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Editing v0.31:Embark

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'''Yes, I Do Need That''' - <s>never</s> <s>don't</s> NEVER leave without alcohol unless you have a [[brewer]] and a way to gather plants early (untrained [[herbalist]]s designated after embarking are enough) or safe water source (preferably flowing).
 
'''Yes, I Do Need That''' - <s>never</s> <s>don't</s> NEVER leave without alcohol unless you have a [[brewer]] and a way to gather plants early (untrained [[herbalist]]s designated after embarking are enough) or safe water source (preferably flowing).
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=== Skill Sets ===
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Here are some sample skill distribution sets. And remember, ''The value of a rank is subject to further scrutiny given the early-game value, or lack thereof''. A proficient miner is always welcomed as a valuable addition to a fortress, but just how valuable is a proficient carpenter, compared to a dabbling one? Slightly higher quality level, produced slightly faster. It may be wise to spend those points elsewhere, perhaps on a diagnostician, or noble's skill. Something not so easily trained.
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'''Ashery'''
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*Military: 5 armor use, 5 dodge. Possibly a mix of dodge and shield use instead of max dodge, but that's up in the air. Set to start training the moment goods are hauled inside the fort's entrance. Also does woodcutting as needed.
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*Doctor/Leader: 1 appraise, 2 diagnose, 2 bone doctor, 2 surgeon, 2 wound dresser, 1 suture. Also serves as one of my primary miners and, once replacement miners come, the fort's first bookkeeper as well.
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*Farmer/Cook: 4 farming, 5 cooking, 1 armorsmith. Does most of the early hauling grunt work, but eventually is restricted only to food related activities. No mining is done in order to keep armorsmithing as the highest moodable skill.
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*Farmer/Brewer: 4 farming, 5 brewing, 1 armorsmith. Same as the cook.
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*Weapon/Armorsmith: 5 armorsmith, 5 weaponsmith. Does a sizable amount of the early mining, but is removed from duty before the mining skill gets too high.
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*Mason: 5 mason, 5 building design. Can help out with mining if necessary, but is usually busy constructing buildings or helping the farmers haul goods.
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*Carpenter/Mechanic: 5 carpentry, 5 mechanic. An odd mix, but mechanisms are my primary export.
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'''Tarran'''
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*(every skill has five points put into it)
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*2 miners/engravers (when they are not mining they are engraving)
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*1 mason/carpenter (deals with all that stuff)
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*1 mechanic/stonecrafter (when he is not making mechanisms he is making crafts)
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*1 woodcutter/architect (when not cutting wood he is designing buildings)
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*1 grower/brewer (deals with all my needs this early in the game)
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*1 adequate armorsmith, weaponsmith, and metalcrafter. novice furnace operator, and wood burner (remove wood burner if you have magma)
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'''Ancient Enemy'''
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*Leader with all his points distributed through negotiation/bookkeeper/appraiser/etc.
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*3 dwarves with proficient mining
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*1 proficient grower
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*1 proficient brewer
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*1 proficient cook
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'''Proteus'''
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*Leader/Miner: 6-7 points into things important to become leader and broker (appraisal, negotiation, judge of intent, organizing and others, all at least with 1 pt), rest into mining
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*Doc/Recordkeeper +at least another productive job: 1-2pts into diagnostics, 1pt in each other medical skill, 1pt in recordkeeping, rest into 1-2 jobs
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*Cook: 4-5pts in cooking,  2-4pts  in brewing,  rest in fish cleaning and butchery
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*Farmer: around 3-4pts in Growing, at least 1pt in milling, plant processing and brewing
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*Crafter: Usually 5pts in stone crafting,  rest in other crafting jobs (although that might change, as now bone carving has become next to worthless)
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*Clothier: 2-4pts in leatherworking and clothier, rest into weaving and tanning
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*Builder: Most of  his points into Masonry, Engraving and Mechanics, as well as a few  points into Carpenter  (if no other dwarf already has pts in this job)
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'''Cronus'''
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*Miners/Mechanics: 2 dwarfs with max points in mining and mechanics; get the fort, then those traps, up quickly.
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*Woodcutter/Carpenter: points in woodcutting and carpentry; chop during initial dig then start pumping out beds and barrels
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*Farmer/Brewer: points in farming and brewing; get the wheat and helmets in and brew during the off-season. Can also serve as butcher in a pinch.
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*Crafter: points dispersed into stonecrafting, bonecarving, weaving, and leatherworking.
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*Mason/Architect: points into masonry and building design. Allows a focus on walls, doors, and bridges.
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*Leader/Trader: spread points among appraisal, negotiator, conversationalist, consoler, and comedian.
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'''Jake Grey'''
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* The Hunter: Ambusher, Marksdwarf, Hammerdwarf, Shield/Armour User, Dodger. Number two source of protein and useful military backup.
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* The Catering Team: One Grower/Butcher/Fish Cleaner/Tanner and one Grower/Cook/Brewer/Plant Gatherer/Thresher. Usually get the Record Keeper and Appraiser points as well, since they have probably the safest jobs, and some points in mining to get things dug faster.
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* The Artisans: One Carpenter/Woodcutter/Bone Carver, one Miner/Mason/Stone Crafter/Architect and one Miner/Metalsmith/Weaponsmith/Armoursmith/Furnace Operator. The blacksmith usually gets the Organiser points, as I don't embark with an anvil.
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* "Dr Fisher": Adequate Diagnostician, Wound Dresser, Suturer, Bone Doctor, Surgeon, Novice Fisherdwarf. The world's happiest on-call GP, feeds the fortress almost single-handed while waiting for someone to get injured.
  
 
= See Also =
 
= See Also =

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