by Sevenless » Sun Jul 03, 2011 2:01 pm
A lot of this stuff is pretty straight forward and obvious, but not all of it is in my opinion. Here's a brief run down. Do remember a char will easily have enough LP to fill multiple roles within a month or two.
Beginner (Raise them all equally until they cap out)
Exp-> 50
Surv-> 30
Ua-> 15
INT -> 30
PER -> 30
Something everyone should work on
Generally speaking, try to lvl int so that you get 100 before your merch robe bonus (including whatever barb/civ slider you end up taking). 125 is the upper limit of what you're ever likely to need for this, but 150 may be useful. Only reason I say this is because I kind of like bear teeth as a filler, but they use 25 bloody attention on their own. Miners may be exempt if they never intend to do anything else.
Miner
Often miners will abuse STR so badly that raising any other stat becomes nigh on impossible. For a character who literally intends to do nothing else, go full tradition and raise STR only. Miners require 0 LP to do their job. Realistically speaking though, expect them to raise stats like a warrior.
Farmer/Sewer
Farming to keep above your crop Q
Sewing to keep level with Dex
DEX+
PSY+
Often farmers tend animals. Dex is needed for shearing sheep, so often farmers combo into sewing. Psyche is involved in sewing the final stage of silk products, and mussels are plentiful. It also caps the quality of seers tealeaves, a very solid curiosity.
Baker/Cook
Cooking to about 100 until you get good enough crops
PER+ (affects the quality of doughs made)
Smith/Jewelery Maker
Smithing -> 100
STR+
PSY+
Psy is used for jewelery, Str is used for everything else. Your psy will cap seer's bowl Q, and whichever (farmer or jeweler) has better PSY can craft seers bones which are also capped by PSY.
Hunter
For beginners, MM is the safest way to hunt. UA once you get the hang of it is much more efficient, but I'd say it requires at least 150 of to be efficient. MM can start hunting anything at about 50 skill. Fire just after an animal twitches to prevent it running.
MM -> 210
Survival -> 200
PER+ for minimum damage boost.
Warrior
Ua+
AGI+
STR+
CON+
For a close combat fighter, raise UA until it's about 200 before even looking at melee combat. Generally speaking, raise a little bit of MC (melee combat) after that just so you can use Sting more effectively. Basically you can get 90% of the damage of MC without losing the benefits of UA fighting this way. Most important stats for a warrior are considered to be AGI>STR>CON. Agi determines relative move cooldowns based on your opponents AGI, STR determines damage, and CON keeps you alive longer. Many fighters neglect CON comparatively, but don't underestimate it. STR is often the highest stat of the three because it's considerably easier to raise it.
Be aware, combat in this game is very player skill based, and not just stat based. 600 UA will not make you invicible. In fact, 3-4 people with 100 ua who know what they're doing could probably kill you easily with hit and run tactics.
Archer
MM to 210
~300 is the upward cap for archers. The highest MM you'll ever need is your Bone Arrow Q x 2. Since a lot of the time they'll be using Q200 bear bones + Q10 arrows, 210 is perfectly fine.
Exp to 100 Generally since they've got the PER for it, archers are the trackers. Exp helps this.
PER+
The minimum damage range of their attack is determined based on their PER versus the targets AGI. Never can get enough PER on an archer.
CON+
Keep alive from archer shots since you will get attacked back.