all (lots of them), and many non-skilled tasks as well are affected by Kinesthetic Sense. The dwarf median kinesthetic sense of 1000 is exactly the human average.

 0 | an unbelievably atrocious sense of the position of [his/her] own body

### Empathy

The dwarf median empathy of 1000 is exactly the human average.

 0 | the utter inability to judge others' emotions

### Social awareness

The dwarf median social awareness of 1000 is exactly the human average.

 0 | an absolute inability to understand social relationships

## Skills by associated attributes

*If your browser cannot display this table properly, you can view the legacy version.*

(\*) Combat skills: Axeman, Fighter, Hammerman, Kicker, Knife user, Lasher, Maceman, Misc. object user, Pikeman, Shield user, Spearman, Striker, Swordsman, Thrower. Does *not* include Dodger.Verify

(\*\*) Unless otherwise prohibited by traits.

(\*\*\*) Social skills: Conversationalist, Flatterer, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher, unless otherwise prohibited by traits. Does *not* include Comedian, Intimidator, Judge of intent, or Liar.

Notes:
This data assumes, without evidence, that the same skills use *some* of the attributes that they train (i.e. that high agility improves chance of dodging). The data is accurate as of game version 31.18.

* Spatial Sense and Kinesthetic Sense are almost everywhere
* Nothing trains Disease Resistance, Recuperation, or Musicality
* Intimidation and Comedy, social skills, raise Agility. Dwarven comedy is slapstick/clowning, not stand-up.
* Student skill doesn't boost skill gain except for teacher-student relations in a barracks
* Choose high-volume labors that train useful attributes for militia 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
* Shearing apparently doesn't train anything

### Attributes trained by skills

**Strength**:

Miner, Carpenter, Wood cutter, Mason, Bone doctor, Beekeeper, Brewer, Cheese maker, Dyer, Grower, Lye maker, Milker, Miller, Potash Maker, Presser, Soaper, Spinner, Thresher, Wood burner, Fisherdwarf, Armorsmith, Furnace operator, Metal crafter, Metalsmith, Weaponsmith, Glassmaker, Leatherworker, Strand extractor, Mechanic, Pump operator, Siege engineer, Siege operator, Swimmer, Climber, all general combat and close combat skills (but not Dodger)

**Agility**:

Bowyer, Carpenter, Wood cutter, Engraver, Mason, Animal caretaker, Animal trainer, Trapper, Bone doctor, Crutch-walker, Surgeon, Suturer, Wound dresser, Beekeeper, Brewer, Butcher, Cheese maker, Cook, Dyer, Grower, Herbalist, Milker, Miller, Presser, Spinner, Tanner, Thresher, Fish cleaner, Fish dissector, Fisherdwarf, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Glazer, Leatherworker, Potter, Stone crafter, Wax worker, Weaver, Wood crafter, Strand extractor, Mechanic, Siege engineer, Alchemist, Swimmer, Comedian, Intimidator, Student, Druid, Coordination, all general combat, close combat, and ranged combat/hunting skills (but not Biter or Armor user)

**Toughness**:

Miner, Animal trainer, Lye maker, Potash maker, Soaper, Wood burner, Furnace operator, Pump operator, Siege operator, Druid, all general combat and close combat skills, Swimming while drowningVerify

**Endurance**:

Miner, Wood cutter, Mason, Animal trainer, Crutch-walker, Beekeeper, Butcher, Cheese maker, Dyer, Grower, Lye maker, Milker, Miller, Potash maker, Presser, Soaper, Spinner, Thresher, Wood burner, Fish cleaner, Armorsmith, Furnace operator, Metal crafter, Metalsmith, Weaponsmith, Glassmaker, Leatherworker, Strand extractor, Mechanic, Pump operator, Siege engineer, Siege operator, Swimmer, Climber, Armor user, Biter, Dodger, Druid

**Disease Resistance**:

Nothing!

**Recuperation**:

Recovering from wounds Verify

**Analytical Ability**:

Animal caretaker, Trapper, Diagnostician, Beekeeper, Cheese maker, Cook, Furnace operator, Gem cutter, Strand extractor, Mechanic, Siege engineer, Siege operator, Alchemist, Knapper, Appraiser, Building designer, Organizer, Record keeper, Student, Military tactics, Tracker

**Memory**:

Animal caretaker, Diagnostician, Herbalist, Appraiser, Record keeper, Student, Reader

**Creativity**:

Bowyer, Carpenter, Engraver, Mason, Trapper, Cheese maker, Cook, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Gem setter, Bone carver, Clothier, Glassmaker, Glazer, Leatherworker, Potter, Stone crafter, Wax worker, Weaver, Wood crafter, Mechanic, Siege engineer, Alchemist, Building designer, Organizer, Comedian, Liar, Military tactics, Poet, Wordsmith, Writer

**Intuition**:

Animal trainer, Diagnostician, Alchemist, Appraiser, Observer, Military tactics, Poet, Wordsmith, Writer

**Focus**:

Bone doctor, Surgeon, Suturer, Fisherdwarf, Siege operator, Record keeper, Concentration, Observer, Student, Tracker, Discipline, Reader, ranged combat/hunting skills

**Willpower**:

Miner, Wood cutter, Crutch-walker, Pump operator, Swimmer, Climber, Concentration, Discipline, all general combat and close combat skills

**Patience**:

Animal trainer, Fisherdwarf, Concentration

**Spatial Sense**:

Miner, Bowyer, Carpenter, Wood cutter, Engraver, Mason, Trapper, Bone doctor, Crutch-walker, Surgeon, Suturer, Wound dresser, Spinner, Armorsmith, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Glazer, Leatherworker, Potter, Stone crafter, Wax worker, Weaver, Wood crafter, Mechanic, Siege engineer, Siege operator, Swimmer, Climber, Knapper, Building designer, Observer, Tracker, Coordination, all general combat, close combat, and ranged combat/hunting skills (but not Armor user)

**Kinesthetic Sense**:

Miner, Bowyer, Carpenter, Wood cutter, Engraver, Mason, Bone doctor, Crutch-walker, Surgeon, Suturer, Wound dresser, Beekeeper, Brewer, Butcher, Cheese maker, Cook, Dyer, Grower, Herbalist, Lye maker, Milker, Miller, Potash Maker, Presser, Soaper, Spinner, Tanner, Thresher, Wood burner, Fish cleaner, Fish dissector, Fisherdwarf, Armorsmith, Furnace operator, Metal crafter, Metalsmith, Weaponsmith, Gem cutter, Gem setter, Bone carver, Clothier, Glassmaker, Glazer, Leatherworker, Potter, Stone crafter, Wax worker, Weaver, Wood crafter, Strand extractor, Pump operator, Swimmer, Climber, Knapper, Comedian, Intimidator, Coordination, all general combat, close combat, and ranged combat/hunting skills

**Linguistic Ability**:

Comedian, Conversationalist, Flatterer, Intimidator, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher, Poet, Wordsmith, Writer, Reader, Speaker (personality traits may preclude access to some of these skills)

**Musicality**:

Quality of musical performances

**Empathy**:

Animal caretaker, Animal trainer, Conversationalist, Flatterer, Judge of intent, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)

**Social Awareness**:

Organizer, Conversationalist, Flatterer, Judge of intent, Liar, Negotiator, Persuader, Consoler, Leader, Pacifier, Teacher (personality traits may preclude access to some of these skills)

## Dwarf attributes

Each attribute is a number between 0 and 5000, but in dwarven terms anything below 200 is rare [1] and anything above 2500 is extraordinary. In the default raws (/raw/objects/creature\_standard.txt), dwarven attributes come in four levels.

Focus and Spatial Sense are referred to as "++", or two steps above default. Their range is defined as [700:1200:1400:1500:1600:1800:2500], which sets out six ranges: 700-1200, 1200-1400, etc. Dwarves have an equal chance of dropping into any of these ranges, and an equal probability again of getting any number in that range. So the bottom one-sixth of your dwarves will be really low, the top one-sixth really high, and the two-thirds in the middle huddled around average. This also means that the median and the mean are slightly different: the mean for ++ is 1516.66... while median is 1500.

Strength, Toughness, Analytical Ability, Creativity, Patience, and Memory are +, or one step above default. Their ranges are [450:950:1150:1250:1350:1550:2250], and their mean is 1266.66...

Endurance, Disease Resistance, Recuperation, Intuition, Willpower, Kinesthetic Sense, Linguistic Ability, Musicality, Empathy, and Social Awareness are AVG, or the default. Their ranges are not specified in the raws, but they are [200:700:900:1000:1100:1300:2000] for Physical and [200:800:900:1000:1100:1300:2000] for Mental.

Agility is "-", the only attribute to be below default. Its ranges are [150:600:800:900:1000:1100:1500], mean 862.5, median 900.

## Training attributes

It would seem that various skills train various attributes at different rates. For Physical Attributes and Willpower, military training works best. It relatively quickly gives a Dwarf some extra Agility and Strength, making him walk and work faster in all areas (According to [2] speed is a factor in determining how fast a labour is completed).

Attributes are capped in Adventure mode and probably also in Dwarf mode. Those caps are governed by `[[模板:Token/guess type#MENT_ATT_CAP_PERC|[MENT_ATT_CAP_PERC]]]` and `[[模板:Token/guess type#PHYS_ATT_CAP_PERC|[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 `[[模板:Token/guess type#PHYS_ATT_RANGE|[PHYS_ATT_RANGE]]]`, for example 1000 for most attributes for Dwarves).
attribute\_cap = starting\_value + max {starting\_value, median}

The speed of learning attributes is governed by "cost to improve" in `[[模板:Token/guess type#PHYS_ATT_RATES|[PHYS_ATT_RATES]]]` and `[[模板:Token/guess type#MENT_ATT_RATES|[MENT_ATT_RATES]]]`. By default CTI for attributes is 500, which means the counter for using that attribute has to be incremented 500 times for the Dwarf to gain 1 in that attribute. The lower the CTI, the faster an attribute increases. According to [3] the counter is incremented every ten ticks a skill using that attribute is in use. This means it takes 5000 TUs or just over 4 in-game days of continuous labour to improve an attribute by 1. The improved attribute gain from military training may stem from the fact that sparring and individual combat drills train multiple skills at the same time.

## Standard ranges

The game comes pre-stocked with several sets of attribute ranges, some better than others. The signs that come after the numeral ranges indicate what level that range represents, but have no effect in and of themselves.

[0:0:0:0:0:0:0] unattainable

[0:100:200:300:400:450:500] ---

[0:400:600:750:800:900:1100] --

[150:600:800:900:1000:1100:1500] -

[200:700:900:1000:1100:1300:2000] Default

[450:950:1150:1250:1350:1550:2250] +

[700:1200:1400:1500:1600:1800:2500] ++

[1250:1500:1750:2000:2500:3000:5000] +++

[5000:5000:5000:5000:5000:5000:5000] max

ru:Attribute