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If both Intermediate class slots are filled, then the remaining guilds the player belongs to will not offer their classes either. The class slot is now filled and the guild will not offer the other option. Once a guild quest for a class has been accepted, there is no going back. The second Intermediate class must be from another guild or sub-guild. For example, the Fighter can become a Knight or a Marauder through the Fighter's Guild, but cannot be both. Players can only take one option per guild. The main guilds offer two options for their associated class, with the sub-guilds also contributing depending upon the player's race (Sisterhood) and class (Eastern Houses). Intermediate classes are gained by performing guild quests. Depending upon their race and starting class, they can have between five and eight choices.
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Players can have two Intermediate classes. However, a player may only have two starter classes, and once those are locked in, the other guilds will forever shut their doors (and their associated classes) to the player, though they will be happy to do business with the character. While some of the Rogue's paths gain the Magic Weaponry skill, none gain the Heavy equipment skills.Īdding a second class greatly empowers and expands the players options and abilities. A stealth-based class with bonuses for stealing abilities. Rogue - Equivalent of the classic rogue or thief, associated with the Guild of Mystery. A defensive Magic based class with bonuses for using Celestial magic and the basic Armor skills.Ĥ. Adept - Equivalent of the classic cleric, associated with the Celestial Order. An offensive Magic based class with bonuses for using Arcane magic.ģ. Mage - Equivalent of the classic mage or wizard, associated with the Guild of Mages. Almost all of the Fighter's paths have the skills for Heavy equipment, but none have access to the Magic Weaponry skill.Ģ.
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A melee based class with bonuses for wearing Light & Medium Weapons, Armor, and Shields. Fighter - Equivalent of the classic warrior, associated with the Fighter's Guild. There are no requirements for starting classes, but players can only choose two out of the four.ġ. The player picks one at the start of the game, and may pick a second by joining its associated guild. Each one is also linked to and supported by one of the four major guilds in the game. Each is associated with a classic RPG character mold or archetype. The Class system was altered for the Dungeon Lords MMXII edition, and thus that is given its own page. Note: The information shown here is for the original or Collector's Edition only. However, the nature of the game makes it far more difficult if not impossible to finish with only one class. Players are not actually required to join any guilds nor gain any classes beyond their starting class. A second starter class and all other classes are gained by joining and doing guild quests. When a player starts the game, after choosing their race, he or she will select one starter class. Players are allowed to select two starter classes, two intermediate classes, and one advanced class. Every character is composed of up to 5 classes.
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Dungeon Lords puts a spin on this classic concept by allowing players to develop and customize their avatar. In many games, players have the option of choosing a class.
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