might as well add a point in student if that helps to speed up the learning of, well, everything.
You can train most of the following skills quickly:
- Anything that uses stone as an input (mason, stonecrafter, mechanic)
- Most harvesting jobs (plant gathering, woodcutting, mining)
- Anything that uses raw plants, provided you have farms (brewing, tailoring, milling)
- Anything that uses domestic animals, provided you have several female animals (leatherworking, bonecrafting)
Farming increases the yield (stack size) of your crops, which has a trickle-down effect on brewing, cooking, barrel use, clothing industry, and more. Since your fort is going to have one worker and six layabouts, this is critical to surviving.
It grants 30xp per use, but even if you buy 100 plump helmet spawn, you're not going to be able to plant them all in one season, harvest them all, and have them turned around into another 100 seeds by next season. A 7x7 plot would yield 1470 experience per season or 5880 per year, which gets you to Adept in Year 2 and Master in Year 3. It would cost about 100 embark points' worth of seeds, but would also fill your first-year fort with single stacks of plants. Take four or five points in
Growing, or spend a lot on seeds for embark and scale back your plans for the first year.
Since you're expecting your other six dwarves to attack multiple enemies and live, you should put his other points in
Armorsmithing. High-quality armor will serve them better than high-quality weapons over the long run, and you'll eventually be able to get them high-end weapons.