Dungeon Lords Class and Skill Analysis

This information is now obsolete. You can find the new information here.

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


The Boring Stuff

The information on this micro-site is intended for the players of Dungeon Lords who are free to make of it what they will. I do request that if you wish to link to this information or include it in a compilation that you drop me an e-mail.

Version History
2005/06/05
  • Discovered a big mistake on the class data--the sorcerer and battlemage advancements were backwards! I've corrected the data on many pages and updated a few related elements
  • Updated the attributes and races page to include some information on the benefits of each attribute.
  • Broke the classes article into three separate articles, each of which is more focused than the original one with some updates.
2005/06/04
  • Added the skills cost analysis page
  • During the skills analysis process, I discovered a total of five unimplemented skills in the current release: Repair, Scout, Identify, Alchemy, and Steal. Any classes that would gain these skills has been shorted.
  • Added a couple of articles
2005/05/30
  • Added the racial attributes analysis page
  • Discovered that the Fighter actually gains a learning bonus for Parry (the only class that seems to) and that thieves don't get one for sneak. The latter makes it likely that some of my other assumptions are incorrect as well. The skills pages are updated to reflect these changes.
2005/05/26
  • Fixed skill problems listed for Adepts (didn't have magic weapons listed as an available skill) and Lords (had a learning bonus for crushing blow instead of access)
2005/05/23
  • Thanks to Dain II (Typhoon forums) for confirming that learning bonuses are cumulative to some degree, so it's important to know how many of ones classes actually give any given bonus.
  • Thanks to SerpentofShadow (Typhoon forums) for pointing out that scribe and channel both have a matching skill requirement of level 3, not level 1. I've update the skills page to reflect this and took a wild stab at alchemy having the same kind of requirement.
  • Reworked all of the skill tables to reflect only the skill gains and learning bonuses earned by each class to permit better character planning.
  • Minor update to the skills page moving scout from the thieving group to the general group
2005/05/22
  • Thanks to haljayjim (Typhoon forums) for confirming that knights do actually get the heavy weapon skill as well as the learning bonus.
  • Error correction on the master skills table that had the several Path classes in the wrong tiers
  • Major update to the guilds page based on a better understanding of how the guilds work
  • Reorganised the skills tables to pair matched classes and eliminated the separate Path entries.
2005/05/21 Created.