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.
Briar's Dungeon Lord's Analysis