One of the questions most new lycanthropes ask is: What stats should I raise for this guild? There are several different ways of going about it, but this has been my strategy, and it has worked pretty well.
Constitution
This is one of the two prime stats for the guild, and naturally
it should be high. Lycanthropes are an "in your face" fighter, which
means you will have to be able to take punishment as well as dish it out,
so you must be able to stick around against tough foes to make sure you hurt
them back. It also factors in to the regenerate spell, so that higher con
will actually help you heal more effectively. Con is also "death insurance"
since the more you have, the harder you are to kill. You cannot go wrong in
lycs by raising con, especially early on. You should definitely strive to reach
the highest level of con: athletic.
Strength
This is the other prime stat for the guild,
and should be high as well. It controls how much damage the guild spells
do, as well as factoring in to how hard you hit with your form weapon. You
should probably strive eventually to reach at least the second highest level
of strength: powerful.
However, one of the biggest mistakes new members make is to raise too much
too soon. Having an excess of strength at lower levels will not help you;
in fact, the lack of other stats will hurt you.
Intelligence
The spells for lycanthropes are quite expensive. As
a result, you will need a relatively good amount of intelligence to use them.
Although you don't want to waste too much on it, (like I said before, str
and con are crucial), you also cannot afford to ignore it. The most important
use of int is to regenerate and rage to extend your combat power. The damage
spells are too expensive to use a lot, but are good to get some extra hits
in when you need it. To be able to use them, you have to make sure you do
not ignore this stat.
Dexterity
Dexterity has very little effect, if any, on the specific
abilities of the guild. Nevertheless, it falls into the "second tier" of stats for
the guild. This is because it affects combat in two ways: it allows you to
dodge swings from your foes and also to get extra swings yourself in combat.
To maximize the effect, you should strive to eventually reach swift, but even
less than that will still show some benefit. More dex than swift would continue
to help, but the added benefit from it is not as good as if you put the stats
to other uses, so I don't recommend going beyond this.
Charisma
This stat has no effect on guild abilities. It does
control how much money you make when you sell things, and how much you have
to pay to buy items and drinks. Most importantly, it affects the price you
pay for stats. Buying a stat is the single fastest way to raise combat experience
that there is, so the cheaper it is, the faster you will raise. The ability
to buy a stat for a good price does not seem like a big deal at lower levels,
but at high levels it can become the most important factor in your advancement.
Thus, I recommend raising on average at least one cha stat for every level
if you intend to get maximal benefit from cha.
Wisdom
This stat is the least important, but a little bit
is can be useful. It controls how much can be carried in your moonbag, but
more importantly, offers you some protection against enemy spells. It is not
good to use too many raises, but one wisdom raise every three or four levels
will offer that little bit of protection that could save your life. However,
many lycs have ignored this stat altogether and been successful, so if you
feel the need to drop one stat from your strategy altogether, it should be
this one.
Raising Pattern Examples
Here are some examples of raising patterns for different
strategies in lycs. They are listed as the number of raises per level on average
to put towards a given stat. Most of them assume ignoring cha, but they can be
modified easily to incorporate some cha by reducing the other stat raises evenly.
They also assume no wis, but it is not difficult to sneak in a wis or two over
your career if you wish to have a small amount of spell protection.
Damager: str=2 con=2.5 int=1.5
Specialist in dealing damage. Good str and int together
allows for using damage spells, or simply rage and regen to extend combat and
deal maximum damage. Con allows for staying in battle, though not as effectively
as Battle Tank. No cha makes it dependent on others to provide buying/selling
support. Develops a lot of str at high lord levels, which may become excessive.
Str raises can be shifted to int or con for fine tuning.
Battle Tank: str=1 con=4 int=1
Pure damage absorbing machine. Huge con makes for
a formidable target against even the toughest foe, with enough int to regen
damage up. Not quite as much damage output as Damager due to low str. No cha
makes it dependent on others to provide buying/selling support. More con than needed
at high lord levels; can switch to other pattern such as Damager once
lord levels reached.
Versatile Fighter: str=1.5 dex=1 con=2.5 int=1
Compromise between Damager and Battle Tank.
Not as much focus on either str or con allows for some dex to enter the mix,
providing a natural boost to combat output and protection. Enough int to support
rage and regen, though not to the same degree as Damager. No cha makes it
dependent on others to provide buying/selling support.
Independent: str=1.5 dex=0.5 con=2.5 int=0.5 cha=1
Designed to be free of dependencies on others where money
is concerned, this pattern sacrifices pure combat output by keeping cha equal to
level. Basically the same as Versatile Fighter but with cha borrowed from dex
and int. Can afford to use purchasable resources to provide additional healing.
Lower int reduces capacity to rage and regen, forcing use of food/drinks/potions
to fill in the gap. Never has to wait around for others to buy/sell. Good for
maximizing cash profits for self and/or parties.