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Editing 23a:Skill

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Any dwarf can have ''any'' [[labor]] activated, even if they have absolutely no [[experience]] or levels in that skill. They are still the same '''profession'''.  The only difference is the speed they complete the task, and/or the [[Item quality|quality]] of the final product.  So by turning different [[labor]]s on/off, you can have your [[legendary]] [[armorsmith]] designated with the [[cook]]ing labor, and your expert [[grower]] making weapons - probably a bad plan, but nothing stops you from doing that.
 
Any dwarf can have ''any'' [[labor]] activated, even if they have absolutely no [[experience]] or levels in that skill. They are still the same '''profession'''.  The only difference is the speed they complete the task, and/or the [[Item quality|quality]] of the final product.  So by turning different [[labor]]s on/off, you can have your [[legendary]] [[armorsmith]] designated with the [[cook]]ing labor, and your expert [[grower]] making weapons - probably a bad plan, but nothing stops you from doing that.
  
When {{k|A}}ctivated for the [[military]], a dwarf's profession temporarily changes to a military one, but they will return to their civilian profession (if any) when de-Activated.  Note that dwarves with military skills in excess of Great skill (level 10) will become a [[Hero#Heroes_and_Champions|hero]], abandoning any civilian professions and becoming permanently military, and that making a dwarf into a [[Guard]] will disable all labors.
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When {{k|A}}ctivated for the [[military]], a dwarf's profession temporarily changes to a military one, but they will return to their civilian profession (if any) when de-Activated.  Note that dwarfs with military skills in excess of Great skill (level 10) will become a [[Hero#Heroes_and_Champions|hero]], abandoning any civilian professions and becoming permanently military, and that making a dwarf into a [[Guard]] will disable all labors.
  
 
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:''(If you are a new player and find yourself boggled at the variety of skills for your starting seven dwarves, see [[Starting build]] for a general discussion on and examples of starting skill selection.)''
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:''(If you are a new player and find yourself boggled at the variety of skills for your starting seven dwarfs, see [[Starting build]] for a general discussion on and examples of starting skill selection.)''
  
 
== Profession ==
 
== Profession ==
  
'''Professions''' are determined by the highest skill or skills of a [[dwarf]].  Also, as your fortress grows, some unique professionals will arrive, one-of-a-kind dwarves who perform a very specific function in the community - even if that function is not always appreciated or welcome.  Such [[noble]]s will be labeled with their noble "professions", regardless of any skills.  Also, a dwarven "baby" or "child" will carry that label as their "profession" until they are adults.
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'''Professions''' are determined by the highest skill or skills of a [[dwarf]].  Also, as your fortress grows, some unique professionals will arrive, one-of-a-kind dwarfs who perform a very specific function in the community - even if that function is not always appreciated or welcome.  Such [[noble]]s will be labeled with their noble "professions", regardless of any skills.  Also, a dwarven "baby" or "child" will carry that label as their "profession" until they are adults.
  
 
Activating or de-activating a dwarf for the military changes their listed profession from civilian to military.  Having some military skills along with civilian skills does not make a dwarf a professional [[soldier]]. If a Carpenter has some levels in Axedwarf or a Trapper has some levels in Marksdwarf, they are still a Carpenter or Trapper, civilian professions, until they are activated. A dwarf with novice level of Axedwarf and Legendary Brewing will be activated as an axedwarf if that's their highest weapon skill, while a dwarf with high skill level in axedwarf and novice level in brewing will be a [[Farmer]] as a civilian if [[brewing]] is their highest civilian skill.
 
Activating or de-activating a dwarf for the military changes their listed profession from civilian to military.  Having some military skills along with civilian skills does not make a dwarf a professional [[soldier]]. If a Carpenter has some levels in Axedwarf or a Trapper has some levels in Marksdwarf, they are still a Carpenter or Trapper, civilian professions, until they are activated. A dwarf with novice level of Axedwarf and Legendary Brewing will be activated as an axedwarf if that's their highest weapon skill, while a dwarf with high skill level in axedwarf and novice level in brewing will be a [[Farmer]] as a civilian if [[brewing]] is their highest civilian skill.

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