Skill Distrubution

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Skill Distrubution

Postby Giantmoth » Mon Jul 05, 2010 7:12 pm

Hello there,

I have a quick question regarding skills and distributing them. Me and my friend just started playing, and we're working on our campsite and in the future, house. Between the two of us, there's a lot of skills to go between, just even the construction skills. And I'm concerned that we're going to spread our skills too thins. I'm not sure how much skill value effects the game, but I figured I will need to raise them too sooner or later. So if I'm a carpenter, stoneworker, blacksmith AND lumberjack, am I spreading myself too thin, or can I afford to take more skills?

Appreciate any advice.
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Re: Skill Distrubution

Postby Moogie » Mon Jul 05, 2010 7:34 pm

You can afford to raise as many skills as you want to spend time grinding LP for them. Since you're playing with a friend, specialising in a few is a good idea (assuming he or you doesn't quit or move out on their own in the near future).

For starters, the most important skills you need as a fresh new character would be: Farming, Survival, Carpentry, Exploration, Cooking, Marksmanship (for hunting wildlife). Divide those up between the two of you and you can make a good start.

Don't raise Smithing yet, unless you've already stumbled across a mine. If you haven't, it's extremely unlikely you'll find one until you have enough Per*Exploration to find Rustroot and go off prospecting for minerals. Again, that's something a new player really shouldn't be focusing on while there are more important things to be doing, like setting up your farm for a steady food supply and gathering materials necessary to build your Palisade. If you didn't think you'd need one this early, you're wrong. Build a palisade around your plot ASAP, but plan it carefully and give yourselves lots of room, because you won't be able to knock it down.

You should gradually learn and experience enough of the game to branch out and try new things as you go, but this is mostly what you should be focusing on for the time being. Good luck to you and your friend. :]
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Re: Skill Distrubution

Postby Potjeh » Mon Jul 05, 2010 8:18 pm

Lumberjacking and stoneworking don't take skill, so no worries there. You're not likely to find a mine any time soon, and even if you do a good pair of forge rings (you'll need to buy them) will give you enough smithing, so I wouldn't bother with smithing either. Carpentry is needed on a daily basis, so that's a good choice. But get 20 or so exploration too, and some survival (the more the better). Also, melee skill, or unarmed if you prefer finesse to brute power.
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Re: Skill Distrubution

Postby Giantmoth » Mon Jul 05, 2010 8:59 pm

Between the two of us we got(base skills, no skill value increse): Carpentry, Stonework, Farming on me, and Hearthmagic, Foraging and Pottery on my mate. One of us is probably picking up fishing or somesuch soon for some easy food.

How important are skill values for certain skills, such as blacksmithing and carpentry?
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Re: Skill Distrubution

Postby DatOneGuy » Mon Jul 05, 2010 9:08 pm

Giantmoth wrote:Between the two of us we got(base skills, no skill value increse): Carpentry, Stonework, Farming on me, and Hearthmagic, Foraging and Pottery on my mate. One of us is probably picking up fishing or somesuch soon for some easy food.

How important are skill values for certain skills, such as blacksmithing and carpentry?

Early on you just want to be able to do things (not worry about quality), so Smithing and Carpentry aren't too important. Later on they do become a bit vital.
They'll limit the quality of what you can make (softcap). Bringing Carpentry to 10 is a fine idea even at the beginning despite the 5,400 LP sink it'll be well worth it making Q10 items instead of Q3~8. :/
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Re: Skill Distrubution

Postby Potjeh » Mon Jul 05, 2010 9:12 pm

Oh, you mean non-incrementable skills. You should buy them all except Swimming, but don't rush and buy them before you actually need them. Better to be use points for exploration and survival than for Steelmaking when you don't have any access to iron.
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Re: Skill Distrubution

Postby weirdguy » Mon Jul 05, 2010 10:54 pm

If you're going fishing, you probably want Boatmaking.

Carpentry will indirectly increase exp gains from making cutlery, so raising it to ten is a good idea.

You should have the means to protect the mine before you go making one (staking a claim, making elaborate walls of things), since mines have a tendency to attract raiders.

At the moment you probably want Survival to enhance your meat roasting.
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Re: Skill Distrubution

Postby Giantmoth » Tue Jul 06, 2010 5:20 pm

Yeah speaking of fishing, I have yet to find a fishing spot with fishes jumping around in it, as they say on the Wiki. I've got a rowboat now, and going all around the world trying to find one.
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Re: Skill Distrubution

Postby Lordryan » Tue Jul 06, 2010 5:57 pm

Giantmoth wrote:Yeah speaking of fishing, I have yet to find a fishing spot with fishes jumping around in it, as they say on the Wiki. I've got a rowboat now, and going all around the world trying to find one.


You might just want to move one screen at a time. The fish jump at 30 second intervals (Or so I'm told), so you want to wait a bit to see if they jump. Beyond that, i'm not sure. Good luck :P
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Re: Skill Distrubution

Postby Chakravanti » Tue Jul 06, 2010 6:10 pm

If you divide skills between two players you should share an alt.

The alt should be capable of hunting(melee/UA/ranged), industry (Slider), carpentry & smithing (skills).

One of you should be a farmer and the other a baker. Baker needs to keep per up to bake on par with the farmer.

Whoever chooses to invest in PSY will later need smithing. You could concievably use the alt for a psy crafter but you'd also need to feed it str to keep up with psy rates.

Note that if you add psy then it's a lot stronger of an investment into the character and you can't kill him for a nugget ancestor.

The benefits of having psy on the farmer are being able to craft ranger gear (silk).

Any way it goes one of them needs dex/psy one needs per for cooking and it wouldn't hurt to keep up str, con & combat to make them fighters.

Mains are almost always nature unless you're operating for the production of a larger village.
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