[2] The #DFK roadmap is long, and profession is just a "small piece of the puzzle" (to quote a @DefiKingdoms dev.) But profession quests are probably the first thing you'll do with your new hero.
You'll do them for at least two reasons: "loot" and "xp." What are these?
$JEWEL
[3] As this helpful @Samichpunch article explains, heroes have a "level," a "profession skill level," and an xp bar that reflects one's progress toward the next level.
This is a LEVEL 2 hero with a .5 score in gardening and 1371 xp toward level 3.
[4] The only efficient way for that hero to reach a higher level is to do profession quests. Each time it does, the hero will gain xp and (possibly) items, and (occasionally) boosts to its profession skill.
Here is the outcome of an unusually good gardening quest (with no LP):
[5] Notice that this gardening quest has yielded +144 xp, one "milkweed" (useful for making potions -- more on this later), one "Shvas rune" (necessary to "level up" heroes), and a small amount of $JEWEL.
The JEWEL amount would be larger IF the hero's owner had an LP position:
[6] But these heroes are higher-level heroes with high stats and profession skill levels. As many players learn quickly, one's early quests tend not to bring in so much loot (and if one has no LP, gardening quests will never bring in much $JEWEL.)
Sometimes, a hero ONLY gets xp:
[7] That quest was not a failure, though, because xp is arguably the most valuable thing a quest can yield... besides pet eggs, of course:
Finding your first egg will be exciting, but it can take months. In the meantime, accumulate xp and other items...
[8] One difference between gardening and foraging is that gardening quests take much longer (though it's "passive time" on your part) and currently yield fewer items than foraging.
This might change: these profession quests are only "Level 0." But foraging is quick and easy:
[9] People tend to like the sheer number of items they accumulate from foraging quests, which can be kept or sold to the Marketplace Vendor for gold (which can itself be kept or sold to the Marketplace Trader for $JEWEL.)
People tend NOT to like the long duration of gardening.
[10] Mining is like Gardening in that the quests are longer than Foraging and Fishing. It's also like Gardening in that returns depend partly on your LP activity -- Gardening on your current LP, and Mining on your locked $JEWEL. This can be unappealing to players without either.
[11] Yes, it's true that you can mine for gold instead of locked $JEWEL, and that you can obtain items from Gardening that are quite useful. The "long" professions also yield runes for leveling up. But many people find it easier to do Foraging and Fishing than the other two.
[12] One thing you should almost never do is quest outside a hero's profession (the one in green on the back of the card.) @Samichpunch explains why here: medium.com/@Samichpunch/p…. I would add that it gradually hurts a hero's value.
Buy a hero whose profession you will quest in.
[13] In any event, as noted earlier, one of the main things you're getting from quests is XP. #DefiKingdoms heroes certainly find items that can be sold, but the main asset is usually THE HERO ITSELF. Because high-level, high-stat heroes are worth much more, xp matters. A lot...
[14] So while I won't go so far as to say that a hero's profession is irrelevant, I WILL say that I view Level 0 profession quests mainly as a means to gain the xp necessary to level up my heroes, increasing their stats and utility for the main features to come (and their value.)
[15] And because Level 0 professions are, in my view, primarily a vehicle for gaining xp to level up your heroes, it ultimately doesn't matter TOO much which profession a hero has -- AS LONG AS you actually quest in that profession.
A fishing darkknight is no less a darkknight.
[16] Of course, it's conceivable that a thief fisher will be a better investment than a darkknight fisher, despite the thief being a basic class and the darkknight being an advanced class. Many people are fixated on class-prof "match" (though I expect that to change, gradually.)
[17] But if you're buying a #DefiKingdoms hero for the long term, not for flipping (and, as with houses, this isn't as quick and easy as it looks), you want the CLASS more than the profession.
And we can already start to see why, with #TrainingQuests (to be discussed later)...
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[2] Yesterday, I discussed how a higher class tier and a higher rarity level will increase a hero's stats, on average (and stats are probably the most important part of what makes for a "good" hero.)
But that difference among heroes becomes more pronounced as heroes LEVEL UP...
[3] To illustrate, let's start with an ABSURDLY good, UNFAIRLY AMAZING #DFK hero summoned by @Sovrezd yesterday. (I'll explain summoning later.)
The hero in question is a mythic dragoon, of which only 32 exist AT ALL, only 4 of which have an advanced subclass (here, ninja)...
[7] Yes, the knight and the thief have higher growth in some stats than their closest advanced-class equivalents. And the #DFK devs have made clear that every class will be useful (and will likely have unique skills, as in #FinalFantasy and most #RPGs.)
Still, advanced > basic.
[8] One could say MUCH more on this topic -- and I will expand on it later, addressing the three new #Crystalvale classes -- but this has conveyed the broader point: higher-tier classes tend to be "better," in part because of stat growth (especially in key stats.)
[9] But class tier is TOTALLY SEPARATE from another important variable: the RARITY of a #DefiKingdoms hero.
This is a common source of confusion among new players. One can encounter a common thief (basic class), a common sage (elite), a legendary paladin (advanced), and so on...
There are four tiers of classes in #DFK (for now.) The higher you go on the chart below, the stronger the stat build on the classes. (I'll get to #Crystalvale classes in a bit.)
This point is probably best illustrated by comparing charts of similar classes...
Just as real is the rush on #GaiasTears, which are roughly 10x as expensive in $JEWEL as they were a few weeks ago -- presumably, on widespread speculation that they will be a key ingredient necessary to bump one's chances of hatching a #MythicPet and decreasing incubation time:
[1] Many new #DefiKingdoms players find it difficult to narrow down their choices to a single first hero, and to determine whether this or that hero is a good buy.
On the #DFK Discord, we've helped literally thousands of people buy their first hero.
Here are some useful tips:
[2] Start by setting a rough price cap for your first hero. It's almost impossible to determine whether X hero is right FOR YOU until you've done that, because heroes are like houses or cars: you can always get more if you spend more.
But roughly how high should the cap be?
[3] Your first #DFK hero purchase will probably not be your best strategic buy. You simply don't know enough yet to make the quick decision necessary to snap up the best deals.
So consider starting with a budget of 50 to 75 $JEWEL for your first hero, avoiding absolute floor...
If you have some idea of how #DefiKingdoms works, but are still a bit lost, you probably need one or more of these resources (pinned to #herodiscussion channel in the #DFK Discord.)
The first is a chart of the hero classes, by tier (basic, advanced, elite, exalted) and land:
The second is this spreadsheet showing where each class excels and lags (and there is no "perfect" class of #DFK hero):