Good day on two fronts for Dungeon Lords for me. First, I actually completed the game with my first character (human male Crusader/Hunter.) Second, I finished the final analysis of raw data concerning characters. I now know the formulas involved in skill costs and I've added a page for them.
The formulas involved are nasty but the results reveal a design that is so extreme it's almost an exploit. In short, the learning bonuses are cumulative and there are cases where skills can cost almost nothing at high levels. (If people request, I'll consider adding a calculator to the page, but frankly I'm dubious about the benefit of the thing.)
Note that the basic skill table contains critical abbreviations to make sense out of the skill tables.
I hope this compilation helps those who've been looking for this information. If you have any questions or updates to the data, send it along to me.
In addition, I've written up a pair of articles to help new players get some useful information on choosing a race and a class tree.
Can someone confirm for me whether access to the advanced arcane and celestial spells in the shops is granted when formally joining the guild or upon achieving a second tier class in that guild? I'm assuming the latter based on my experience, but I'm not certain--my one playthrough of 1.1 focused on gaining my second tier classes before doing the Trials of the Elders so things came pretty quickly and I might have missed this change.
The data I've pulled apart reveals a few oddities such as Shaolei Master's gaining a bonus to heavy pole weapons without any textual reference to actually gaining the skill or War Witches having a skill requirement involving heavy armor even though enchantresses don't gain that skill, meaning the war witch class may be unavailable. These kinds of things are either bugs in the class skill text I used to create the tables or else are wasted skills and potential bugs if the problem of testing skills is fixed.
Once patch 1.2 comes out, I will use that to clean up the skill information so that only those skills that are actually implemented are part of the display. Until that time, keep in mind that there is a bunch of skills that doesn't exist (repair, scout, identify, alchemy, and steal.)
And at this point I think I'm going to put Dungeon Lords aside until the patch comes out. There are some alternate builds I've like to explore--particularly the armoured mage. I think playing a naked mage might be fun, and the uber-tank on hard difficulty (with normal spawning) might be a challenge.
Brair (2005/06/04)
briar.dungeonlords@landofsnow.com
Version History
| 2005/06/05 |
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| 2005/06/04 |
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| 2005/05/30 |
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| 2005/05/26 |
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| 2005/05/23 |
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| 2005/05/22 |
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| 2005/05/21 | Created. |