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Editing User:Albedo

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The party now consists of the following:
 
The party now consists of the following:
  
:* 1) "'''Boss Axe'''": Axe +4, Armor User +5, Discipline 1
+
:* 1) "'''Boss Axe'''": Axe +3, Armor User +5, Appraise +1, Judge of Intent +1
 
:* 2) "Dirty" '''Grower''' +5/Glassmaker 5 (or Wrestler 3/Discipline 2?) (or ???)
 
:* 2) "Dirty" '''Grower''' +5/Glassmaker 5 (or Wrestler 3/Discipline 2?) (or ???)
:* 3) "Stoney" '''Mason''' +5/Stonecrafter +4 (or ???)
+
:* 3) "Stoney" '''Mason''' +5/Stonecrafter +4-5 (or ???)
:* 4) "Cutter" '''Weaponsmith''' +5/Brewer +3/Appraise +1, Judge of Intent +1 (or ???)
+
:* 4) "Cutter" '''Weaponsmith''' +5/Brewer +3 (or ???)
 
:* 5) "Hardpan" '''Armorsmith''' +5/Cook +5
 
:* 5) "Hardpan" '''Armorsmith''' +5/Cook +5
 
:* 6) "Cagey" '''Mechanic''' +5/Carpenter +5
 
:* 6) "Cagey" '''Mechanic''' +5/Carpenter +5
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:: 1) '''Boss Axe''': Leader/Security, misc. (non-Moodable) tasks, hauler. Essentially a dedicated hauler to start, also our Trader and early fast-reaction force. He'll also train the dogs early, and cover most misc. skilled jobs like Woodcutting, Furnace operator and Record Keeper. This is my 1-dwarf "starting military"; activate Woodcutting to keep his axe in his hand. Hopefully on a dwarf with high social inclinations and no preferences for any "item". Early on, task him to forge another pick for the fortress, and so get Weaponsmith as his moodable skill.
 
:: 1) '''Boss Axe''': Leader/Security, misc. (non-Moodable) tasks, hauler. Essentially a dedicated hauler to start, also our Trader and early fast-reaction force. He'll also train the dogs early, and cover most misc. skilled jobs like Woodcutting, Furnace operator and Record Keeper. This is my 1-dwarf "starting military"; activate Woodcutting to keep his axe in his hand. Hopefully on a dwarf with high social inclinations and no preferences for any "item". Early on, task him to forge another pick for the fortress, and so get Weaponsmith as his moodable skill.
 
:: (Note: Go Axe 3/Discipline 2 if expecting undead)
 
  
 
:: 2) '''Dirty''': Non-Hauler. This is partly a "wildcard" - he'll be THE Grower 24/7 until/unless a better replacement migrates in (and maybe even still then), so he shouldn't be given anything that will demand his time early on. Grower 5 will take 2 starting seeds of each and turn them into more than I need by the end of the 1st year.
 
:: 2) '''Dirty''': Non-Hauler. This is partly a "wildcard" - he'll be THE Grower 24/7 until/unless a better replacement migrates in (and maybe even still then), so he shouldn't be given anything that will demand his time early on. Grower 5 will take 2 starting seeds of each and turn them into more than I need by the end of the 1st year.

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