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Simulating Larkinor Character Builds
Simulating Larkinor Character Builds
Simulating Larkinor Character Builds
I've been writing a Python script that simulates leveling a character all the way to 100, and seeing what hitpoints and manapoints it would have. This is based on information taken from LarkinorGuide.

This script assumes 374 distributable points: 20 at level 1, +3 every level up to 100, and +57 from completing every King's mission and eating every imp's mushroom.

This script also puts 10 points into persistence at level 1 for most builds to boost early hitpoint gains. Pure and quickness mages start with 6 intelligence and 7 persistence.

This script furthermore assumes that you ate one imp's mushroom every level from 2 to 22, then two mushrooms every level from 23 to 40. This adds up to 57 mushrooms.
* Monsters in the first mission grant more XP than the amount needed to reach level 2.
* The highest level monsters that must be fought in Mission 57 are level 43, which should be beatable by most level 40 characters.
* This is a very conservative simulation. The amount of imp's mushrooms you can have consumed between these levels can be significantly higher, and this may make your HP/MP higher than the script suggests.

Note that HP and MP gains each level are slightly randomized, so even if you did everything exactly like the script did, your HP/MP may be slightly different.

HP per level: Persistence / 3 + Luck / 5 (approx.)
MP per level: Intelligence + 1~4 (approx.)


FIGHTERS



Strength
: =level / 3 for persistence/quickness fighters, =level for balanced fighters, =level * 1.5 for strength fighters

Intelligence
: do not train

Dexterity
: =level / 1.5

Quickness
: =level / 1.5 + 3 for most fighters, =level * 2 for quickness fighters

Luck
: do not train

Persistence
: all remaining points


Persistence Fighter

Level: 100
Hitpoints: 5066
Manapoints: 351
Strength: 33
Intelligence: 1
Dexterity: 67
Quickness: 70
Luck: 1
Persistence: 202


Balanced Fighter
 (A compromise between a persistence and strength based build)
Level: 100
Hitpoints: 3968
Manapoints: 384
Strength: 100
Intelligence: 1
Dexterity: 67
Quickness: 70
Luck: 1
Persistence: 135


Strength Fighter

Level: 100
Hitpoints: 3145
Manapoints: 345
Strength: 149* 
Intelligence: 1
Dexterity: 67
Quickness: 70
Luck: 1
Persistence: 86* 

* Strength should be 150 and Persistence should be 85. The script doesn't foresee that it would need 4 attribute points at level 99 to maintain the correct strength, and puts too many points in persistence at level 98.


Quickness Fighter

Level: 100
Hitpoints: 2940
Manapoints: 368
Strength: 33
Intelligence: 1
Dexterity: 67
Quickness: 200
Luck: 1
Persistence: 72


MAGES



Strength
: do not train

Intelligence
: =level * 1.5 for persistence mages, =level * 0.84 for quickness mages*, split with persistence for pure mages

Dexterity
: do not train

Quickness
: =level / 1.5 + 3 for most mages, =level * 2 for quickness mages

Luck
: do not train

Persistence
: all remaining points
* The script doesn't know realistic magic skill levels for your current level and uses a linear stat progression that will get you 84 magic at level 100, enough to max out your magic skill at 109. Put extra points into intelligence as necessary.


Pure Mage


Level: 100
Hitpoints: 3864
Manapoints: 9866
Strength: 1
Intelligence: 150
Dexterity: 1
Quickness: 70
Luck: 1
Persistence: 151


Persistence Mage

Level: 100
Hitpoints: 4211*
Manapoints: 8830*
Strength: 1
Intelligence: 150
Dexterity: 1
Quickness: 70
Luck: 1
Persistence: 151
* Although the six attributes for pure and persistence mages are the same at level 100, the HP and MP differ as the persistence mage has more persistence at lower levels.


Quickness Mage

Character stats:
Level: 100
Hitpoints: 3191
Manapoints: 5566
Strength: 1
Intelligence: 84*
Dexterity: 1
Quickness: 200
Luck: 1
Persistence: 87
* As said above, adjust Intelligence as needed to keep leveling your magic skill. As such, your MP may be slightly higher.


HYBRIDS


This section includes thief/fighter, semi, and robber/semi.


Strength
: =level / 3 for thief/fighter and semi, split with luck and persistence for robber/semi

Intelligence
: =level * 0.84 for semi and robber/semi*

Dexterity
: =level / 1.5**

Quickness
: =level / 1.5 + 3

Luck
: split with persistence for thief/fighter and also with strength for robber/semi

Persistence
: all remaining points
* See the above note for quickness mages. However, since a semi only uses magic for ranged attacks, the semi player may not care too much about raising the magic skill as high as possible.
** This must be level / 1.2 if you don't fight enough to maintain weapon skills.


Semi

Level: 100
Hitpoints: 3715
Manapoints: 5569
Strength: 33
Intelligence: 84
Dexterity: 67
Quickness: 70
Luck: 1
Persistence: 119


Thief/Fighter

Level: 100
Hitpoints: 4258
Manapoints: 386
Strength: 33
Intelligence: 1
Dexterity: 67
Quickness: 70
Luck: 102
Persistence: 101


Robber/Semi

Level: 100
Hitpoints: 2765
Manapoints: 5559
Strength: 51
Intelligence: 84
Dexterity: 67
Quickness: 70
Luck: 51
Persistence: 51


TODO


* Fix the bug with Strength Fighter
* Add presets and code to handle pure thief, pure robber, digger and digger/mage
* Add code for "fixing" a persistence-based build into other builds

* HP per level is actually 
10
 + Persistence / 3 + Luck / 5 (approx.) This was in the script, just mistyped in my original post.
* The script also assumes you bought the magic skill at level 1 (yes, even fighters). The first pub mission provides a much-needed supply of silver for this. The script grants 9~12 mana for each new magic skill level.