EDIT: PDF now attached to this post for the Core Game skills, less Daggers and Polearms, is now attached to this post. New PDFs will be created for each expansion, so if you don't have one you don't need to waste time wading past all the skills from that expansion! But really, there's no reason not to have them. It's all of $6 for hundreds of hours of added death enjoyment! New PDFs will be added as expansion skills are covered, starting with RotDG in the next couple of weeks. EDIT AGAIN: Darkmere asked for a better explanation of my skill breakdowns. To be hones, I thought I had put a quick summary in before we started, but apparently I only thought about doing that. Since the bulk of what was in this post is now irrelevant to the thread, I've just edited the original post out and put it in here. Thanks for pointing out the oversight, Darkmere! A fair number of new people on the boards have been looking for a place where they can find a summary of the community's insights into the various skills in DoD. This is that guide. While everyone has their own style for looking at skills, I plan to keep my own comments to the following format: The Skill Name - First I tell you what the skill is called! Type - Is it Warrior, Wizard or Rogue? Role - I see every Dredmor skill as having at least one of four roles (most can fill more than one role). These roles are: Engine - Engine skills are the heart and soul of your run. They get you around obstacles, usually by killing monsters but sometimes by helping you deal with locks or traps. Without an engine your character is going to have a hard time getting anywhere. Turbocharger - Turbochargers are skills that make your engine skill(s) better and more powerful. Fuel Tank - Fuel Tanks keep your engine chugging by keeping you full on HP, MP, useful items, ect. Payload - Payloads are weird. Some abilities are really only needed once enemy defenses get high, HP takes off and monsters spawn five to ten to a room. You can take the time to develop your engines and turbochargers before you need them, but you will need them. These abilities are Payloads, and sometimes you'll find yourself taking a skill tree just so you can have them. Theme - Theme is an explanation of what I'm thinking of when I play the skill. It's usually pretty meaningless, but I like adding them. =/ Strategy - A skill's role is not the same as its strategy. Every skill wants to accomplish its role in a different way, or else why would there be multiple skills? Strategy is how the skill is going to go about fulfilling its role. Pros&Cons - Taking a skill comes with certain advantages, but it often carries some disadvantages as well. These two sections look at what you get from a given skill, and what you might give up by taking that skill, particularly in the place of similar skills. Synergies - Skills don't all work together the same. Some are markedly more powerful with each other. Some are markedly less powerful with each other. This section looks at both, when applicable. Takeaway - When you leave this thread and instantly forget 90% of what you read, this is what you should really keep in mind. Sorta. Maybe. Or not.