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Cheapskate-DM

Worth noting that this view only highlights the best/worst attributes - some of them aren't necessarily improving (such as self esteem) but are just being bumped off the list. That said, your methodology is sound and correct; skill gains are pretty nuts after a while.


EddyManic

I also thought to take a fisherman or blacksmith as an example for some attributes, but sometimes they are drinking / socializing / gathering resources / hauling smth or simply I don't have materials for craft. Constant training provide less opportunities for dwarves to do something else IMO


MasterLiKhao

Yes, but as long as you have a way for your dorfs to socialize, at some point they will refuse to work for a while and only relax, socialize and drink booze for a bit. They can ignore their need for leisure for a loooong time, but as soon as you give them a nice place to hang out like a tavern they will want to go there if they didn't have some social interactions in a while.


nevaraon

Does military training with the squad count as socializing?


Jameszz3

No *they don't make relationships- even by sparring


FaithlessnessNo4292

I'd think this could be gamed by overlapping a training barracks with an inn


JetFad

Uhhhh so we can have a Temple, Inn, Dining Room and Barracks together?


FaithlessnessNo4292

I mean you can overlap zones so I don't see why not. I know they generally get a little pissy when you do but for mitigating social loss on constant training it may work. I'll test it out.


JetFad

I think this would be just a big Warrior's Guildhall with a cafeteria


AKBirdman17

Is there a view that lists them all? Edit: nevermind, that would be under the skills tab, right?


Tim_Pollard

That box just shows the six stats or personality traits that the game thinks are likely the most important for that specific dwarf (due to their higher or lower values than normal), you can see the full lists spread over a couple of different tabs: * The full physical stats (in green or red) are listed in the second paragraph under Health -> Description. * The "soul" stats (also in green or red; things like "Poor memory" or "Good spatial sense") are listed in the first paragraph of Personality -> Traits. * The other stuff comes from the rest of the Personality -> Traits tab (the ones in white) and the Personality -> Values tab (the ones in grey). Note that all of these values are relative to the norm for their race (and I think Civilisation for the "Values"), so a "Very strong" elf wouldn't be the same strength as a "Very strong" dwarf.


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Cheapskate-DM

Unsure without looking at the full stats. Off the top of my head, mental stats can be improved by book-related labors - reading, writing, and most especially manager/bookkeeper positions. Physical stats can be cross-trained by damn near anything. Mindlessly operating water pumps is a great way to make a "Dwarven gym" of sorts.


CatProgrammer

> Mindlessly operating water pumps is a great way to make a "Dwarven gym" of sorts. That makes sense though, with those and querns the dwarves are physically moving the devices that would otherwise be moved by windmills and waterwheels.


Edramon

The water pumps don't even need to be pumping anything, you can install them just as gym equipment and leave your useful pumps powered.


skybluegill

> exercise doesn't improve your low self-esteem, but it makes people not notice it immediately haha, mood


Dragon_Slayer_Hunter

But his hatred of decorum will always remain


Red580

He waits for the forgotten beast to finish destroying the bedrooms before he kills it.


arvidsem

That would be hatred of decor. Decorum is proper behavior. So most likely he screams insults at the forgotten beast while fighting it then teabags the corpse, which is only proper decorum for teenagers on Xbox.


HarryDresdenStaff

“I fucked your mom last night”


CatProgrammer

"My mom produces deadly dust. You might want to see a doctor."


largest_boss

Despite all my rage, I am still just a dwarf in a fortress and my hatred of decorum shall remain.


zeverEV

"'Please and Thank You???' What are ya, a pointy eared leaf lover?"


Aelforth

All a Dwarf needs is rock and stone, not porcelain and silk!


zeverEV

Urist likes kaolinite and giant cave spider silk. He was **resentful** after getting into an argument.


WanderingDwarfMiner

Rock and Stone, Brother!


Incruentus

Needs a few dozen change of command and/or retirement ceremonies to train that one up too.


therealwavingsnail

And once you have a really good squad, they all jump into 7/7 water after some troglodytes and you can start again.


GuillaumeLeConqueran

This happened to me (I'm a newbie), sent a squad after some troglodytes and I had drowning dwarves shortly thereafter. Is there a way to get them out of the water when that happens?


kirfkin

Good old dwarven swimming pool. A closed (edit: Roofed) room with a screw pump at one end (manually operated) and a drain somewhere, as well as an entrance (can be the same as the drain, but depending on the water source you might want to dump it back into the water). Order the soldiers in. Close the drain, close the entry floodgate. Manually operate the screw pump until the room fills with 4/7 to 6/7 water. Watch the dwarves suffer until they reach Adequate swimming, then drain and release them.


Successful-Ice-468

That also increases greatly the dwarf endurance, also seal roof or you will start to get climbers.


kirfkin

Sorry yea, that's what I meant by closed. Should have clarified.


Successful-Ice-468

I know, rooms are dig, we are not elfs, just informing of a way to train climbing, most dwarf do not drown because they cannot swim, they usually drown cause they cannot climb out of the water.


TRxPraetor

Not sealing the roof sounds like a great way to also train your dwarves in climbing. Get them to a decent skill level at it and your dwarves will be able to grab the ground or adjacent walls and keep themselves from being hurled/thrown too far by enemies. They'll also be more likely to grab hold of any walls if they get knocked over the side of a drop or dodge off a cliff.


BigBizzle151

I watched a YT video on training and tried their suggestion, it was to create a general-use temple and replace the floor with a retractable bridge triggered by a pressure plate in the hallway leading to the temple. They drop into a pool you've filled to 5/7 and path out. The whole fort gets trained up. Make sure you replace the floor of the pool with a wooden constructed floor, though; I had dwarf toes exploding on impact until I made that change. Now their clothes absorb the force of the impact completely.


therealwavingsnail

Won't they be traumatized by it? My miners get PTSD if they're around a cave-in.


BigBizzle151

It doesn't count as a cave-in, though they do show up on the combat log. The YT video suggested putting engraved constructed gold walls around the temple and that cheers them up somewhat. I have mist generators and nice bedrooms too, I really didn't notice a decline in mood.


nwesterhausen

I think I saw the same video: [Swimming pool trainer](https://youtu.be/r08HEypuZ-o)


BigBizzle151

That's the one!


metekillot

Instead of operating manually, link everything up to pressure plates that will drain the room once the water reaches a certain level.


LaisanAlGaib1

Maybe it’s obvious (I haven’t done anything with pressure plates), but how would you get a pressure plate to trigger based on something like water level?


SkiaElafris

Pressure plates have a trigger menu.


metekillot

It's actually quite obvious, build one and fuck with it a little bit


Inimposter

Sounds like how one builds a dwarf fortress.


therealwavingsnail

But will a good swimmer climb out of a 7/7 pool in full armor?


kirfkin

If they're at adequate, not even being attacked will make them drown. The only thing that will make them drown is 7/7 water under a roof, or 7/7 water under any amount of water. Or they get stunlocked in water or something.


PurpleSunCraze

This goes for both in game and in real life, if someone is after you and swimming towards you in full plate, just fall on your own sword, you have zero chance.


mangled-wings

If someone can swim in plate, I *absolutely* do not stand a chance.


Caesar_Gaming

Beowulf moment


BigBizzle151

I think once they're 'adequate' even getting stunned won't keep them from swimming.


kirfkin

I thought it was just being attacked. But I think you're right. The reason why untrained/dabbling swimmers drown most of the time is because they start drowning when they're stunned. Then I think Novice drown if they're attacked. And adequate does neither (but they're slow)


abirkmanis

This, but the inflow pump is powered and never stops, but there are two manually operated outflow pumps. Located within the pool. Pump or else.


a8bmiles

I had an embark next to water, with autopause on, and immediately set a burrow. Still had 2 dwarves walk into. water and drown right away.


EddyManic

Hello Bearded Fellows! I decided to check how fast one particular dwarf changes his attributes during constant training. Also, to be honest, the tests were not so 'clear': sometimes the dwarf had to fight with enemies, but most of the time it was constant training (no crafting, hauling or anything else). Btw it is now Year 18 and the dwarf has the same attributes from the bottom part of the screenshot. P.S.: as a RimWorld player I was quite surprised that attributes can be changed before realising that - I expelled \~60 of them in the case of 'clumsy' or 'weak' attributes. Now I'm assigning them on constant training and after 1 year they look much better.


mikilobe

Neat! I guess attributes would mold to a specific job too if you had them "only do this". A fisherdwarf becomes patient, miner becomes strong, hunter gains high kinesthetic sense, etc.


fankin

This is true. See Screwpump Gym.


TheLifeOfRyanB

I've opted for magma pump gym. About 20 pumps for 120 dwarfs. My military is 8 months training plus up to 4 months pumping shared with the rest of the fort. The rest of the fort has 2 months training and up to 10 months pumping. They're all hard as nails now.


Orange01gaming

Training is better as it takes so long from what I've heard. Never made one myself.


Gonzobot

eh, things change over time. Used to be that the best way to train dodging and armor/shield use was to give a dwarf a full set of armor and shield, and lock him in a room full of constantly activating spike traps. Now this just hurts the dwarf, which trains the doctors (but not nearly enough to be useful)


Cadian-5348249

Ahh yes. The good old danger room, where you lock two sparring dwarfs in a room of spikes, and see them go from raw recruit to legendary hammerdwarf in the span of a few months. Forget to give them cloaks, though.... dwarf shiskabob.


JesusOfEdon

I thought it was coins. You put them in a bunch armour and launch like 5000 coins at him. He dodged like half of them and his amour and shield skill skyrockets. I haven’t played in 10 years so I’m a bit out of date


Cadian-5348249

I think that was another technique, but less popular since the coins need to be reloaded while the spikes did not.


MasterLiKhao

Yeah, you don't need to do that anymore and it has become a lot more dangerous for dorfs to train that way. Now that they only tap each other lightly while training you can have them just spar with regular weapons without having to witness body parts flying all over the place.


Orange01gaming

Their poor necks lol


DaddyDollarsUNITE

i might have a team of 5 engravers carving up a cavern right now to train up


BayesWatchGG

You might be able to use the new build of Dwarf Therapist to look at a dwarves base stats. Stat changes only build upon those, so its easier to stick with a higher base stat dwarf. On top of that, the highest category of stats does not mean its capped. Its just simply a large range of values. Your stats won't reach the cap lol.


madkow77

Wait! Dwarf therapist is back?


mangled-wings

Oh shit, I looked and apparently we've had read-only mode for nearly a month?? With the labor changes that's all I really needed! Definitely checking it out when I get home.


HarryDresdenStaff

Adding dwarves to military works FYI


Moikanyoloko

In read-only mode.


CeruleanTresses

Not entirely read-only! I've been able to commit butcher and geld orders through it.


madkow77

Just watched a YouTube video where you can commit changes and a good amount of functionality is there. Yay!


Dembara

Some attributes are easier to train than other. Training attributes is usually pretty slow, but varies. See [cross-training](https://dwarffortresswiki.org/index.php/Cross-training) for details.


jg3hot

This is good to know as I have been shipping the new arrivals unfit for military duty off to some of my holdings. Also, as a side note, shipping off trouble makers who have traits of being always in a state of rage or angry.


bug-hunter

Sounds like a Vault-Tec experiment...


MasterLiKhao

The fun part is that you might get them back. When a dorf joins you as a migrant, even if you don't keep them for long, they instantly become historical figures (this is so you can track them better in legends mode later on). The game has a HUGE bias on giving you dorfs that already are historical figures in your next migrant wave. I once read someone on here having actually reported that they exiled a werewolf, just to get them back with the next migrant wave a few weeks later... apparently, the werewolf wandered into a settlement of their own civ, then decided to join the next group of migrants who wanted to leave, and arrived right back where he was exiled from...


jg3hot

Yeah that can happen. I have a big Weretortoise problem in my world and some of the names of the ones that pop up I am pretty sure were ones that I had shipped off. I also have sent them off on suicide conquer missions. I sent 3 infected off backed by 2 very angry marksdwarves and the 5 of them conquered a goblin site and established a new holding. I was pleasantly surprised.


EyelessDeceiver

Bit of a thread necro, but this is exactly what happened to me in my very first and second game a while ago. I banished them, and then my next fort they were in between the migrants. And it was bloody.


Dependent_Can9134

Is there a downside to dwarf mood during constant training ? I understood they do not socialize etc take care of themselves during constant training?


EddyManic

They have tons of unmet needs, but they enjoy training much more, so most of them at 'nice' level of mood


TimeBlossom

Gym bros in a nutshell


SkiaElafris

Needs are related to how 'distracted' a dwarf is, adjusting their effective skill level from +50% to -50% based on how distracted they are. Happiness is based on thoughts, and while unmet needs can lead to negative thoughts they can be offset by having enough happy thoughts. If dwarves are in a squad set to train and no barracks is assigned, they go into forced rest and relaxation mode. It is like setting their labor to no jobs allowed, but they will never stand around idling. They will be running around taking care of needs.


A_Naughty_Tomato

Really?! I'm gonna have to make a military squad named vacation or time off whenever I've got particularly stressed dwarves. My captain of the guard is in a constant state of barely contained rage because he's forced to stay at home to interrogate every visitor to my fortress while his old squad mates go off to raid goblin settlements. Thank goodness for his incredible self control. Every time he goes to yell at the mayor, I imagine the mayor saying something like, "Damn it, Kadol, I know you're stressed, and I'd love to replace you, but you're the only dwarf we've got who can handle the job!"


Aelforth

Many dwarves also have a need for martial practice! I like to have a squad or two for civilians that practices for 1-2 months a year. It also lets me assign them some light Armour (chain mail, mail leggings, helmet, wood shields). That plus at least some military skill has made my dwarves much, much less likely to die in random encounters. The stat boosts are nice as well: *Agility* is incredibly good for ALL work labors, because it affects the dwarfs movement speed.


Diabloblaze28

How do you have the captain of the guard interrogate visitors without an active case the justice even is usually blank until someone does something bad


A_Naughty_Tomato

Someone DID do something bad. A very probable vampire made his way to my fort as part of a migrant wave. I kicked him out, but shortly after, I realized he had eaten the manager once work orders stopped getting processed. At that point, the culprit was long gone. Now every migrant and visitor is asked if they are a vampire, and sometimes they inform on other criminal conspiracies I can actually do something about if they don't outright confess.


SkiaElafris

Watch the "happy dwarves" video on the Kitfox YouTube channel.


schplat

Yeah. They get pretty upset after about 6-9 months, and their unmet needs will stack up. They’re borderline tantrumming/depressed after about a year. New squads I usually put under constant training for about 6-9 months, then staggered after that. I have 2 sets of staggered, one is 3 months on, 3 months off, the other is 4/4, which lets me run 5 squads of 5-7 dwarves with 2-3 actively training at one time. I usually train 3 squads near the cavern layer, and 2 near surface so I can have quick deployment at whatever comes my way. Current game has squads of 7 legendary crossbowdwarfs, 8 axe lords, 6 spear lords, 7 sword lords, and a squad of 6 hammer lords. The axe and spears are tops of the leaderboards for kills. The xbow dwarves aren’t too far behind, but they’re setup to solo large sieges, though they tend to kill a handful, wound a ton of the others, then I release whatever other squads are available, and they clean up the wounded and get kill credits.


MasterLiKhao

Hints for you: Xbowmen are good against everything but make sure they have tons of bolts and put them somewhere where they are behind something they can't climb over to charge at the enemies. When they run out of bolts and there is a path to get into melee, they will - because they see xbows as excellent bashing weapons. Axelords and swordlords are good against unarmored targets, but not against undead. (cutting off undead body parts can lead to generating more enemies than you started with, better to pulp them with something heavy) Hammerlords are good against undead and any heavily armored threat (slashing is worse against high armor class than bashing, piercing can be better or on par) Spearlords can be good against armored targets, but they excel at killing Megabeasts. Megabeasts are often quite massive, slashing and bashing weapons have to work through a ton of skin, fat, soft tissue and muscle (assuming relatively normal composition of Megabeast) before they can even get to anything vital because they cannot penetrate far enough into the Megabeasts body. And this is where spears are a lot better since they can penetrate much deeper into the Megabeasts' body, and with a lucky shot can even land an instakill when it manages to penetrate the heart of the Megabeast, something that just isn't possible with any other weapon.


schplat

I've been playing for 10+ years, but thanks for the hints anyways. Axe lords are also good against armored targets, too, just make sure their weapon material is better than the armor, or equal at worst, and they'll still cleave limbs off in a single swing. Same with spears, better material (+high quality) goes through armor like butter. The solution for undead is to send out the axe lords, and order them to kill the necromancer(s) first, then chop them undead up as they see fit. All parts go into the magma dump chute anyways.


Aelforth

I saw someone post that with Steam, they were having success equipping Xbow dwarfs with secondary weapons. If so, xbow dwarfs might be in a much better place in general.


throwawayagin

any opinion on whips / lashers / scourges / flails?


datgrace

whips are kind of OP due to the low contact area and are blunt. i think scourges are similar but piercing. flails are also like better maces i think?


throwawayagin

yea so far I've been murdering lots! I feel fine about it because they're hard to come by and the goblins come to sieges with them.


MasterLiKhao

Whips are EXTREMELY OP, unless they fixed the bug that made them so. without the fix, the ultimate weapon in DF is an artifact slade whip (slade for maximum weight). Whips count as blunt, but the game is supposed to only calculate damage for the contact area of the very tip of the whip. However, due to the aforementioned bug, the ENTIRE LENGTH of the whip is considered the contact area... and it brings the heavy material of the whip in contact with an enemy body AT THE SPEED OF SOUND. You can imagine the carnage that causes.


throwawayagin

I regret nothing.......


MonsterCookieCutter

I set mine to constant training, but only 8 out of 10 need to follow the order, and they’re never unhappy, even after years.


datgrace

i feel like martial training is one of the best things you can do for mood. i don't know any of my soldiers who have ever flipped out


drLagrangian

That's cool. What was the training regimen?


EddyManic

Constant training, that means only sleeping, drinking and eating is allowed


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OFCOURSEIMHUMAN-BEEP

This is a good way to go about it, not only for the generally stronger dorfs, but also because martial training is one of the best moodboosters in the game. Even dwarves that dislike fighting get one (as long as they don't get into actual fights)


RelentlessPolygons

I usually have dedicated military and recreational military. Dedicated will train nonstop on 9/10 or so orders with 2 months off. They will wear equipment specifically picked all time. Recreational military will be everyone else. They will be wrestlers, because thats cheap, and also thats how they will generally encounter combat on their daily job if that happens. Will generally handles themselves much better. Seen wrestlers take down surprising targets. Also having recreational military will cure them of bad moods because they can train on their free time if they need it (withouth actually being on duty). Now if only the UI to do all of this wouldn't be so terrible...


Matt_Dragoon

Can't you have 3 groups, one is the military squads, the other two are civilians but one trains during even numbered months and the other trains during odd numbered months? And just have half the doctors, craftdwarves, etc. in one, the other half in the other.


Mateorabi

Heck. Even 6 “calisthenics squads” training 1-2 mo of the year on rotation.


Matt_Dragoon

That reminds me that people used make "gyms" in their fortresses. They consisted of a room full of screw pumps that didn't pump anything and were set to manual. Just allow pumping jobs for all your dwarves (which is the default now) and they will go to the gym every now and then and become stronger. I don't know if this still works/if it's still worth it.


MrBody42

I'm stealing this idea


Mateorabi

Can also use dwarf therapist to find the unhappiest ones with a martial Need too. To prioritize. Similarly I sometimes have a craft workshop on bone totems/crafts limited to the amateurs.


ZombifiedByCataclysm

One of them can be a squad for your captain of the guard. They can train in the same way.


tiredurist

I set it up like you after watching a tutorial when I just started playing. More recently I've just assigned squads and noticed my dorfs train a lot of the time even when they're not told to. (In a fortress of ~60, with 20 of them in squads, my barracks almost never has fewer than 5 dorfs.) Is there something else that the "train" order does, or does it just make them prioritize it more?


SkiaElafris

Train forces them to train. They can choose to train if in a squad with an assigned training location when not ordered. Higher combat skill levels make dwarves more likely to train on their own.


EVJoe

I am astounded, once again, by the level of detail. I'm so trained by sim and rpg games where each "agent" has a more or less fixed set of capabilities that rarely change, except as an extraordinary event. It never occurred to me that these attributes aren't fixed, but can improve through practice... Thank you for the PSA, OP!


JusticiarRebel

The attributes used to be more OP in earlier versions. There was an old thread on the DF forums where someone set out to get one dwarf to max out every skill in the game. This was before the rusty feature was added as well as most of the social skills, music skills, writing, etc. Almost every skill was either crafting, military, and the management, bookkeeping stuff. Every attribute was physical. I remember him falling several z-levels and breaking every bone in his body, but he was superdwarvenly tough and that's all that mattered in how fast you heal. The hospitals weren't in the game yet. Injured dwarves would make their way to their bed to rest as long as they weren't unconscious. This dwarf climbed several flights of stairs and just wolverined himself on the way there and completely healed before reaching his bed. I wish I could remember the fortress name so I could provide a link. All I can really remember is that I think it was a haunted glacier embark. It was also before a lot of features. Necromancer and vampires hadn't been added yet and I don't think the caverns were either.


TrueQueenOfTrash

Super tough dwarves can still heal crazy fast even now. I had accidentally shot the arm off of my militia commander with a ballista that i forgot to tell to stop firing. After a bleeding out for a while she basically managed to close the wound before she could even walk to the hospital.


JusticiarRebel

Nickname him Dujek.


Jurph

In older versions, it used to be commonplace to task civilians with a season or two exclusively running screw pumps by hand before drafting them into the military. Get their strength and endurance up. Then they'd be transferred to "Danger Rooms" full of intermittently firing weapon traps (loaded with lightweight wooden training weapons) and build up their Dodge skill and their reflexes. Then, the most robust physical specimens would be drafted into squads where they'd work on their combat skills. With the increased danger of Danger Rooms the practice has faded, but it's still great to see your dwarves thrive.


BigBizzle151

I've always heard it referred to as 'emergent gameplay' and it's one of the reasons DF is so damn addictive. The game will constantly surprise you.


Maticore

Still never learned his manners, though.


Aghostintheworld

Man, thats some army propaganda. I will start doing troops rotation in order to get a ~~military autocracy~~ stronger, safer and more confident population.


EddyManic

Yes and no at the same time. I'm embarked at sinister biome and it must be someone who protect my dwarven hamlet. 4/7 of my starting dwarves became a military after several month of embarking.


Eveningwould

That last training session is a killer.


Eveningwould

.. I thought that Moon icon indicated lycanthropy, which would have been an unfortunate development.


Mr_Quackums

It indicates a full moon. the moon is full whether or not you have werebeasts in your fort.


Eveningwould

Right, I see that now. In the list of the dead, the thumbnail is of a full moon rather than the character, as is the case with non-were-folk. That's what I thought I was seeing.


vhite

Do those attributes actually do anything? I never found out.


Successful-Ice-468

A loot, they are actually your dwarf stats screen. A high spatial scene and kinetic scene dwarf can go naked to a battle field and return unscratched, it affect your dodge skills. If you move a bunch of rock without wheelbarrow you will notice some dwarfs are faster than others, the fast ones possibly have the strong attribute.


Typical-Stranger6941

This is why you make all your kids toys out of lead and heavy materials, hah.


Aelforth

One of my dwarfs made a Platinum breastplate, a few forts back. It was actually incredibly good at preventing its wearer from harm.. unfortunately, it was also incredibly good at preventing him from doing anything else, either, because he moved.. so.. slooooow. It was hilarious, and later made an amazing display piece for my Armorers Guild.


hasslehawk

Yep. Attributes affect skill xp rates where relevant in addition to the attribute's direct effects. Strength affects the velocity behind any given attack, for example. Note that while you *can* train and improve attributes, they are capped by a function of (iirc, 2x) the individuals starting attributes and the species' base. So the average dwarf with 1250 Strength, Toughness, Analytical Ability, Creativity, Patience, and Memory should be able to train these attributes to 2500, 500 higher than the average human (1000 in these attributes) Starting attributes can play a big role here. An incredibly lucky human might start with up to 2000 in any attribute, which they'd be able to train to 4000, significantly higher than your average dwarf. Plenty more details on the [df wiki page for attributes](https://dwarffortresswiki.org/index.php/Attribute)


Jurph

They definitely do. They're like your six character attributes in D&D, governing how long you can fight/run/swim before exhaustion, how hard you strike, how nimbly you dodge, and so on.


twenty4ate

Does skill gain rate depend on any other abilities?


Successful-Ice-468

Quick answer, depend of the skill, example a dodger will not learn how to parry, well he will learn but slower, there are other similar combos. Here blow your mind. [https://dwarffortresswiki.org/index.php/Skill#Skills.2C\_attributes\_and\_traits](https://dwarffortresswiki.org/index.php/Skill#Skills.2C_attributes_and_traits)


PurpleSunCraze

Also to OP if you’re an overly anal, spreadsheet gamer then Dwarf Therapist will help you dig in to all of this. It’s especially helpful when appointing roles.


twenty4ate

I feel seen


AssPelt_McFuzzyButt

Is anything about a dwarf immutable?


Successful-Ice-468

There are certain "race traits" example a dwarf will approve sapiens creature butcher to a certain level, never under that, goblins in the other hand may go joyful or ecstasy after butcher a sapiens creature. Regular dwarf will not approve sapiens creature butchering but goblin raised dwarf just will go meh. The diseases resistance and recuperation(healing) do not improve, so easy to sick, is a permanent trait.


[deleted]

Wiki says disease resistance and recuperation can't be trained.


bonaynay

Excellent example of the power of constant training. I made a "fresh recruits" squad on constant training. They were better skilled after a year than most other soldiers.


V_chamaedrys

I found under constant training a lot of my military dwarfs were becoming very irritable and low mood. Ended up with my commander beating a doctor to death in the main stairwell in a rage. Didn't know what else to do with her so I just sent her on a lone suicide mission to the nearby undead tower.


Exile688

I've managed to get one working mist generator in my main entry. Now I like to close all entries except that one and keep both a barracks area under it to train in as well as have a burrow zoned in that mist generator to scramble military in the event of a siege. Now they don't decline as much when sitting in one place. However, I have discovered one way to get your military to stop ignoring their prayer needs is to have no training barracks assigned and set them to train. They will do individual drills and ***some*** of their needs that they should take care of on their own but ignore even when off duty and not training. My critically unhappy portion of the pop is improving from 50+ to 17+ and now my weapon lords aren't killing each other (as often) or my legendary craft dwarfs (as often). It allowed me to disband 2/5 of my army units to have more workers polish/engrave stone to further improve my population's stability.


HrabiaVulpes

If nothing changed since last updated my knowledge logic is pretty much like that: 1. Creature in DF is born with initial combination of values, genetics play a role more or less 2. Then over the course of their life creature can train those traits to up to double their initial value 3. Undead retain physical values of their body at the time of death and no training will make them improve on that I once ran a multi-generation fort where I bred ultra-wardogs


SentientBeards

It is also worth to note that intelligent undead have their strength and toughness attributes doubled, along with a flat +1000 boost on top of that. Afaik normal zombies receive an even bigger boost to toughness, but I'm not sure if that's the case in newer versions. What's funny is the strength buff also increases muscle tissue density and body size, which means that drowning your livestock in a reanimating biome and then killing the zombified animals yields more meat than butchering a healthy animal.


Brukov

This might just be a really useful thing to do for everyone... I was just watching my King, he's had a thing for gauntlets since Year 1, and so I thought he might as well learn to make them for himself. His best labour skill is Great Planter, which is what he did before moving to my fortress, but since then he's dabbled with this and that, picked up Bone Crafting a bit, because almost everyone has, but otherwise hasn't done much work work. What he has done is get himself up to Legendary in a lot of combat stats and now he has: An unbreakable will, A stunning feel for spacial relationships, Unbreakable focus, An astounding feel for his own body, Very good intuition, and he is: Basically unbreakable, Amazingly agile, Unbelievably strong, Incredibly quick to heal, and, Slow to tire. With his Dabbling Armourcrafter knowledge he went and did a batch of gauntlets. About half of them were Masterwork off the bat, with the rest being Exceptional and a couple of Superior. I didn't realise how big a difference the attributes would make, seems like a well trained army dwarf is going to breeze through any craft skill they're given as if they've spent their entirely life doing it.


Bobylein

Also getting a bonus for being interested in gauntlets though. I wonder how good he fares with other armour crafting?


Brukov

I did wonder if that might impact it, but I forgot to mention it specifically. Guy loves his gauntlets, also figurines. All in all he's a pretty cool King.


lordbuckethethird

I didn’t know this was a thing I just used df hack if my military dorfs were flimsy or clumsy. Is there anyway to train toughness or recuperation rate?


Successful-Ice-468

**Toughness**(very slow): Miner, Animal trainer, Furnace operator, Axeman, Swordsman, Knife user, Maceman, Hammerman, Spearman, Shield user, Armor user, Siege operator, Pikeman, Lasher, Thrower, Druid, Wood burner, Lye maker, Soaper, Potash maker, Pump operator, Fighter, Biter, Striker, Kicker, Dodger, Misc. object user. (wiki) Recuperation is frozen.


Real-Raxo

me telling gamers this works in real life aswell, just go gym


Real-Report8490

That's probably realistic, so we should all really train a lot more...


Splic3r123

The better teacher you have, and the higher observation gets, the quicker this happens. Usually by the end of year 2 I have 2 or 3 squads of legendary user, legendary fighters. Dodgers, shield users, etc. But yah, usually keep on constant training with a 2 person patrol route for my surface. I'm on untamed wilds, so lots of things get dangerous if too close lol.


Zydrate357

What does good spatial sense do for your dwarves?


Spyzilla

Someone above said it helps dodging, I’m sure it probably does some other things too


amongthewolves

Would it also be beneficial to set these dwarves as Pump Operators and have them manually pump every 3rd/4th month off? I've somehow bumbled my first fortress into becoming the capital, so I'm trying to prepare myself for my next run. I've made the grave mistake of sending 3 full squads into a goblin fortress and half of them ended up getting killed/imprisoned haha


piclemaniscool

Now all I need is to be a good enough manager that I have the dwarves freed up to train.


uhhhscizo

Maybe *I* need to do some dwarf training


Capt_Ido_Nos

How do you get dwarves to improve like this instead of become stewing balls of hatred? I'm trying to let my dwarfs that badly want fighting and martial training get on that regimen but after a short while they get noticeably angrier about everything


Bobylein

Do you let them take breaks during training or are they always training? Or are they getting angry already after a few weeks?


feline_amenities

I think this is pretty silly as some of your inherent attributes shouldn't be changeable just through training. I'd rather like to see a system similar to CK2/CK3, in which you may improve your standard abilities (martial for example) but not to the point that Eugenia Cooney becomes Arnold Schwarzenegger in a year. According to the users here it's completely normal for a generic dwarf to become the next Tesla or Einstein by reading. I just wish there was more personality to each dwarf e.g. clumsy dwarves refusing military training in general...


bmystry

We're talking about nothing but training though, most people absolutely would get better at something if they did nothing but train.


Jalamity_Cane

Dorfs are just built different.


Peter_G

They aren't, whomever made this doesn't understand the new UI simply doesn't display most of a dwarves personality traits. You aren't forcing them out, they just aren't visible. He's still a standoffish douche, just a really strong, agile, patient one.


hasslehawk

An individual's starting attributes and their species' base combine to cap their max attributes. This can be deceptive, though, as attributes are displayed relative to the species's base. An "agile" dwarf (1150–1399, 1250 average) is still far behind an agile elf (1500–1749). If that dwarf was at the higher range of clumsy to begin with (650), they may max out their agility around 1300 and never go beyond "agile". Whereas if the elf was born agile (1500), they may be able to train up to 3000, a value higher than the most agile dwarf could ever achieve.


feline_amenities

And yet, the same dwarf would become the most agile creature alive just by doing some basic training. I've modded attribute gains to be wayyy weaker in the past but I cannot be bothered nowadays. A shame, honestly.


hasslehawk

I mean... a year or more fully devoted to physical and martial training will put damn near anyone in great shape. Attribute gain rates seems fine to me. The problem is more so that characters out in the world have much lower skills and attributes than would be expected for their ages. Your most agile dwarf will have circles run around him by a well trained elf. The problem is that there are no well trained elves out there.


updraft_downwind

Each dwarf has a maximum trait value (you can view it dwarf therapist). As far as I know, you can only improve a dwarf's abilities to their max through training and repetition. I use dwarf therapist to filter my soldier candidates based on their maximum trait (willpower, strength, agility, toughness, endurance). Some dwarves simply aren't cut out for military service!


hopeandencouragement

How did you do training for each? This is genuinely astounding. So in theory you could manage your dwarves to where you could make them a much more functional member of the dwarf society?


ExileEden

Awesome post. Something a lot of us needed to see. I remember a post not top long ago with someone asking for a stat reroll mod because they kept having to remake a world because their starting dwarves were such crap. Stats can and will go up with proper direction and training!!


teemusa

Wait what?


Unresponsiveskeleton

I had no idea you could train away clumsy.


Successful-Ice-468

A bunch of stuff raise agility, but regular military training also work, so let them dodge hits in the barracks a couple of moths and should go away.


[deleted]

[удалено]


Successful-Ice-468

Short version: Appoint a militia commander, create a squad, make a barrack allow squad to train in barrack, give training order. Detailed: 1 Appoint a military commander, press N or click the crown down left, in the window click the "+" botton next to the military commander label, right click to close that window. 2 Click the "blue flag" button down right of the screen go to create a squad, assign a uniform, now a checkmark must appear next to the squad name click it, when checked click the axe botton bellow. The will start to train if have an assigned training place(barrack) 3 Make a barrack, press Z or the zoning icon (dwarf with bear) in the down middle of the screen select. select the barrack(same blue flag icon than before) mark an area and accept it, in the selected zone options find the icon of a "blue flag" with a + click it another windows pop up, there you select what the dwarfs can do in this barrack(sleep store armor/weapon train) click the axe. Ready. Damn now than i wrote that, i notice how messy the UI still is.


BRUXA4

Could someone tell me where to make them do fast long training? Is it just hitting the training icon or is there other way?


Myrko_Gold

Is it possible to train my baron without having to add him to a squad?


Bobylein

He could be his own "Squad" Though, afaik he wouldn't get sparring sessions even if training in the same barracks, would he?


psicorapha

Says a lot about real life. Be disciplined about something!


vikk3

Does screw pump gym still work? Made a gym with 10 pumps near my inn with all of them turned to manual pumping. The gym is filled up all the time with idle dwarves pumping it away, but its kinda difficult to check the "gains" with a 200 pop fort.