Skills
The skills have been grouped into five categories:
- Melee Combat: Axes, Daggers, Maces, Swords, Unarmed Combat
- Missile Combat: Missile Weapons, Throwing Weapons
- Defense: Armors, Dodge, Staff Defense
- Magic: Air Magic, Earth Magic, Fire Magic, Ice Magic, Spellcraft
- Enhanced Capability: Assassination, Athletics
Melee Combat
Axes
Strengths
- The most damage-oriented of the melee combat skill groups.
- Health is increased during progression through this group.
- The Axe Master feat provides +20 Attack Power.
Weaknesses
- Very few axes in the dungeons.
- Some skill points are wasted on increasing Strength.
- Accuracy and Attack Power bonuses from this group are only applied when an axe is being wielded.
Melee Weapons Rating: Poor
Overall Rating: Poor
Analysis: The low availability of axes in the dungeons, together with their low attack speeds and Attack Power bonuses that are not much better than swords in most cases, provide major reasons to avoid this skill group. Although Health is increased by progression, some skill points are wasted on Strength. And although the Axe Master feat is very respectable, the investment to reach it is not worth it, especially as no benefit to defense is provided by this group along the way there.
Daggers
Strengths
- Some daggers have an attack speed equivalent to hands and feet.
- Some daggers provide accuracy bonuses.
- Dexterity is increased during progression through this group.
- Energy is increased during progression through this group.
- Death Strike, the skill level 50 feat, is very powerful as it provides a chance to instantly kill a struck foe.
Weaknesses
- Daggers do the least damage of any of the melee weapons.
- Accuracy and Attack Power bonuses from this group are only applied when a dagger is being wielded.
Melee Weapons Rating: Moderately Good
Overall Rating: Moderately Good
Analysis: Although daggers are the least-damaging of the melee weapons, they are generally the quickest with three of them naturally rivaling the attack speed of bare hands and feet. Also, some of the daggers provide a useful bonus to Accuracy. On the downside, this skill group does not provide anything in the way of defense improvement, except for Evasion boosts from Dexterity increases. To get additional defense, some investment of precious skill points would have to be diverted into Dodge. And, to get faster attack speeds, a significant investment would have to be diverted into Assassination. In other words, two additional skill groups are needed to provide what the Swords skill group provides in and of itself. Nonetheless, Daggers is still quite a respectable investment, especially since daggers are found very early in the dungeons.
Maces
Strengths
- Vitality is increased during progression through this group.
- Health is increased during progression through this group.
Weaknesses
- Relatively few maces in the dungeons, some of which suffer accuracy penalties.
- Most maces are slower than swords.
- Accuracy and Attack Power bonuses from this group are only applied when a mace is being wielded.
- The usefulness of armor negating attacks is somewhat dubious, especially when compared to having quicker attacks or greater overall attack power.
Melee Weapons Rating: Poor
Overall Rating: Poor
Analysis: Although the increases to Vitality and Health throughout the progression in this group are nice, they cannot offset the dubious benefit from the armor negation feats, relatively low attack speeds, common Accuracy penalties, and low availability of maces.
Swords
Strengths
- The Parry feat (+5 Evasion) is provided as part of the early-to-mid skill development in this group. No other melee weapons group provides a means of increasing Evasion.
- Dexterity is increased during progression through this group.
- Health is increased during progression through this group.
- Energy is increased during progression through this group.
- Sword Master, the skill level 50 feat, is very powerful as it doubles the character’s attack rate when wielding a sword.
Weaknesses
- Some skill points are wasted on increasing Strength.
- Accuracy and Attack Power bonuses from this group are only applied when a sword is being wielded.
- Evasion bonus from the Parry feat is only applied when a sword is being wielded.
Melee Combat Rating: Very Good
Overall Rating: Very Good
Analysis: Although the best axes and maces provide higher Attack Power bonuses than the best swords, the best swords have better attack speeds, which are further improved into some of the quickest weapons in the game with the Sword Master feat. Furthermore, the Attack Power differential between axes and swords is fairly small and the most damaging maces (hammers, actually) suffer significant penalties to Accuracy. A weapon, which can be used swiftly and accurately, is much better than one that does more damage but is slow, unwieldy, and prone to missing. The Swords skill group also offers a modest Evasion bonus via a feat. Also, the increases to Dexterity, Health, and Energy are very beneficial; the Energy increases provide for more special attacks to be performed. Overall, this group is a very worthwhile investment for a melee fighter.
Unarmed Combat
Strengths
- Can be used without equipment (i.e., right from the start of the game).
- Consistently fastest attack rate of any of the melee combat skills.
- The Faster than Lightning feat (+20 Evasion) provides a very respectable defensive boost as part of the mid development in this offensive skill group. This is the best Evasion increase that can be gotten from a melee combat group.
- Dexterity is increased during progression through this group.
- Health is increased during progression through this group.
- Very significant attribute boosts during late development in this skill group.
Weaknesses
- Some skill points are wasted on increasing Strength.
- Accuracy and Attack Power bonuses from this group are only applied when unarmed.
- Unarmed attacks do not get the Attack Power bonus from a melee weapon. And, only a rare item, such as the Gauntlets of the Pit Fighter, will boost Attack Power for unarmed combat. Thus, this skill group provides the least damage potential of any of the melee combat skill groups.
Melee Combat Rating: Very Good
Overall Rating: Very Good
Analysis: This group alone of all the offense skill groups provides a very respectable defense boost in addition to a good offense. The Faster than Lightning defense feat (+20 Evasion) is easily one of the best feats below skill level 50 in the game. Although the Attack Power of a weapon is not factored into unarmed attacks, the Attack Speed is always about 20, which only the fastest daggers can match naturally and which only daggers can exceed with a significant investment in Assassination or the best swords can exceed at Swords 50. Furthermore, unarmed Attack Power increases more rapidly during progression through this group than any other, thereby partially offsetting the bonus from using weapons. Also, the Accuracy and Attack Power bonuses apply right from the start of the game, since no weapons are needed. The only significant drawback is that this skill group will have less damage output than some of the other ones oriented toward offense and so monsters may not be eliminated quite as rapidly. That said, this group is a very respectable investment for much of the game and only starts to lose some of its luster against a few of the fully-developed melee weapons skills in the end.
Missile Combat
Missile Weapons
Strengths
- Dexterity is increased during progression through this group.
- Energy is increased during progression through this group.
- Projectile weapons generally do more damage than throwing weapons.
- Projectile weapons can be imbued with spell effects.
Weaknesses
- Switching or replenishing stacks of projectiles in combat requires more player effort than other combat actions.
- Missile launchers are not found in the uppermost dungeon levels.
- Accuracy bonus from increased Dexterity is wasted when using projectile weapons.
- Attack Power bonuses from this group are only applied when shooting projectile weapons.
- No other secondary attribute is boosted during progression through this group; less “bang for the buck” than most other combat groups.
- Number of attacks limited by available ammunition in addition to Energy.
- Assaulted creatures retain spent ammunition until death.
- Both hands are needed to use a projectile weapon: one to hold the missile launcher and the other to hold a stack of projectiles. Thus a shield, reach weapon, stack of bombs, or alternate stack of projectiles cannot be held.
Ranged Combat Rating: Moderately Poor
Overall Rating: Poor
Analysis: The increase of Dexterity and Energy during progression through this group is commendable, as is the ability to use projectiles imbued with elemental flavoring. However, two hands are need to shoot projectiles. And, the increase in Dexterity partially wasted in the sense that the use of projectile weapons does not benefit from increased Accuracy. Also, the fact that ammunition is needed in addition to Energy is yet another drawback. On the whole, this group is not all that worthy of an investment.
Throwing Weapons
Strengths
- Rocks are some of the first weapons available in the dungeons.
- Health is increased during progression through this group.
- Only one hand is needed to hold a stack of throwing weapons, thus freeing the other for a shield, reach weapon, stack of bombs, or a second stack of throwing weapons.
Weaknesses
- Switching or replenishing stacks of throwing weapons in combat requires more player effort than other combat actions.
- Some skill points are wasted on increasing Strength.
- Attack Power bonuses from this group are only applied when throwing appropriate weapons.
- No other secondary attribute is boosted during progression through this group; less “bang for the buck” than most other combat groups.
- Number of attacks limited by available ammunition in addition to Energy.
- Assaulted creatures retain spent ammunition until death.
- Throwing weapons generally do less damage than projectile weapons.
- Throwing weapons cannot be imbued with spell effects. (TODO: Verify.)
Ranged Combat Rating: Poor
Overall Rating: Very Poor
Analysis: Although the modest increases to Health, during progression through this skill group, are nice to have, they are quickly drowned out by other negatives, such as the skill points wasted on Strength and the relative weakness of the throwing weapons. The need for ammunition in addition to Energy is another drawback. In nearly all cases, there is little worth to an investment in this group.
Defense
Armors
Strengths
- Many armors can be found in the dungeons. At least two party members could wear complete sets of Plate Armor and another could wear the Valor set. The Chitin set is also some very good light armor and there is at least one complete set of Leather Armor in the dungeon as well.
- The Shield Expert feat improves Evasion.
- Health is increased during progression through this group.
- Armor can ablate missile attacks. (TODO: Verify this.)
Weaknesses
- Some skill points are wasted on Protection. Protection, even 60 or more (heavy armor amounts), still allows a lot of damage to reach a character. Evasion is a far superior secondary attribute.
- Armor is very heavy compared to most other objects in the game. If several party members wear armor, additional Strength may be needed to carry enough useful equipment in addition to wearing the armor.
- Competes with offense-oriented skill groups for investment while not providing additional offense.
Defense Rating: Very Poor
Overall Rating: Very Poor
Analysis: The additional Health from this group is welcome, especially as it will almost certainly be needed since relying upon the armor in the game turns a character’s body into a blood-leaking sieve. The Shield Expert feat is the only other high point of this group, and it is not worth investing 25 skill points to achieve. The additional Protection provided directly by investment in this group is nearly worthless. Experience playing the game has shown that anything which is primarily oriented to Protection is not worth an investment.
Dodge
Strengths
- The Stealth and Improved Stealth feats provide multipliers to the Evasion of cloaks and clothing, respectively. (Coupled with the Lurker outfit, Evasion can exceed 90, making a character nearly impossible to hit via melee attacks.)
- The Ninja Master feat provides +50 Evasion.
- Evasion is increased during progression through this group.
- Health is increased during progression through this group.
Weaknesses
- Competes with offense-oriented skill groups for investment while not providing additional offense.
Defense Rating: Very Good
Overall Rating: Moderately Good, up to skill level 11; Moderately Poor, beyond skill level 11
Analysis: The significant Evasion and Health increases offered by this skill group are very tantalizing. However, they come at the expense of investment in offense-oriented skills. A relatively small investment in Dodge to get the Stealth feat (skill level 11) may be worthwhile in some cases.
Staff Defense
Strengths
- The Staff Master feat provides +30 Evasion and +10 Protection.
- Evasion is increased during progression through this group.
- Health is increased during progression through this group.
Weaknesses
- Competes with offense-oriented skill groups for investment while not providing additional offense.
- Some skill points are wasted on Protection.
Defense Rating: Moderately Good
Overall Rating: Moderate, up to skill level 8; Poor, beyond skill level 8
Analysis: The Evasion and Health increases offered by this skill group bestow some worth upon it. However, with points wasted on Protection and on the Light Armors feat and the fact that it does not contribute to offense, limited investment in this group is of mediocre worth and heavy investment in it is not recommended.
Magic
Air Magic
Spells: 5
Strengths
- Shock Shield spell grants +35 Shock Resistance to entire party for a duration roughly equivalent to one or two typical engagements.
- Invisibility spell allows the party to avoid creatures for a short period of time.
- Circle of Protection, Air feat bestows a permanent +25 Shock Resistance upon the entire party.
- Dexterity is increased during progression through this group.
- Shock Resistance is increased during progression through this group.
Weaknesses
- Casting spells requires more player effort than most other combat actions.
- Shock Shield is rarely useful.
- At least one species of creatures in the dungeons breathes lightning bolts and is therefore presumably immune to shock damage. (TODO: Verify this.)
Elemental Magic Rating: Very Good
Ranged Combat Rating: Good
Overall Rating: Very Good, up to skill level 27; Moderately Poor, beyond skill level 27
Analysis: This group provides the most spells of any of the magic groups. The Invisibility spell is very useful for gaining tactical advantage. And, the Shock and Lightning Bolt spells are among the most damaging of any of the elemental spells around their respective skill levels. Furthermore, Dexterity (and hence Evasion, Fire Resistance, and Shock Resistance) is increased during progression through this skill group. The only downside is minor and that is that Shock Shield is rarely useful. Overall, this group is a very worthwhile investment up to the Improved Lightning Bolt feat at skill level 27. Beyond that, the Dexterity boosts are still worth something, but the feats of defense are essentially a wasted investment.
Earth Magic
Spells: 4
Strengths
- Poison Shield spell grants +35 Poison Resistance to entire party for a duration roughly equivalent to one or two typical engagements.
- Poison Shield is quite useful on various occasions.
- Poison Cloud and Poison Bolt can have their damage outputs boosted by the unique Shaman Staff item.
- Circle of Protection, Earth feat bestows a permanent +25 Poison Resistance upon the entire party.
- Vitality is increased during progression through this group.
- Poison Resistance is increased during progression through this group.
Weaknesses
- Casting spells requires more player effort than most other combat actions.
- Poison Cloud requires a foe to remain in its area of effect to inflict continuous damage.
- Posion attacks do less damage than fire or lightning attacks. (TODO: Verify this.)
- No counterpart to Invisibility spell.
- Undead are immune to poison attacks; there are several species of undead creatures in the dungeons.
- Several species of creatures in the dungeons are poisonous and therefore presumably immune to poison. (TODO: Verify this.)
Elemental Magic Rating: Moderately Good
Ranged Combat Rating: Moderately Good
Overall Rating: Moderate, up to skill level 23; Poor, beyond skill level 23
Analysis: Given the choice between doing more damage to a foe and slaying it outright or doing less damage and inflicting it with a maleficient condition, doing more damage would usually be the better choice. For this reason, the value of the Poison group is somewhat diminished. However, possession of the Shaman Staff item can increase the damage of poison attacks. Also, the temporary resistance from Poison Shield is useful at various times throughout the game. Aside from generally lower damage, the other major downside to poison attacks is the number of monsters in the dungeons which are immune to them. Another consideration is that, while increasing Vitality is a good thing, part of these increases are going to be “wasted” overcoming the Vitality deficit of the typical mage and are unlikely to boost Cold and Poison resistance to meaningful heights. That said, the separate boosts to Poison resistance are of some value to the mage. So, overall, this group is a fairly decent investment up to the Improved Poison Bolt feat at Earth Magic 23. The feats of defense beyond skill level 23 are not really worth investing points to reach.
Fire Magic
Spells: 4
Strengths
- A fire ball cast under the influence of the Greater Fireball feat and the Orb of Zhandul can deal more than 200 damage to foes.
- Fire Shield spell grants +35 Fire Resistance to entire party for a duration roughly equivalent to one or two typical engagements.
- Fire Shield is quite useful on various occasions.
- Circle of Protection, Fire feat bestows a permanent +25 Fire Resistance upon the entire party.
- Fire Resistance is increased during progression through this group.
- Tome of Fire Magic gives 3 extra skill points in this group.
Weaknesses
- Casting spells requires more player effort than most other combat actions.
- Some skill points are wasted on increasing Strength.
- No counterpart to Invisibility spell.
- At least one species of creatures in the dungeons is partially made of fire and therefore presumably immune to it. (TODO: Verify this.)
Elemental Magic Rating: Very Good
Ranged Combat Rating: Good
Overall Rating: Very Good, up to skill level 24; Poor, beyond skill level 24
Analysis: At a mere 2 skill points, Fire Burst is the cheapest spell available and it is quite effective against opponents in the early dungeon levels. No other skill group has a augmentation tome oriented to it; the Tome of Fire Magic is unique and enhances the worth of this skill group. Furthermore, the Orb of Zhandul, in conjunction with the Greater Fire Ball feat at Fire Magic 24, boosts fire balls to perhaps the highest damage output of any attack in the game. The temporary resistance from Fire Shield is also quite useful over the span of about five levels through the middle of the game. The main downside to investment in this group is that some skill points are wasted on increasing Strength as opposed to a more useful primary attribute. In spite of this, Fire Magic is a very worthwhile investment up to the Greater Fire Ball feat. The defense feats beyond that level are not worth much in the grander scheme of things.
Ice Magic
Spells: 4
Strengths
- Frost bolts can freeze foes solid for a period of time, allowing a party to finish off a powerful foe without worry of reprisal, extricate itself from a flanking attack, or reposition itself to hit a foe from behind.
- Frost Shield spell grants +35 Cold Resistance to entire party for a duration roughly equivalent to one or two typical engagements.
- Ice Shards spell can simultaneously attack creatures on a row of tiles. (The number of tiles attacked seems to grow with either experience level or dungeon depth.)
- Circle of Protection, Ice feat bestows a permanent +25 Cold Resistance upon the entire party.
- Willpower is increased during progression through this group.
- Cold Resistance is increased during progression through this group.
Weaknesses
- Casting spells requires more player effort than most other combat actions.
- No counterpart to Invisibility spell.
- Frost Shield is almost never useful.
- At least one species of creatures in the dungeons is icy and therefore presumably immune to cold. (TODO: Verify this.)
Elemental Magic Rating: Very Good
Ranged Combat Rating: Very Good
Overall Rating: Very Good, up to skill level 24; Moderately Poor, beyond skill level 24
Analysis: For a mere investment of 3 skill points, Ice Magic provides the Ice Shards spell, which performs an attack affecting multiple squares. Furthermore, the Frost Bolt spell provides a huge tactical advantage in being able to temporarily freeze foes solid for a short time. Also, Willpower (and hence Energy) is increased at various skill levels. All of this makes for very potent battle magic. However, beyond skill level 24 (Improved Frost Bolt feat), there is little benefit to advancing in this group, except for additional Willpower. The improvements to defense beyond this point are uninteresting and not worth the investment.
Spellcraft
Spells: 2
Strengths
- The Combat Caster feats (25% and 50% faster casting) are very useful for increasing the tempo of battle with the hope of ending it more rapidly.
- The Archmage feat (50% less Energy per spell) is useful for keeping a mage productive through a string of battles without resorting to the use of Energy potions.
- Willpower is increased during progression through this group.
- Energy is increased during progression through this group.
Weaknesses
- Casting spells requires more player effort than most other combat actions.
- Light and Darkness spells are rarely useful.
- Few spells compared to other magic groups.
- No good combat spells.
Overall Rating: Good, up to about skill level 18; Moderately Poor, beyond skill level 18
Analysis: Spellcraft is a good supplement to the elemental magic groups. Spells, such as Fire Ball, consume large amounts of Energy. Spellcraft helps boost a mage enough so that such spells can be cast in a string of engagements without totally depleting available Energy. Although the Archmage feat at Spellcraft 50 reduces Energy consumption, the investment to reach it sacrifices a mage’s ability to damage foes with powerful bolts or balls in combat. Keeping in mind that the best defense is often a good offense, being able to cast Greater Fireball or Improved Lightning Bolt twice as fast is generally better than being to cast Fire Burst or Shock for twice as long. This implies that an investment in Spellcraft is most worthwhile up to and not much beyond the Combat Caster II feat (50% faster casting) at Spellcraft 18.
Enhanced Capability
Assassination
Strengths
- The Reach Attack feat enables melee attacks from the back row.
- The Quick Strike feats (25% and 50% faster attack speeds with melee weapons) are very useful for increasing the tempo of battle with the hope of ending it more rapidly.
- The Improved Critical feat doubles the chance of a critical hit.
- The Master Assassin feat ensures that backstab hits are instant kills.
Weaknesses
- Some skill points are wasted on increasing Strength.
- Taking advantage of backstab attacks can require a fair amount of manuvering work.
- Accuracy is not increased for any weapon.
- Attack Power is not directly increased for any weapon.
Overall Rating: Moderately Poor, up to skill level 23; Poor, beyond skill level 23
Analysis: The improved attack speed offered by the Quick Strike feats is very worthwhile. Unfortuantely, it comes at the expense of developing good offense with a weapon. Also, the Master Assassin feat, while extremely powerful, can only work in a limited set of circumstances and requires sacrificing development of skill with daggers or in unarmed combat. Investment in this skill up to skill level 23 (Quick Strike I feat) split with Daggers 33 (Flurry of Slashes) is probably the only circumstance under which it is particularly useful. If you intend to have a party member performing melee attacks from the back rank, then investing to skill level 12 may also be sufficient.
Athletics
Strengths
- The Endurace feat reduces food consumption by one quarter.
- The Iron Body feat adds +100 Health.
- Dexterity is increased during progression through this group.
- Vitality is increased during progression through this group.
- Health is increased during progression through this group.
Weaknesses
- Some skill points are wasted on increasing Strength.
- Some skill points are wasted on boosting Carrying Capacity via the Porter feat.
- Accuracy and Attack Power are not directly increased for any weapon. Investment in this skill group comes at the expense of more powerful offense.
Overall Rating: Moderately Poor
Analysis: While the generous increases to Dexterity, Vitality, and Health are welcome, the ability to quickly kill monsters is not enhanced in any significant way. Furthermore, skill points are wasted on Strength and Carrying Capacity increases. Although investment in this skill can greatly increase survivability of a party member, it does not increase survivability of the party, which is primarily achieved by annihilating enemies as quickly as possible.