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.


Vigilante
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