During the wait for the next patch, I decided to dig through the game data to determine the relationships between classes, guilds, and skills. Over the weekend, the folks on the Typhoon strategy forum helped me tighten up the information to the point I think it's more or less correct. The end result is a little large to post to the forum, so I've stuck it up on the web since I know a lot of folks have been looking for and requesting this data.
http://www.landofsnow.com/dungeonlords
Update: Server problems corrected
Class/Guild/Skill Analysis
Data Analysis Completed
I've finalised the analysis by adding the forumulas used to determine the advancement point cost for skills. Very informative. Learning bonuses stack, and the benefit of the bonus increases as you increase in skill level. Want an absurdly powerful mage? Create a Mage/BattleMage/Wizard/Enchantress and easily reach level 30 in your arcane magic skill. Warriors benefit less since skill levels are really only beneficial to them to open up access to weapons and remove skill penalties, but canny character design still permits earlier access to the powerful goodies available.
Briar.
I've finalised the analysis by adding the forumulas used to determine the advancement point cost for skills. Very informative. Learning bonuses stack, and the benefit of the bonus increases as you increase in skill level. Want an absurdly powerful mage? Create a Mage/BattleMage/Wizard/Enchantress and easily reach level 30 in your arcane magic skill. Warriors benefit less since skill levels are really only beneficial to them to open up access to weapons and remove skill penalties, but canny character design still permits earlier access to the powerful goodies available.
Briar.