Skill Observations
Since Dungeon Lords is a classless game (in the good sense), it is important
for the player to understand the implications of all of the available
skills. It's very easy to create a bad or useless class combination if one
doesn't understand the skill benefits and implications.
This document works under the assumption that you're not going to be
taking advantage of bugs in the game. The biggist one in this case is
joining classes without meeting the prerequisites for attributes and skills.
This can make the game far simpler than it should be and hopefully
will be fixed in patch 1.2.
The following list details my observations on most skills.
- The skills repair, scout, identify, alchemy
and steal are unimplemented so there is no benefit to choosing a
class that permits access to or learning bonuses for these skills.
- Learning bonuses get better with each level of the skill in
question. That means that at level 1, a learning bonus is worth a 25%
deduction from the normal cost, level 2 is worth 32.5%, level 3 is worth
is worth 39%, et cetera. By level 10 of the skill, a single level of
learning bonus is saving you 71% off of the skill cost!
- Learning bonuses combine to lower skill costs! The benefit to having
multiple learning bonuses on any given skill can be amazing. When
combined with the previous point, skills can becomes very cheap compared
to their normal costs. Five learning bonuses reduces the cost of a level
10 skill by 99.8%!
- There is no benefit to advancing athletics over level 4, so
don't worry about choosing a class with a learning bonus to this skill.
I would recommend all characters start with level 1 in this skill since
the defensive jump can be a life saver early on--just leap over those
rats and slimes that surround you!
- Inspect and disarm are very handy skills to have.
However, the higest trap I've discovered is level 9. This means that
inspect 8 and disarm 7 are adequate, especially when you augment your
disarm results with lock picks which are very common. Since advancement
points are easy to come by the time you start finding the higher level
traps, there isn't a big benefit to choosing a class to gain a learning
bonus to these skills. (In the Fargrove sewers, there is only one level
4 chest. Push your early points into these skills to reach inspect 3 and
disarm 2 fast for best results.) I don't recommend skipping these skills
for bash as it will be a long while before you can successfully bash
most traps without harm and in the meantime you'll miss a lot of good
loot.
- Pick locks is rarely of much use and doesn't need to be
advanced beyond level 4 or so, and that once past Fargrove and
experience easy to gain. This is certainly not worth choosing a class to
gain a bonus for this skill.
- Weapon, armour, and shield skills only need to be advanced as high
as required to permit the item in question to be used without a learning
penalty. It can get very expensive to meet class entry requirements if
you don't exploit the skill test bug, so consider strongly having
classes so you have at least one learning bonus in each prequisite
skill.
- Bargain is a very handy skill to have a few points in for any
character once you're out of the Fargrove sewers. For characters who are
going to be heavy spell casters, its worth contemplating gaining a class
that offers a learning bonus to this skill as you're going to want a lot
of money for spells, runes, katels, et cetera and they're expensive.
- Spells become more powerful and reliable as you advance them so if
you're going to be a spell caster, this is going to be your advancement
point sink. Choose your classes carefully to gain as many learning
bonuses as possible for your casting skills.
- Celestial magic is centred around self-protection and is useful to
almost every playing style. Healing (including cure poison) is mandatory
in either magical or bottled form, so consider including choosing adept
as a means of saving money. Protection from elemental attacks makes some
deadly foes fairly easy to handle. Time stop makes a laugh out of
chests--get a lot of these to improve the regen rate and don't bother
wasting too many points on inspect and disable trap skills. Divine
intervention is simply over-powered--the angel summoned is powerful.
- Arcane magic is all about blasting the crap out of your
enemies--preferably from a safe distance. The trick here is to have lots
of copies of a given spell to permit bulk use of the spell (and to
improve regen rates.) Starfire is appearently broken in patch 1.1, so
don't worry about that early spell. Magic missile is handy for all
builds if they're not handy with bows or thrown weapons and is cheap to
come by. The real uber spells of this category are the nova spells--ice
nova in particular. Blast entire groups of foes at a time, with the
survivers frozen long enough to get an alternative attack off at them.
- Nether magic is made up mostly of indirect combat skills. Summons
figure particularly high here, but there are also combat buffs if you
don't mind getting your character's sword dirty.
- Rune magic is generally unwhelming. Most of the powers are buffs.
This may sound good, but the rune spells and their critical rune stones
are prohibitively expensive for thier minor benefit. (Sanctuary is a
nice spell and available to anyone who can afford to finance it.) The
focus of runes seems to be for parties in multiplayer games--there are
group versions of the various buffs.
- Put points where possible into scribe and/or channel to improve the
spell regeneration rate. Scribe works for arcane magic, channel for both
celestial and rune magic. There is no booster for nether magic since
spells are consumed during casting instead of being drained. The nether
magic boosting skill alchemy is unimplemented.
You can read more from Briar at
www.landofsnow.com/dungeonlords