Xhodan wrote:Archiplex wrote:Truth be told, the best luck you'll have is by manually looking up recipes of the type of fep you'd like to find on the
cookbook and how hard it is to cook it, and seeing what you're capable of.
As for how the cooking system works....
The easy way to say is that it's chaotic and a matter of trial-and-error to find good foods. The ingredients you add to a meal each impact the stats of that meal in different ways, USUALLY relating to the normal effect of the meal (for example, autumn steaks made of bear meat will give a ton of +2 str/+1 str), but not always. There's no rhyme or reason to this madness either, so it's just a matter of experimenting and noting down 'good' recipes. For example, a Jotun's morsel made of walrus meat and cow milk gives a spread of stats, mainly con/wil and some int. Throwing a kvann in there as a spice suddenly fucking *flips* the entire recipe's stats to be heavily leaning on int+2 feps- but I can't find any other recipe where Kvann's do the same.
That's the best I can give you. The impact each food has
sometimes has to do with the stats the food gives, and other times flips on its head and gives very different stats. Good luck!
This helps a lot! Thank you, few other questions I have as related to FEP's. I know, at least I think I know that int, dex, and psi are the important ones as far as crafting goes? Would it hurt to try and level everything across the board that way I have a more rounded character or is something like that not very optimal? Secondly I wanted to ask, abilities, such as carpentry, masonry etc. Are these linked to your stats?
Each different 'category' of things require different stats; it's usually most efficient to have a different character for each different 'job'.
For example, for smithing, strength and psy are the two 'big' stats, although some things also want dexterity.
Cooking food generally needs dexterity and perception
Int is pretty rare as far as being needed to craft, but some things need it.
Your abilities don't care about your stats as far as raising them, but you do need to keep your stat and skill both high to not softcap things. The formula for most things is the root of the number of how many stats/skills are needed for an item, for example, for smithing you generally only need the smithing skill and strength stat- which means your 'softcap' is determined by multiplying both together, and taking the square root of that. Amber Client automatically does this for you and shows you the stats/skills needed for a certain recipe, as well as what your softcap is.
In simple terms:
Raising both the stats and skills for a specific crafting type is important- having 100 smithing but only 10 strength is worse than having 35 strength and 35 smithing.
All the stats are more or less used in many different recipes, but the ones most frequently used are Strength (for smithing), Dex (for carpentry, tailoring and cooking and some pottery), Perception (Cooking mainly, but other things as well), Psy (silkmaking and basically making any 'endgame' items like jewelry). Agility and Constitution are the two completely irrelevant stats for crafting. Wil is used in a lot of recipes too, but isn't nearly as defined as the other stats.
Int is used in a mixed bag as well, often more 'early game' items like rock axes and whatnot.
You are best served making different characters for various things, rather than raising everything.
the proliferation of automation is the rot of this game, with the next worst thing being the filth that plays it (you, probably.)
W7 - Hermit
W8 - Co-LS of R'lyeh, Owner of the Hermitarium Knowledge Group
W9 - LS of Niflheim
W11 - Hermitage (named Niflheim)
W12 - Hermit -> some rando ass village i forgot the name of that i joined
W10,13-15 - N/A