
Mining, stone detailing (for smoothing out before engraving), and hauling.Īs I said, not very efficient. Pretty much anything that isn't stone, these guys do. Wood cutting, carpentry, furnace operation, leather making. at least outdoorsy dwarves dont make many friends, so a tantrum spiral is very rare.Ĭrafters - these dwarves have gentler hands. Also fishing from time to time, but having fishing is a liability come siege time. Animal training, care disection and trapping. This is where I assign dwarves who have angered me. they actually spend most of their time OUTSIDE the fortress. OutdoorsDwarf - These poor fellows are shunned by their brother dwarves. I make a workshop only he can operate, and train him up. Specific Job Only - I have one or two dwarves set to only one job (and health care), armor smithing for example. If you need fancy items, queue it from the artisan's workshop. I do this with most workshops, but mechanics was where I started it: have 1 workshop set to ONLY allow legendary mechanics to operate it, then 3 or 4 workshops for everyone EXCEPT legendary. There are plenty of them, and I am generally good on foodstuffs enough to allow some down time to strip down a fresh batch of goblins, or bring things to a trade depot.Įngineers - Mechanics mostly, but also digging. They are tasked to farming, brewing, cooking, fish cleaning and also all forms of hauling.
#Dwarf fortress skills full
Greenthumbs - These are the agricultural experts that keep bellies full and whistles wet. Masonry is there just so they have something to do when I'm not expanding.

If I want something dug, there will always be dwarves available to do it. Mountaneers are tasked with Mining, architecture(building construction), masonry, stone detailing. This is the highest civilian honor you can hold in my fortress.
#Dwarf fortress skills professional
They are my elite strip mining professional diggers. Mountaineers - These are my legendary miners. Its by no means maximized, but here's what I do.

It kind of sounds like a lot of work but Therapist really makes it much, much easier than it seems- and certainly easier than just going at it naturally within DF itself. Need less bars of metal and more ore by the smelters? Turn smelting off on your smelters for a while and turn stone hauling on until you're stocked up again. Whole fortress is engraved and smoothed? Switch your 'Engraving' profession to involve whatever hauling is most lacking in the fortress at the time. Tons of wood outside that's just barely trickling in? Do the same. It also makes lots of little micromanagement things much easier- Need some food haulers to clean up the butcher's shop before it starts rotting everywhere? Split some 'Haulers' into your brand-new 'FoodHauler' profession, which only has food and refuse hauling enabled. This makes it so that, within Therapist, your dwarves are grouped by what they do rather than what they're good at, which is really much more useful. So this way, when you need to start up a new industry or grab some more farmers or something, it's really super-easy to just grab a few 'useless' dwarves (who may, as a bonus, be a tiny bit skilled in whatever you want them to do) at no cost to any other industry in the fort. Military dwarves get the 'Military' profession (or 'Marksdwarf' if they're one of those) and assigned to a squad- usually a training squad so they can get better at wrestling before they're used for battle/training with 'real weapons'. The second any dwarf comes into my fortress, they become a 'Hauler'. This is all very style-specific of course, but here's what I do.
