Hi everyone! This is my first post here.
These rankings are based on my experience playing Dwarvish Moderation.
This isn't a raw power ranking. I ranked each skill by how much value it adds to a build.
I'd love to hear where you agree or disagree.
S (Strong on its own)
Burglary
-Every build without Burglary has to compensate for it.
Master of Arms
-Easy access to extra Armor and HP.
Magical Law
-Gag Order solves a surprising number of problems by itself. The rest of the tree is excellent too.
A (Can define a build)
Promethean Magic
-Still incredibly strong despite all the nerfs. Somehow it even comes with a pet summon.
Necronomiconomics
-Packed with powerful skills throughout the game. Rift melts Monster Zoos with ease.
Viking Wizardry
-Excellent buffs and powerful AoE.
Egyptian Magic
-Sandstorm is safe to cast even on yourself, and the buffs are excellent.
Tinkering
-Almost mandatory for crossbow builds.
Smithing
-You won't always find the equipment you want. Crafting makes runs much more consistent.
B (Has a clear role)
Astrology
-Starts with a powerful buff from the very first skill. Righteous and Aethereal are both excellent damage types.
Perception
-Mostly for the extra loot, but the trap sight and increased vision are great too.
Bankster
-If money can buy it, Bankster can get it.
Killer Vegan
-Requires some debuff management, but the bonuses are well worth it.
Archaeology
-Huge amounts of XP. Getting trap sight immediately is also very convenient.
Fungal Arts
-Mainly taken for healing, but the buffs are strong as well. It starts to fall behind in the 15-floor endgame.
Fleshsmithing
-Pets, healing, buffs, and even decent AoE for Monster Zoos.
Tourist
-A great solution for trap sight and vision radius. The rest of the tree is more useful than it first appears.
Berserker Rage
-For Warriors, combat is all about hitting things over and over.
Demonology
-Ranked this high almost entirely because of Celestial Circle. In the 15-floor endgame, I often have spare skill points but still don't want to invest in the rest of the tree.
Maces
-The safest weapon tree if you don't have a specific build in mind.
C (Good with the right build)
Rogue Scientist
-Strong skills, but the cooldowns are simply too long.
Clockwork Knight
-Mostly taken for teleport and crafting. The self-damage makes the active skills hard to justify.
Battle Geology
-Getting Melee Power this early is a solid advantage.
Communism
-Mainly for the healing. If you can cover your Hyperborean resistance, having AoE on a Warrior is nice.
Paranormal Investigator
-Lots of useful utility. Alien Autopsy isn't something I'd rely on, though.
Piracy
-A good companion for counterattack builds.
Big Game Hunter
-Mainly for the healing. Helmets often reduce your sight radius, so the vision bonus is surprisingly useful.
Swords
-Great for dual wield and counterattack builds. Swords have the strongest endgame weapon.
Axes
-Best suited for critical hit builds, but slightly weaker overall than the other weapon trees.
Polearms
-The stances are excellent.
Staves
-Pairs well with Necronomiconomics builds.
Thrown Weaponry
-Softballs are easy to buy in bulk, so you can make the build work without crafting.
Dual Wielding
-Mostly worthwhile in counterattack builds.
Archery
-Reusing powerful arrows is a nice advantage.
Ley Walker
-Great if you want to keep buffs active. The active mana recovery skill is also excellent.
Magic Training
-The stat bonuses are nice, and having another active mana recovery skill is useful.
Blood Magic
-The penalties are too harsh to justify investing further. In the 15-floor endgame, I often have spare skill points but still don't want to invest in the rest of the tree.
Golemancy
-Pets are strong.
Psionics
-Lots of useful utility skills. Charm is a bit underwhelming.
Emomancy
-Most of the tree is awkward to use, but Sigil of Whatever is incredibly powerful.
Unarmed Combat
-Its biggest weakness is becoming useless if you happen to find an amazing weapon.
Werediggle Curse
-The eggs provide reliable healing. With enough pre-cast buffs, the tree performs surprisingly well.
D (Barely worth taking)
Mathemagic
-The teleport is great, but that's almost the only reason to take it. The debuffs are decent, though.
Shield Bearer
-Not bad, but it's hard to justify spending a skill slot on it.
Warlockery
-More of a fun pick than an optimal one. Necronomiconomics leaves little room to invest here.
Artful Dodger
-Dodge is an underwhelming game mechanic. Mostly taken for the teleport.
Alchemy
-There just aren't many things worth crafting at higher levels.
Wand Lore
-Suffers from the same problem as Alchemy. It also can't mass-produce items.
F (Needs too much support)
Daggers
-If you want to fight in melee, there are much better weapon choices. If you don't, there's little reason to take Daggers.
Vampirism
-You need to find healing outside of food. It's fun, but that's about the only reason to play it.
Assassination
-An awkward mix of abilities with weak stat bonuses. It isn't even particularly fun to use.