|  |  |  | @ -90,82 +90,74 @@ want to import to a dwarf. Once you have assigned a profession to at least one | 
		
	
		
			
				|  |  |  |  | dwarf, you can select "Import Professions from DF" in the DT "File" menu. The | 
		
	
		
			
				|  |  |  |  | professions will then be available for use in DT. | 
		
	
		
			
				|  |  |  |  | 
 | 
		
	
		
			
				|  |  |  |  | In the charts below, the "At Start" and "Max" columns indicate the approximate | 
		
	
		
			
				|  |  |  |  | number of dwarves of each profession that you are likely to need at the start of | 
		
	
		
			
				|  |  |  |  | the game and how many you are likely to need in a mature fort. These are just | 
		
	
		
			
				|  |  |  |  | In the list below, the "needed" range indicates the approximate number of | 
		
	
		
			
				|  |  |  |  | dwarves of each profession that you are likely to need at the start of the game | 
		
	
		
			
				|  |  |  |  | and how many you are likely to need in a mature fort. These are just | 
		
	
		
			
				|  |  |  |  | approximations. Your playstyle may demand more or fewer of each profession. | 
		
	
		
			
				|  |  |  |  | 
 | 
		
	
		
			
				|  |  |  |  | =============  ========  ===== ================================================= | 
		
	
		
			
				|  |  |  |  | Profession     At Start  Max   Description | 
		
	
		
			
				|  |  |  |  | =============  ========  ===== ================================================= | 
		
	
		
			
				|  |  |  |  | Chef           0         3     Buchery, Tanning, and Cooking. It is important to | 
		
	
		
			
				|  |  |  |  |                                focus just a few dwarves on cooking since | 
		
	
		
			
				|  |  |  |  |                                well-crafted meals make dwarves very happy. They | 
		
	
		
			
				|  |  |  |  |                                are also an excellent trade good. | 
		
	
		
			
				|  |  |  |  | Craftsdwarf    0         4-6   All labors used at Craftsdwarf's workshops, | 
		
	
		
			
				|  |  |  |  |                                Glassmaker's workshops, and kilns. | 
		
	
		
			
				|  |  |  |  | Doctor         0         2-4   The full suite of medical labors, plus Animal | 
		
	
		
			
				|  |  |  |  |                                Caretaking for those using the `dwarfvet` plugin. | 
		
	
		
			
				|  |  |  |  | Farmer         1         4     Food- and animal product-related labors. | 
		
	
		
			
				|  |  |  |  | Fisherdwarf    0         0-1   Fishing and fish cleaning. If you assign this | 
		
	
		
			
				|  |  |  |  |                                profession to any dwarf, be prepared to be | 
		
	
		
			
				|  |  |  |  |                                inundated with fish. Fisherdwarves *never stop | 
		
	
		
			
				|  |  |  |  |                                fishing*. Be sure to also run ``prioritize -a | 
		
	
		
			
				|  |  |  |  |                                PrepareRawFish ExtractFromRawFish`` or else | 
		
	
		
			
				|  |  |  |  |                                caught fish will just be left to rot. | 
		
	
		
			
				|  |  |  |  | Hauler         0         >20   All hauling labors plus Siege Operating, Mechanic | 
		
	
		
			
				|  |  |  |  |                                (so haulers can assist in reloading traps) and | 
		
	
		
			
				|  |  |  |  |                                Architecture (so haulers can help build massive | 
		
	
		
			
				|  |  |  |  |                                windmill farms and pump stacks). As you | 
		
	
		
			
				|  |  |  |  |                                accumulate enough Haulers, you can turn off | 
		
	
		
			
				|  |  |  |  |                                hauling labors for other dwarves so they can | 
		
	
		
			
				|  |  |  |  |                                focus on their skilled tasks. You may also want | 
		
	
		
			
				|  |  |  |  |                                to restrict your Mechanic's workshops to only | 
		
	
		
			
				|  |  |  |  |                                skilled mechanics so your unskilled haulers don't | 
		
	
		
			
				|  |  |  |  |                                make low-quality mechanisms. | 
		
	
		
			
				|  |  |  |  | Laborer        0         10-12 All labors that don't improve quality with skill, | 
		
	
		
			
				|  |  |  |  |                                such as Soapmaking and furnace labors. | 
		
	
		
			
				|  |  |  |  | Marksdwarf     0         10-30 Similar to Hauler. See the description for | 
		
	
		
			
				|  |  |  |  |                                Meleedwarf below for more details. | 
		
	
		
			
				|  |  |  |  | Mason          2         2-4   Masonry and Gem Cutting/Encrusting. | 
		
	
		
			
				|  |  |  |  | Meleedwarf     0         20-50 Similar to Hauler, but without most civilian | 
		
	
		
			
				|  |  |  |  |                                labors. This profession is separate from Hauler | 
		
	
		
			
				|  |  |  |  |                                so you can find your military dwarves easily. | 
		
	
		
			
				|  |  |  |  |                                Meleedwarves and Marksdwarves have Mechanics and | 
		
	
		
			
				|  |  |  |  |                                hauling labors enabled so you can temporarily | 
		
	
		
			
				|  |  |  |  |                                deactivate your military after sieges and allow | 
		
	
		
			
				|  |  |  |  |                                your military dwarves to help clean up and reset | 
		
	
		
			
				|  |  |  |  |                                traps. | 
		
	
		
			
				|  |  |  |  | Migrant        0         0     You can assign this profession to new migrants | 
		
	
		
			
				|  |  |  |  |                                temporarily while you sort them into professions. | 
		
	
		
			
				|  |  |  |  |                                Like Marksdwarf and Meleedwarf, the purpose of | 
		
	
		
			
				|  |  |  |  |                                this profession is so you can find your new | 
		
	
		
			
				|  |  |  |  |                                dwarves more easily. | 
		
	
		
			
				|  |  |  |  | Miner          2         2-10  Mining and Engraving. This profession also has | 
		
	
		
			
				|  |  |  |  |                                the ``Alchemist`` labor enabled, which disables | 
		
	
		
			
				|  |  |  |  |                                hauling for those using the `autohauler` plugin. | 
		
	
		
			
				|  |  |  |  |                                Once the need for Miners tapers off in the late | 
		
	
		
			
				|  |  |  |  |                                game, dwarves with this profession make good | 
		
	
		
			
				|  |  |  |  |                                military dwarves, wielding their picks as | 
		
	
		
			
				|  |  |  |  |                                weapons. | 
		
	
		
			
				|  |  |  |  | Outdoorsdwarf  1         2-4   Carpentry, Bowyery, Woodcutting, Animal Training, | 
		
	
		
			
				|  |  |  |  |                                Trapping, Plant Gathering, Beekeeping, and Siege | 
		
	
		
			
				|  |  |  |  |                                Engineering. | 
		
	
		
			
				|  |  |  |  | Smith          0         2-4   Smithing labors. You may want to specialize your | 
		
	
		
			
				|  |  |  |  |                                Smiths to focus on a single smithing skill to | 
		
	
		
			
				|  |  |  |  |                                maximize equipment quality. | 
		
	
		
			
				|  |  |  |  | StartManager   1         0     All skills not covered by the other starting | 
		
	
		
			
				|  |  |  |  |                                professions (Miner, Mason, Outdoorsdwarf, and | 
		
	
		
			
				|  |  |  |  |                                Farmer), plus a few overlapping skills to | 
		
	
		
			
				|  |  |  |  |                                assist in critical tasks at the beginning of the | 
		
	
		
			
				|  |  |  |  |                                game. Individual labors should be turned off as | 
		
	
		
			
				|  |  |  |  |                                migrants are assigned more specialized | 
		
	
		
			
				|  |  |  |  |                                professions that cover them, and the StartManager | 
		
	
		
			
				|  |  |  |  |                                dwarf can eventually convert to some other | 
		
	
		
			
				|  |  |  |  |                                profession. | 
		
	
		
			
				|  |  |  |  | Tailor         0         2     Textile industry labors: Dying, Leatherworking, | 
		
	
		
			
				|  |  |  |  |                                Weaving, and Clothesmaking. | 
		
	
		
			
				|  |  |  |  | =============  ========  ===== ================================================= | 
		
	
		
			
				|  |  |  |  | - ``Chef`` (needed: 0, 3) | 
		
	
		
			
				|  |  |  |  |     Buchery, Tanning, and Cooking. It is important to focus just a few dwarves | 
		
	
		
			
				|  |  |  |  |     on cooking since well-crafted meals make dwarves very happy. They are also | 
		
	
		
			
				|  |  |  |  |     an excellent trade good. | 
		
	
		
			
				|  |  |  |  | - ``Craftsdwarf`` (needed: 0, 4-6) | 
		
	
		
			
				|  |  |  |  |     All labors used at Craftsdwarf's workshops, Glassmaker's workshops, and | 
		
	
		
			
				|  |  |  |  |     kilns. | 
		
	
		
			
				|  |  |  |  | ``Doctor`` (needed: 0, 2-4) | 
		
	
		
			
				|  |  |  |  |     The full suite of medical labors, plus Animal Caretaking for those using | 
		
	
		
			
				|  |  |  |  |     the `dwarfvet` plugin. | 
		
	
		
			
				|  |  |  |  | ``Farmer`` (needed 1, 4) | 
		
	
		
			
				|  |  |  |  |     Food- and animal product-related labors. | 
		
	
		
			
				|  |  |  |  | ``Fisherdwarf`` (needed 0, 0-1) | 
		
	
		
			
				|  |  |  |  |     Fishing and fish cleaning. If you assign this profession to any dwarf, be | 
		
	
		
			
				|  |  |  |  |     prepared to be inundated with fish. Fisherdwarves *never stop fishing*. Be | 
		
	
		
			
				|  |  |  |  |     sure to also run ``prioritize -a PrepareRawFish ExtractFromRawFish`` or else | 
		
	
		
			
				|  |  |  |  |     caught fish will just be left to rot. | 
		
	
		
			
				|  |  |  |  | ``Hauler`` (needed 0, >20) | 
		
	
		
			
				|  |  |  |  |     All hauling labors plus Siege Operating, Mechanic (so haulers can assist in | 
		
	
		
			
				|  |  |  |  |     reloading traps) and Architecture (so haulers can help build massive | 
		
	
		
			
				|  |  |  |  |     windmill farms and pump stacks). As you accumulate enough Haulers, you can | 
		
	
		
			
				|  |  |  |  |     turn off hauling labors for other dwarves so they can focus on their skilled | 
		
	
		
			
				|  |  |  |  |     tasks. You may also want to restrict your Mechanic's workshops to only | 
		
	
		
			
				|  |  |  |  |     skilled mechanics so your unskilled haulers don't make low-quality | 
		
	
		
			
				|  |  |  |  |     mechanisms. | 
		
	
		
			
				|  |  |  |  | ``Laborer`` (needed 0, 10-12) | 
		
	
		
			
				|  |  |  |  |     All labors that don't improve quality with skill, such as Soapmaking and | 
		
	
		
			
				|  |  |  |  |     furnace labors. | 
		
	
		
			
				|  |  |  |  | ``Marksdwarf`` (needed 0, 10-30) | 
		
	
		
			
				|  |  |  |  |     Similar to ``Hauler``. See the description for ``Meleedwarf`` below for more | 
		
	
		
			
				|  |  |  |  |     details. | 
		
	
		
			
				|  |  |  |  | ``Mason`` (needed 2, 2-4) | 
		
	
		
			
				|  |  |  |  |     Masonry and Gem Cutting/Encrusting. | 
		
	
		
			
				|  |  |  |  | ``Meleedwarf`` (needed 0, 20-50) | 
		
	
		
			
				|  |  |  |  |     Similar to ``Hauler``, but without most civilian labors. This profession is | 
		
	
		
			
				|  |  |  |  |     separate from ``Hauler`` so you can find your military dwarves easily. | 
		
	
		
			
				|  |  |  |  |     ``Meleedwarves`` and ``Marksdwarves`` have Mechanics and hauling labors | 
		
	
		
			
				|  |  |  |  |     enabled so you can temporarily deactivate your military after sieges and | 
		
	
		
			
				|  |  |  |  |     allow your military dwarves to help clean up and reset traps. | 
		
	
		
			
				|  |  |  |  | ``Migrant`` (needed 0, 0) | 
		
	
		
			
				|  |  |  |  |     You can assign this profession to new migrants temporarily while you sort | 
		
	
		
			
				|  |  |  |  |     them into professions.  Like ``Marksdwarf`` and ``Meleedwarf``, the purpose | 
		
	
		
			
				|  |  |  |  |     of this profession is so you can find your new dwarves more easily. | 
		
	
		
			
				|  |  |  |  | ``Miner`` (needed 2, 2-10) | 
		
	
		
			
				|  |  |  |  |     Mining and Engraving. This profession also has the ``Alchemist`` labor | 
		
	
		
			
				|  |  |  |  |     enabled, which disables hauling for those using the `autohauler` plugin. | 
		
	
		
			
				|  |  |  |  |     Once the need for Miners tapers off in the late game, dwarves with this | 
		
	
		
			
				|  |  |  |  |     profession make good military dwarves, wielding their picks as weapons. | 
		
	
		
			
				|  |  |  |  | ``Outdoorsdwarf`` (needed 1, 2-4) | 
		
	
		
			
				|  |  |  |  |     Carpentry, Bowyery, Woodcutting, Animal Training, Trapping, Plant Gathering, | 
		
	
		
			
				|  |  |  |  |     Beekeeping, and Siege Engineering. | 
		
	
		
			
				|  |  |  |  | ``Smith`` (needed 0, 2-4) | 
		
	
		
			
				|  |  |  |  |     Smithing labors. You may want to specialize your Smiths to focus on a single | 
		
	
		
			
				|  |  |  |  |     smithing skill to maximize equipment quality. | 
		
	
		
			
				|  |  |  |  | ``StartManager`` (needed 1, 0) | 
		
	
		
			
				|  |  |  |  |     All skills not covered by the other starting professions (``Miner``, | 
		
	
		
			
				|  |  |  |  |     ``Mason``, ``Outdoorsdwarf``, and ``Farmer``), plus a few overlapping skills | 
		
	
		
			
				|  |  |  |  |     to assist in critical tasks at the beginning of the game. Individual labors | 
		
	
		
			
				|  |  |  |  |     should be turned off as migrants are assigned more specialized professions | 
		
	
		
			
				|  |  |  |  |     that cover them, and the StartManager dwarf can eventually convert to some | 
		
	
		
			
				|  |  |  |  |     other profession. | 
		
	
		
			
				|  |  |  |  | ``Tailor`` (needed 0, 2) | 
		
	
		
			
				|  |  |  |  |     Textile industry labors: Dying, Leatherworking, Weaving, and Clothesmaking. | 
		
	
		
			
				|  |  |  |  | 
 | 
		
	
		
			
				|  |  |  |  | A note on autohauler | 
		
	
		
			
				|  |  |  |  | ~~~~~~~~~~~~~~~~~~~~ | 
		
	
	
		
			
				
					|  |  |  | 
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