Different Builds @ 600 Skill Cap

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Willbonney
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Joined: 22 Aug 2014, 21:25

Different Builds @ 600 Skill Cap

Post by Willbonney » 30 Dec 2014, 02:51

Been running into a lot of other players who complain about the 600 Skill Cap planned for the MMO as being too big a hindrance. Having played on many different servers, public private and solo, I've built and talked to many others about their different builds. Here are the different "professions" and builds I have run into and made myself. Please feel free to share your own builds at the 600 Skill Cap.


Blacksmith
Prospecting - 60
Mining - 60
Smelting - 100
Forging - 100
Armorsmithing - 100
Nature's Lore - 60
Gathering - 60
Herbalism - 60

Often to start you raise Terraforming to 60 to begin tunneling, and thus starting your first mine. Often arrowed down to "unlearn" later when no longer needed. Easy to make 100 Bars and Ingots with a properly built Blacksmith Shop and/or Bloomery. Able to reduce Smelting skill if you wish (I've gotten away with 60 in smelting and thus capped at 60ish quality bars/ingots and still produced 100q Weapons, Armor, and Tools). This in turn allows you to raise one of your other chosen crafts to 100 instead, a Tier 1-3) Allows Herb gathering and production of Flux for steel.


Forester
Forestry - 100
Logging - 100
Carpentry - 100
Bowcraft - 100
Nature's Lore - 60
Gathering - 60
Herbalism - 80

This Build allows gathering and planting of 100q Tree Sprouts; 100q logs when trees chopped down; 100q billet, board, and building log cutting; 100q Movable and non furniture production; 100q Bows and Xbows; You can choose which of the 3 "Plant" skills to be 80, doesn't matter really except in the quality of plant fibers, herbs, or Flux/Napthia. Able to gather herbs and produce flux, napthia, and food additive.


The Builder
Terraforming - 60
Const. Mat. Prep. - 100
Construction - 100
Masonry - 100

This build leaves you 240 skill points to do something else but allows you to construct buildings at 100q as long as you get 100q materials, which can be tricky. Can raise Forestry line up to grow and log 100q logs, however Carpentry cannot be 100 for 100q building logs regrettably. I'd suggest 100 Forestry, 60 Logging, and 80 Carpentry. You will get the highest quality materials possible with this combination (won't be 100q no matter what you do). Some folks choose some of the farming line, where as others do the Gathering/Herbalism line to also be able to produce Flux. Also can choose to raise Architecture, but that is only useful for a group of players to build castle structures or larger housing.


The Farmer/Cook/Tailor/Hunter
Farming - 100
Animal Lore - 100
Procuration - 100
Cooking - 100
Tailor - 100
Fishing/Hunting - 100

You don't have to choose Fishing/Hunting, but it is helpful for cooking ingredients and finding tamable animals. Also don't have to have 100 in Farming or Animal lore, 90 is fine, however what's the use of 20 skill points. You could do 90/90 and then 60 in Fishing/Hunting if you like, for 80 Skill Points for something else.


Balax
 
Posts: 40
Joined: 30 Sep 2014, 11:03
Location: Norway

Re: Different Builds @ 600 Skill Cap

Post by Balax » 30 Dec 2014, 20:05

Thanks, this is both interesting and helpful.
Well done, mate.


Willbonney
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Posts: 477
Joined: 22 Aug 2014, 21:25

Re: Different Builds @ 600 Skill Cap

Post by Willbonney » 01 Jan 2015, 01:00

Have a modification of my "Forester" build that another player helped formulate for me. The premise is to also be able to grow 100q "Orchard" type trees, for Apples and Silk (and any future fruit trees that they might add later).

Forester/Orchard'er
Forestry - 100
Logging - 100
Carpentry - 100
Bowcraft - 100
Farming - 100
Animal Lore* - 100

You have to have 100 Farming to be able to Harvest 100q Trees and get 100q Apples and Silk fibers. With this build you don't really worry about normal plant growth and animal farming.

*You can choose to raise Animals with 90 or 100 Animal Lore, but with low level Procuration the slaughtering of animals will not create very good quality food or leather ingredients. You also will not be able to utilize the goods (milk, wool, eggs) that you create, but they might be useful in trade/barter or once your community has a system of currency in place.

Once horses are in, this might be a worthwhile endeavor for being a "Horse Breeder" but will definitely be more time consuming when growing your own animal foods if you choose to feed them better than Apples.

For this I would also suggest first leveling the "Fishing/Hunting" skill enough to track down enough animals to start with some 60-80q starting Breed Stock, then arrowing down to unlearn later.

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