Lord Development

And the Lord looked down upon all that he hath destroyed and saw that his victory was good. 

Developing a Lord is no easy task. After all the Lord cannot be created in one day. As with any of the hybrid classes development will rely heavily on how you intend to make use of the Lord's abilities. Development of a Lord can also be disappointing if you hold certain expectations. Just keep in mind it is the expectations that are faulty not the Lord. 

Although not hailed for their exceptional combat prowess their ability to regenerate health can be a boon. As their level increases the Lord health regeneration rate also increases. Eventually they will be able to equip any cursed item in the game having health drains without suffering any of the effects. 

The Lord is intended to dual wield weapons in close combat. Normally, to develop a weapon skill through use one would like to make use of weapons requiring the same skill in each hand. A Lord starts the game with weapons requiring two different skills and each of those requiring different primary attributes for skill improvement through use. Though the Lord begins the game with Sword skill, unfortunately there is no second hand sword available for this profession. Deciding what weapons the Lord will wield should be a prime consideration for development. Dual Mace & Flail weapons are quite a favorite among many players as there is a very impressive second hand mace always available in the game.

There is also the magical abilities of the Lord to take into consideration. If the intention is to use their magic heavily then one might want to develop the Piety and Intelligence of the Lord. Good Piety and Intelligence will help their magical abilities increase, as well as provide the Lord with decent stamina, and assist in developing Academic combat related skills so points to these attributes are not wasted. 

The one attribute truly important to take advantage of the Lord's Dual Weapons skill bonus is Dexterity. Dexterity is one of the controlling attributes of every weapon skill so you can't go wrong by increasing it, no matter what weapons you choose for your Lord to use. 

 
Lord Attribute Requirements
Race
STR
INT
PIE
VIT
DEX
SPD
SEN
Bonus
Pt/Att
- 55 - 55 55 50 50 - - -
 
Race
STR
INT
PIE
VIT
DEX
SPD
SEN
Bonus
Pt/Att
Dracon 55 35 30 60 50 40 30 25 9
Dwarf 55 30 50 60 35 35 35 25 9
Elf 35 50 50 35 50 45 40 10 4
Faerie 25 55 35 30 50 60 45 -15 0
Felpurr 40 40 30 35 50 60 50 0 0
Gnome 35 50 40 50 50 35 45 5 3
Hobbit 40 40 30 45 55 50 50 10 4
Human 45 45 45 45 45 45 45 20 7
Lizardman 60 25 25 70 40 50 30 20 7
Mook 50 50 25 50 35 35 55 -10 0
Rawulf 40 30 55 50 40 40 50 20 7
 
Race Resistance Bonus%
Race
Air
Divine
Earth
Fire
Mental
Water
Dracon +5 -5 0 0 -5 +15
Dwarf 0 0 0 VIT 0 0
Elf +10 0 0 0 0 +20
Faerie +15 +15 +15 0 +15 0
Felpurr +10 0 +10 0 +10 -15
Gnome 0 0 0 0 VIT 0
Hobbit 0 0 VIT 0 0 0
Human 0 0 0 0 0 0
Lizardman 0 -10 +10 +15 -10 +10
Mook 0 +10 0 0 +15 +15
Rawulf 0 +5 +5 0 0 +10
 
Skills Available to the Lord
Controlling Attributes
Skill
Primary
Secondary
Academic
Artifacts Intelligence Senses
Close Combat Senses Intelligence
Communication Intelligence Senses
Dual Weapons Dexterity Senses
Mythology Senses Intelligence
Ranged Combat Senses Intelligence
 
Magical (level 5+)
Divinity Piety None
Air Magic Intelligence Piety
Divine Magic Intelligence Piety
Earth Magic Intelligence Piety
Fire Magic Intelligence Piety
Mental Magic Intelligence Piety
Water Magic Intelligence Piety
 
Weapon
Axe Strength Dexterity
Bow Dexterity Strength
Dagger Dexterity Speed
Mace & Flail Strength Dexterity
Martial Arts Dexterity Speed
Modern Weapon Dexterity Speed
Polearm Strength Dexterity
Shield Strength Dexterity
Staff & Wand Strength Dexterity
Sword Strength Dexterity
Throwing & Sling Dexterity Strength