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Dungeon Raider - Free Online Dungeon Crawler Game

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> STORY AND UPDATES

> CHAPTER I - DARK ELF RISING

It has been five centuries of peace in these lands since the last war with the Dark Elves and their undead allies. The dark cousins of the High Elves have been banished into the depths of the Abysmal Planes forever, so they say. The Final battle was waged in the westernmost Nargundum Expanse, at the door of the High Elven Kingdom of Starfall. With the unlikely aid from the Dwarves, Lizard Clans and the former Alliance of Men, Prince Aerir of Starfall led the battalions into the final conflict. The clash lasted for days until the dark elven general Prince of Drak was slayed and the army of the dead pushed back into the abyss.

Many perished from that fierce battle, in the sea of blood, the high elves have lost a great number of their kin, young and old, all sacrificed for that very final confrontation . With theirs numbers stretched too thin, the time of Men had come. Savvy for knowledge, power and wealth, sea folks, river folks and the men tribes from Ellon to Calaan, united as the Alliance of Men, they flourished and conquered what was abandoned by the crumbling empire of elves. In a little over a hundred years, the Aegean Empire of men ruled most of the continents while elves secluded themselves in their deep magical forests and the dwarves went back into their mountains.

Centuries have passed without any major conflict among the races, but today, there are words of shadows roaming the nights, the dead walks again, Goblins and Orcs spilling out of the Daadea are terrorizing townships and villages, rumors are the Dark Elven Blighters and Necromancers have returned, guided by the dark hands of a greater evil from the Abysmal Planes...

- Create your dungeon and explore player made maps
- Find treasures and equipment
- Follow the main quest to gain prestige
- 15 character races to play and more than 20 special monsters to recruit


> CHAPTER II - GUILDS OF ELLON

There is no doubt that the Dark Elves have resurfaced from their underworld prison, the dead has been summoned and now walks the earth bringing destruction and blight to villages on their rampage. Caught off guard during these harsh times, the Imperials, the High Elven orders of Starfall and the remnant dwarven allies are attacked by the northern Frostblood orcs, invaded by the Daadean Goblins and pirates from Scullon, corrupted by the dark teachings of the Raven Clans, and now their enemy of ancient times has shown it's dreaded face. The eyes of Elven Silverwatch and the Imperial Crimson Shield have failed to foresee the return of their nemesis and will now pay the price. Kulaz Dor is now one of the many gateway for the evil armies from the Underdark. With the break away of Port Brisea from the Aegean Empire, the derelict dwarven city of the Black Gate could no longer be contained.

Once peaceful clans of men, halflings, half men and elves have to choose their sides, or perish in the eave of the impending war. Exiled Half-Orcs have descended from the towering mountains of Scullon to seek unprecedented oportunities with the independent cities. Half-elves have been chased out of their secretive communities by trolls and ogres in Calaan, they will no longer witness from afar the madness of the growing conflict and now forced to join the ranks of their elven or human forefathers. Groups of warriors and mages will now unite under numerous banners and prepare themselves for the upcoming war. The forges of Ellon are once more breathing fire, clouds of smoke from metal furnaces now veil the last rays of sunlight, burning metal are now battered into weapons of murder and vengence. The Guilds of Ellon are once more at war.

- Level 15 players could create a guild of their own
- Guild could gain perks for all its members, gain Guild Exp when you gain DM Exp
- Craft items with workshops, schematics are needed and could be found in dungeons
- Find Conquerable dungeons for crafting resources, defend conquered dungeons with your roster units
- A market to sell items to other players or to your guild members
- Quickly add and remove items on the market through your inventory
- 2 more playable character races and 4 caster classes for the Skeletal Horde
- New monsters and new defense tower type to recruit in your dungeon
- New dungeon tiles, walls and decorations
- Increase your character Rank from Veteran to Elite when you are level 20, click on Rank in the Character sheet
- Increase your character and DM level up to level 40
- Reset different aspects of your characters with platinum in the Option tab in your character sheet


> CHAPTER III - UNREST IN SCULLON

The continent of Scullon, where a great mountain of the same name witnessed countless battles between giants and dragons, elves and lizardmen. Today a battle between numerous factions will determine the future of the Emerald continent. The Aegean Empire is threatened by the Simian uprising, the Orkans are on the brink of extinction, the Emerald City is now a haven for raiders and pirates while the Moon Elves seems unmoved by the upcoming calamity...

The watchful eye of Minas Ithil, the moon elven watchtower of Scullon would serve no purpose if the Empire would abandon Scullon to the self proclaimed Pirate King and his warlords. Orkans and the Simians, long opressed by all, has now taken up arms and will fight for their freedom, even if the Imperial Agandarian armies should fall. What will happen on Scullon is hard to foretell, one thing is sure blood will be spilled once more on the former kingdom of Medreth the Vile, to the great pleasure of the Dragon deities and necromancers.

- 3 new playable races: the Simian rebels, the Ogre raiders and the Winter Elves (aka Moon Elves).
- New Barbarian class available for the Ogre and Simian Race
- New continent of Scullon available through the Map Interface
- New dungeons on Scullon, 40 over dungeons
- Elite DM could have a secondary dungeon, create it through the Map Interface
- Secondary Dungeon could level up with Platinum.
- Move your dungeon to a new location on the Map Interface
- New monsters: Trolls, Naiads, Dryads, Lamia, Giant Toads, Yeti and more.
- New Tiles and Wall types with a jungle/ruined temple theme
- New dungeon decorations like tents, elven wall weapons, jungle door and more
- New dungeon images to choose from


> BASICS

> How to Create a Character?
If it is the first time you log into the game, the character creation interface would appear after a short presentation. From there you could select one of the numerous races available, then click Next to start selecting your character class. After selectng your class, select the gender, enter your character ability points (you must use all of the available bonus points), select your character alignment and finally enter the name of your character.

> How to Delete a Character and redo your main character?
To delete a character, open your character sheet and click on Options. From there click on the Delete Character button. If you delete your main character you will be redirected to the character creation screen to redo your character, your new main character will begin at level 1 and will loose all skills and feats (except Guild Feats, Group Feats and DM Feats). Character deletion is permanent so make sure you really want to delete a character.

> How to find dungeons to explore?
If you do not have any dungeons to explore, you could go to the Tavern and use Rumors to get dungeon locations. To view the list of dungeons you have discovered or heard of, click on the Dungeon icon in the main menu. Select a dungeon, then press on the Go to Dungeon button. Beware of high level dungeons, they may prove to be highly challenging! If you have map coordinates ( example [5,7] ), go to the Map interface and click on the map to find the coordinates then use the Explore option. If your survival or knowledge skill is high enough, specifically at least the same level of the dungeon level, you might find it's location. It is also possible to view the members of each Guild, and find out their location with their map coordinates.

> How to find henchmen and companions?
Companions could be found in the Tavern. Go to the Tavern select a companion and recruit him or her. Companions are your henchmen who will follow you on your adventure until you terminate his contract by deleting his character profile. They could be placed in your dungeon as if they were dungeon recruits, to defend it against trespassers. If you joined using Facebook and have friends playing, you could recruit your friend's main Veteran characters! Once recruited, they will evolve separately from your friend's account.

> How to get quests?
Quests could be obtained by different ways. You could go to the Tavern and use Rumors. You could directly go to a dungeon, and check if they have quests available through the dungeon panel. When you accept a quest, you have to activate them by clicking on Start. Linked quests usually start automatically upon completion of the previous quest. A main quest is available from start, if you do not have it, go to the Daily quest in town, it should be in the list of the Daily missions.

> How to get more Action Points (AP)?
If you run out of AP, you could wait an hour to earn 20 more AP. You could use AP potions, available by purchasing with Platinum coins, or you may receive them as gifts or bonuses.

> How to get more Gold Coins?
You could find them in dungeons by searching any Dungeon objects and decoration. You could sell the items you find in dungeons to get some extra gold. Accomplishing quests, missions and challenges could earn you some gold too.

> How to get more Platinum Coins?
Platinum coins could be purchased via Paypal and SMS. Click on the Platinum coin in the main menu to view the payment options. Purchasing Platinum will greatly motivate the developer of the game, and will encourage him to bring story, maps, special units and updates to the game :)

> DUNGEON EXPLORATION

> How to get experience points for my party?
Experience points for your main character and companions could be obtained by completing a dungeon, which means eradicating all possible ennemies in a dungeon. If you complete quests linked to that specific dungeon you will gain extra quests experience. If you are higher level than the dungeon's level, you will earn fewer experience. To earn even more experience points, you could set the difficulty level of the dungeon to Hard. Some dungeon masters may use boosters to encourage players to visit their dungeon masters, keep an eye out for them, these dungeons may grant up to double experience points.

> How to complete a dungeon?
When you enter a dungeon, your party will be placed on the starting tiles. From there, click on one of your characters and a submenu will appear with different kind of actions a character could accomplish. A character could accomplish one movement and one action per turn. He could either move first then accomplish an action or the other way around. When all your characters have accomplished their movements and actions, click on the Next Turn button on top of the screen. If you are spotted by ennemies or if they heard you, they would automatically move to you. Eliminate all ennemies to complete the dungeon and earn experience points.

> How to find treasures, weapons and armor?
You could purchase basic equipment in town but they are very expensive. The other way it is to loot from dungeons by searching weapon and armor racks and other types of containers. Depending on your character's Search skill, the loot would be better. The value of the loot depends on the Dungeon's loot level per container. Dungeon Masters could upgrade their loot for each containers or decorations. There are requirements for the items you find. A character needs the Light Armor feat to equip Ligth Armors. And to use Blunt weapons, a character has to obtain the Blunt Weapons Feat and so forth. ATTENTION: If you quit the dungeon prematurely without completing it, you will loose any loot from that dungeon except for the gold coins. Spell scrolls you just looted may not be used and memorized until dungeon completion.

> How to find spell scrolls or songs and use them?
You could purchase basic spells or songs from the magic shop, the higher level ones could be looted from book shelves in dungeons or you could earn them upon completing higher level quests and challenges. There are different kind of spell schools, each casting class has his own school of magic. Make sure you buy the right spells for your magic casting character. To write a spell to the characters spellbook, open up your character sheet, and click on the spell then the Use button. It will take a while for your character to learn the spell. After that the spell is learnt, you will have to select the spells in the character that you want to memorize. You are allowed up to six memorized spells per character. Some feats may increase the number of spells you could memorize. For characters that cast spells make sure your Concentration skill is always maxed, if not your spell will fail. For Bards, you should max the Perform skill.

> How to open locked doors?
A DM could lock the doors and gates in their dungeon. To open a locked door, your character has to be next to it, click on the door and select the Picklock icon. If your character Open Lock level is higher or equal than the lock level, the door will open. If your character does not have the necessary skill level, some spells could temporarily boost his Open Lock skill.

> How to spot hidden objects, traps and hidden characters?
A DM could place traps on most of the dungeon decorations. Doors could be trapped, an armor rack could be trapped and even pressure plates could be booby trapped. In order to detect these traps and hidden objects, your character should build up his or her Spot skill. Just click on the spot icon during your game turn to analyze the immediate area of your character. If the Spot skill level is higher than the trap, hidden object level, it will appear in red. For detecting hidden characters, your Spot skill should be higher than the hidden character's Hide skill.

> How to disarm a trap?
Simply move your character next to the trapped object, click on the object and select the Disarm icon. If your character's Disable Device Skill is higher than the trap level, you will succeed in disarming.

> How to get blessings from a deity?
There are numerous deities in this game, they could bless you with strenght, bonus spell damage and even flaming weapons for a set time. In order to receive a blessing, you need to locate shrines across Ellon. In these shrines you have a chance to loot a dungeon shrine which has to be placed in your dungeon. From then on, when you enter a dungeon, you will be asked if you need a blessing in exchange of some platinum.

> DUNGEON BUILDING

> How to upgrade your dungeon size?
You begin the game with a small pre-made dungeon. Your dungeon starts at level 1 and you are limited to 35 tiles for your dungeon. If you need extra squares at the beginning of the game, you could remove the tiles around the starting area (green tiles) by using the Remove Tile tool. Use the Add Tile to relocate the extra tiles. To earn extra tiles and hence enlarge your dungeon, you will need to level up your dungeon. Your dungeon statistics could be accessed by clicking on Your Dungeon in the main menu. From there, click on statistics. To earn Dungeon Master(DM) experience points, other players have to successfully complete your dungeon, get wiped out in your dungeon or complete a quest that you made. When you have enough DM experience you could level up your DM level and gain extra dungeon size automatically. Some dungeon feats could extend the size of your dungeon too. DM feats are listed in your main character Feats listing. DM Experience could also be earned by sending your Raiding, Ambush, Infiltrator and Siege groups on missions.

> How to get better Scores for your Dungeon?
When a player completes your dungeon, they could rate it. If your dungeon is challenging and fun, is properly layed out without unaccessible areas, has an original story and quests and have great treasures, you are sure to get good scores. The better your score, the more people will be able to see and visit your dungeon and the more DM experience points you will earn. Don't forget to invite your friends to visit and complete your dungeon whenever you update your dungeon. Test your dungeon regularly, if you can't cross the pits and water tiles you placed in your dungeon, it is likely that others won't be able to do so. If players can't complete your dungeon, you will not receive experience points and neither do the players.

> How to make my dungeon available to other players?
There are 2 requirements for your dungeon to be seen and visited by other players:
-Your dungeon has to have a dungeon name and a short description. Fill those out at your dungeon sheet and click on Save
-Your dungeon has to have at least your main character in it. In your dungeon, click on Roster then click on your main character in the menu, then place him or her in your dungeon wherever there are tiles available. -You have to be an active player, or your dungeon will be temporarily removed from the dungeon listing until your login to the game once again.

> How to add a dungeon decoration?
First you have to purchase some dungeon decorations and equipment from town. After purchasing, go into your dungeon, and click on the Add Decoration tool. Your inventory will open, select the item and use it (hand icon). Place the item on any available position in your dungeon. Beware, if you put the decoration back into your inventory, it will loose all upgrades (loot level, trap level ...). Instead of putting it back into the inventory you could move them around on the same floor or click on the change floor buttons while moving an item to move them from floor to floor. Note that doors have to be placed in alleys and passageways.

> How to recruit soldiers and beasts for your dungeon?
Some dungeon decorations could boost the Armory, Weaponry, Arcane statistics of your dungeon. Armor racks, weapon racks and bookshelves for example. With the appropriate stats, you could recruit some more characters to defend your dungeon other than your companions who were recruited from the tavern. To recruit extra characters for your dungeon, go to your Roster while you are in your dungeon, and click on Recruit. Select a unit that you want to add to your dungeon, and click on recruit (it will cost some gold or platinum). Once recruited, the unit will take up some vital stats in your dungeon. You can keep recruiting until the available dungeon stats are depleted. If you finish the main quest, you will be able to recruit Veteran characters. Click on the V icon while in the Roster interface to obtain veteran recruits. Completing the main quest in Chapter 1, will permit you to recruit prestige beasts.

> How to add a dungeon trap?
Traps could be placed on some of the objects in your dungeon. Click on an object and select the advanced configuration icon (the wheel). An interface will pop up allowing you to configurate your dungeon item. Select the trap type melee or magic. Then the type of damage, the range and trap level. Select target Single to only damage the character who is manipulating the item. Select Target All to hit all characters in range. The cost in gold is what you have to pay to enable the trap. The trap level is limited to your dungeon DM level. If you gain a DM level, you could reopen this interface to upgrade the trap level but it'll cost some gold. If you put a trap on a locked door for example, a character trying to unlock the door would spring the trap thus damaging him or her! Traps could be placed on pressure plates and many other dungeon items. Traps could be activated remotely with levers and pressure plates or any other items that could be activated.

> How to lock a door ?
Click on the door that you have previously placed in your dungeon and select the advanced configuration icon (the wheel). Select the lock level, and for a fee in gold, you could lock the door. The lock level is limited to your dungeon DM level. When you gain a DM level you could further upgrade the lock level for an extra fee. Doors could only be placed in a one tile wide corridor.

> How to set the loot level of a dungeon equipment?
Some dungeon decorations like the Weapon, Armor Racks and Bookshelves could be searched by visiting adventurers, having a high loot level might encourage them to come back and visit thus enabling you to gain more Dm experience points when they complete your dungeon. To set the loot level, open up the Advanced configuration of the dungeon equipment, side the loot level bar to set the loot level. Loot level is limited to your DM level. Do not forget to upgrade your loot levels whenever you gain a DM level.

> How to obtain DM Feats and where to spend it?
When your DM/Dungeon gain a level, you will obtain a DM feat point. DM feat points could be spent on special feats for your dungeon. Your Dungeon Master Feats can be viewed in your main character feats tab. Add new DM feats from the DM feat tab.

> How to create a quest?

When you are in your dungeon panel, click on the Plus sign next to the Quest button.

1. First you have to select the type of quest (type of quest depends on what DM feats you have activated).

2. Secondly, and this depends on the type of quest:
->Localisation: enter part of a dungeon name and click search to select a dungeon.
->Find Person: enter part of a DM name and click search to select a player.
->Exploration: enter part of a dungeon name and click search to select a dungeon.
->Retrieval: enter part of a dungeon name and click search to select a dungeon. Enter an item name to find an icon image for the object to be retrieved (example type potion and click on search). Enter a custom name for the object to be retrieved (example Moshu Mojo Potion...)
->Rescue or Lead: create a quest character through the interface, do not forget to enter a character name.
-> ...

3. Select the type of rewards for any players who completes the quest (type of rewards depends on what DM feats you have activated). Use the slider to fix a budget. Depending on the rewards selected the budget may vary. Every time a player starts your quest, it's budget will slowly diminish. When your quest runs out of budget the quest will no longer be available to other players, so you should allocate a high amount of budget.

4. Enter your quest texts and dialog. Enter a title, a short description then fill in the quest start and end dialog (your character's dialog). Examples:
->Title: Moshu Mojo Secret
->Description: It is well known that Moshu has a magic potion, you are to retrieve it.
->Start Dialog: Hello adventurer, you have to retrieve the magic potion for me. I will pay handsomely to get my hands on moshu's little secret!
->End Dialog: Ohhh good god I can't wait to try this out, here is your gold as promised...now run along.

5. Enter any linked quest. If you had made some other quests previously, you could link them to the current quest you are making. Example: you made a quest 'Quest 1 Locate Moshu Dungeon' , enter the quest in the linked quests, click on search to find this quest and select it. So if the player completes Quest 1 he or she will obtain the Moshu Mojo Quest immediately. You could link up to five quests, and these five quests have to be completed before the player could receive the current quest you are making.

Click on save to complete the quest creation. If your quest runs out of budget, edit it and allocate extra budget. Meet Person quest actually sends the player to a dungeon to meet a DM, upon completion, he will receive the first non-linked quest from the said DM (if that DM has any quests at all). Note that making a quest linked to your own dungeon, you will receive less DM exp when someone completes this quest.


> How to get prestige rating for your dungeon?
For now, prestige rating could only be obtained through the main quest line which starts from your city castle/dungeon (daily quest interface). You'll have to finish the entire quest at at the end you'll receive a dungeon decoration which increases prestige (you could only obtain it once). With prestige, you could recruit some cool monsters for your dungeon.

> Advanced Npc Options

When you click on a character that you previously added to your dungeon with your roster, you could either move the character, put him back to the roster or click on the advanced options icon. In the advanced option you could modify the character reactions. If you want your priest to just heal and not attack or buff, set the heal frequency to 100 percent and the rest to 0 percent. If you want the same priest to heal any character with hit points below 50 percent, click on the below 50 percent button next to the Heal frequency percentage. If you want a character to not use melee but to only cast attack spells, set spells to 100 percent and set to 0 percent the rest. If yo want a character to flee half of the time and attack half of the time, set attack to 50 and flee to 50 and the rest to 0. This could be great for archers, they would keep a distance from it's enemies.

If you want the character to not attack at all, set it's agression to peaceful. When agression is set to by alignment, it will welcome characters of the same alignment to your dungeon but will be hostile to other alignments. When set to always agressive, the character will attack anyone that comes to your dungeon. To hide a character so he could ambush other players, click on the hide button. You could make him stay at his position by using the stationary button. Click on save to validate your modifications.


> Temporary dungeon items (keys, weights, notes ..)

You could create temporary dungeon items for your visitors, like keys to unlock a door, a roleplay note or weighted objects to use on pressure plate stands or wall slots. In your dungeon, create these items with the Create Temporary Dungeon Object interface. Once created, select a container (whatever that could be looted) and place these temporary items in them through the advanced item options. To make a key open a specific door or container, allocate it through the advanced options too. The same could be done with weighted objects on pressure plate stands and wall slots.


> GET MORE DUNGEON VISITORS

> Join using facebook
The game is best played using a social network. Join the game using the Facebook Login instead of the Web Login. After creating your character and making your dungeon avaiable to others (enter a dungeon name and place your main character), invite your friends over to the game. Friends who start playing the game on facebook will receive the location of your dungeon, from there on, you could invite them to your dungeon through the friend list (Social interface). You could even send them action points and even receive action points in return, so do not hesitate to use that option. The more friends you have, the faster your dungeon will grow.

> Use your dungeon link
Your dungeon link is available in your dungeon panel. Copy the link and paste it in your forum signatures, send it by email to your friends or family or use this link when you talk about this game on other websites. When people click on this link, they will be directed to your dungeon description. When they register, they will automatically receive the location of yur dungeon.

> Use dungeon boosters
Dungeon boosters are available from your dungeon panel. Use a dungeon boost to increase the audience of your dungeon. With an experience boost, you are sure to attract some more adventurers and welcome them appropriately. A listing bonus is available, when activated your dungeon will appear on the dungeon listing events tab, and could be seen by everybody which could greatly increase the potential visitors to your dungeon.

> Improve your dungeon loot
Go on raiding other dungeons to get Gold and treasures. Buy dungeon decorations and install them in your dungeon, then upgrade the loot level for each and ever item in your dungeon. A higher loot level could attract more visitors.

> Write a story about your dungeon and find a nice dungeon name
A little short story could take a few minutes to write so do not hesitate to put down something about your dungeon. A lot of players love a nice storyline, and if you need extra space for your dungeon story, or would like to add images, logs and other pertinent information about your dungeon, you could use the Forums and the appropriate topic number in your dungeon panel. You are required to register into the forums in order to get a topic number for your dungeon.

> ABOUT GUILDS

> What is a Guild?
Guilds are actually a group of players under one banner. A guild has it's own statistics and perks. When a guild gains levels, it could have more and more members and gain extra guild feats or perks that are shared among the members of the guild. A guild could gain experience points in order to level up, whenever a member gains DM Exp, the same amount is transfered to the guild. Dm Exp could be gained by sending Ambush, Raid, Siege groups ... DM Exp could be gained by players accomplishing player made quests linked to the guild which are basically the quests the guild members created for their dungeon. Guild Exp could also be gained by taking over conquerable dungeons. Note that DM exp gained by dungeon completion is not transfered to the guild. Items placed in the Market could be made available to guild members only, check the For guild members while entering a price for the item.

> How to join or create a guild?
It is simple to join a guild, open up the Guild listing interface, select the guild you want to join, and if the requirements are met, click on the Join Guild button. Guilds have a limit to the number of members tey could possess, they may be full or the membership could be closed, and in this case you could not join these guilds. You may not have the necessary faction to join, in this case you could try and accomplish quests made by the guild members which could reward you with faction.

To create a guild, you have to be level 15 or more. As the creator of the guild, you could enter the guild name and description, modify the guild banner, you could level up the guild and select the guild perks that you want to invest in. Every ten guild levels you could have one more member.

> How does faction works?
Factions is a number that represents the relationship you have with a dungeon or a guild. Every time you attack a dungeon that belongs to a guild, you will loose faction. Negative faction would make the dungeon critters more hostile towards you. Positive faction might make the dungeon npc welcome you as long as you do not attack, loot, pick lock .... You could loose faction by sending siege, infiltration, ambush and raid parties. And on the contrary you could gai faction by doing quests made by the dungeon's DM.

> What are conquerable dungeons or area?
Conquerable dungeons are represented by a red flag, if you have the location it could be seen on the map or in your dungeon listing. Usually these dungeons have crafting resources like metal ore veins, gem mines, uncut wood stumps etc ... To conquer the dungeon, you have to defeat all the enemies within the area. Once in your posession, you could return to the conquered dungeon and loot crafting resources. If you are in a guild, other guild members could enter the dungeon to loot craft materials too. The list of conquered dungeons owned by your guild could be seen in the Spoils of War in the Guild panel. No loot is available if the dungeon is not under your name or under your guild's banner. In order to defend these dungeons, you or other guild members could place your characters in these dungeons. Note that these dungeons will be retaken by their original masters once a week, and will need to be reconquered. Guild Exp could be gained when a dungeon is conquered.

> ABOUT CRAFTING

> What is Crafting?

Crafting consist of combining raw materials and ressources found during your adventure into useable items like armor pieces and weapons. In order to craft there are certain requirements. First you need the appropriate workshop placed in your dungeon which are purchaseable in the dungeon decoration shop (a furnace is needed to smelt raw ore into useable ingots, a wood workshop to transform uncut wood into exploitable wooden planks, a weaving workshop to convert raw silk or cotton into cloths, a tannery for making treated leather from pelts, a Slashing workbench to make swords and axes, etc...). Secondly you need an item Schematic, to make a Short Sword for example you need the Short Sword Schematic and your skill level should be as high as the item level. And lastly you need the required materials like ingots, leather, gems and so on in order to craft the item.

To craft an item, open the craft interface, click on a type of item to craft. A list of item levels will appear, select a level and one or more schematics will appear. Schematics that you do not have are greyed out. When creating a basic craft material (smelting, tanning, wood work and part of weaving) with raw items, you do not have to select the materials to be used, the materials will appear directly on screen. When crafting advanced items like swords and shields, you 'll have to select the materials to be used. Each item to craft has a certain amount of material types. For example a Short Sword would need 3 ingots, 1 leather and one wood plank. Click on the material slots to select your available materials from your inventory. When the material slots are filled, select your crafter, and if his skill level is as high as the item level and the other requirements are met, you could click on the Craft button to make the item. The new item will go into your inventory and all materials used in the process will be removed.


> How to get item schematics?
Schematics could be found during your adventure by looting containers with random loot, treasure chests and libraries. Once in your inventory, use the schematic to learn it. If you do not have the schematic, the craft item is greyed out in the craft interface.

> How to get raw materials?
Raw materials are metal ore, precious metal ore, gems, pelts and uncut wood which could be used in the basic workshops to be transformed into useable crafting materials for making weaponry, armor and jewelry. They could be randomly found in dungeons, by looting workbenches or from ore veins, wood stumps .... in conquerable dungeons (check the chapter ABOUT GUILDS).

> How does craft skill, material knowledge skill and race affect crafting?
Each type of craft have a linked skill. The higher the skill level, the better the workmanship. Better workmanship means that the basic damage or defense statistic of the item would be higher. Depending on the crafter, the item could inherit a racial trait, and each race have a different bonus to slashing, blunt and piercing damage and defense. Material knowledge is important and the more you know about materials the more special properties could be unlocked while using these materials to craft. Combine 2 materials having the same properties to unlock extra bonus stats for the items you craft.

> ABOUT MARKET AND TRADE

> How to place an item onto the market?

To make an item available to other players, open your inventory or the market interface, click on the item and select the Add to market option. From there, enter a price and check the For Guild Only if you want the item to be only available to your guild members. Click on save and the item will be made available to other players. When a player buys the item through the market, the item will be transfered to him or her and you will be notified of the purchase. The item will then be removed from your inventory and your account will be credited with gold.


> What items could be placed in the market?
Most objects in the game could be traded, except a few like AP potions, treasure chests, dungeon decorations, boosters and shrines.

> How to get more trading slots?
You have a limited amount of items you could place on the market. If you want more market slots, you could click on the Add Market Slots button in your inventory and purchase them with Platinum. Each purchase will give you an extra market slot.

> CHARACTER STATISTICS

Strenght: How hard you damage your opponents through melee attacks. It also determines your Offence Rating with melee. The higher the Offense the less you will miss. Strength slightly improves Fatigue points (FA) which are used to do special feats like Cleave attack and Power Attack. Every 20 points of this ability will bring 1 Ability bonus to skills linked to this ability and would increase your Offense Rating.

Dexterity: Determines the damage you cause with ranged attacks. It also determines your Offence Rating with Ranged weapons like the Bows and Crossbows. The higher the Offense the less you will miss. Dexterity slightly improves Fatigue points (FA) which are used to do special feats like Piercing Shot and Power Shot. Every 20 points of this ability will bring 1 Ability bonus to skills linked to this ability but also to any character's Defense Rating.

Constitution: Determines your Hit Points (HP). The more HP your character has the better the chance he'll survive a fight. Constitution improves greatly your Fatigue points. Every 20 points of this ability will bring 1 Ability bonus to skills linked to this ability.

Intelligence: Determines your Magic Points (MP). The more MP your character has the more spells he could cast. Determines how well your Intelligence based spells hit your opponent. Every 20 points of this ability will bring 1 Ability bonus to skills linked to this ability.

Wisdom: Determines your Magic Points (MP). The more MP your character has the more spells he could cast. Determines how well your Wisdom based spells hit your opponent. Every 20 points of this ability will bring 1 Ability bonus to skills linked to this ability.

Charisma: Useful for Bards and summoners as charisma helps in charming. Summoners with high Charisma could summon higher level minions to his aid.

Visibility: How far your character can see. A visibility of 3 allows your character to see 3 tiles ahead.

Movement Points: How far your character can move. Some tiles like rubble or high grass require higher amount of movement points. Climb, Balance, Swim and Jump skills could reduce the amount of Movement Points needed on specific tiles.

Noise: How much noise you make while moving and activating dungeon items. Characters in game have a Listen skill, the more noise you make the higher the chance an opponent could detect you. A high noise rating could increase the chances you get detected while moving silently (hidden).

Armor Spell/Song Failure (ASF): Using armor would not only increase the Noise you make, but also increases the chances that your spells fail to cast properly, thus loosing an action turn. To reduce ASF, you could invest points in Concentration Skill if you are a caster. Invest in the Perform skill if you are a bard to reduce ASF.

HP: Your hit points. When it reaches zero, your character will pass out and will not be able to do any actions or movements. If all your characters are disabled, you fail the dungeon. Certain spells could Revive your fallen characters from level 20 onwards.

MP: Your magic points. They are needed to cast your spells.

FA: Your fatigue points. They are needed to use special attacks. Bards use it to sing. To regain fatigue you could use the Rest action during your adveture.

Offense: Your capacity to hit an opponent. The higher the better. Some feats may increase this value. Raising Strength could increase this value by one point per every 20 Strength.

Defense: Your capacity to evade an opponent's attack. Some feats may increase this value. So will raising Dexterity. Every 20 points of Dexterity will bring one defense rating.

Secondary Class: When your character reaches level 11, he or she could have a secondary class. You will not get extra skill points nor feat points while gaining secondary class levels, but will have to carefully invest feat points gained from your primary class into the secondary class feats.

> CHARACTER RACES

> Imperial

Racial Visibility: 3 tiles
Racial Movement: 300 movement points
Racial Noise: 100
Racial HP: 15HP per level
Racial Feats:
--Adaptibility( Bonus Experience Percentage: 5 )
--Savviness( Bonus Learning Rate: 5 )
--Way of Words( Bonus Diplomacy Skill: 2 )
Available Classes and secondary classes:
--Fighter
--Defender
--Archer
--Rogue
--Priest
--Beguiler
--Arcane Evoker
--Fiery Evoker
Racial Craft Modifiers:
--Slash Defense:10%
--Blunt Defense:10%
--Pierce Defense:10%
--Min. Slash Damage:10%
--Min. Blunt Damage:10%
--Min. Pierce Damage:10%
--Max. Slash Damage:10%
--Max. Blunt Damage:10%
--Max. Pierce Damage:10%


> High-Elf

Racial Visibility: 4 tiles
Racial Movement: 350 movement points
Racial Noise: 80
Racial HP: 10HP per level
Racial Feats:
--Elemental Affinity( Fire Resist: 10 Cold Resist: 10 Lightning Resist: 10 )
--Erudite( Bonus Concentration Skill: 1 Bonus Knowledge Skill: 1 )
--Mana Gifted( Bonus max MP: 50 )
Available Classes and secondary classes:
--Fighter
--Defender
--Archer
--Rogue
--Bard
--Priest
--Beguiler
--Arcane Evoker
--Fiery Evoker
--Storm Evoker
Racial Craft Modifiers:
--Slash Defense:10%
--Pierce Defense:20%
--Min. Slash Damage:10%
--Min. Pierce Damage:20%
--Max. Slash Damage:10%
--Max. Pierce Damage:20%


> Sun-Dwarf

Racial Visibility: 3 tiles
Racial Movement: 300 movement points
Racial Noise: 120
Racial HP: 20HP per level
Racial Feats:
--Sturdiness( Slash Defense: 10 Blunt Defense: 10 Pierce Defense: 10 )
--Brawny( Primary Attack Rating: 1 Secondary Attack Rating: 1 Bonus max HP: 25 Bonus max FA: 25 )
--Treasure Hunter( Bonus Knowledge Skill: 1 Bonus Search Skill: 1 )
Available Classes and secondary classes:
--Fighter
--Defender
--Archer
--Rogue
--Priest
--Fiery Evoker
Racial Craft Modifiers:
--Slash Defense:20%
--Blunt Defense:10%
--Min. Slash Damage:20%
--Min. Blunt Damage:10%
--Max. Slash Damage:20%
--Max. Blunt Damage:10%


> Halfling

Racial Visibility: 3 tiles
Racial Movement: 300 movement points
Racial Noise: 50
Racial HP: 10HP per level
Racial Feats:
--Smallframe( Hide Skill: 1 Bonus Silent Move Skill: 1 )
--Lucky Feet( Primary Attack Rating: 1 Secondary Attack Rating: 1 Defense Rating: 1 )
--Savviness( Bonus Learning Rate: 5 )
Available Classes and secondary classes:
--Archer
--Rogue
--Bard
--Primalist
--Beguiler
Racial Craft Modifiers:
--Blunt Defense:10%
--Pierce Defense:20%
--Min. Blunt Damage:10%
--Min. Pierce Damage:20%
--Max. Blunt Damage:10%
--Max. Pierce Damage:20%


> Saurial

Racial Visibility: 3 tiles
Racial Movement: 300 movement points
Racial Noise: 120
Racial HP: 15HP per level
Racial Feats:
--Reptilian Brood( HP Regeneration per turn: 1 )
--Amphibious( Bonus Swim Skill: 2 )
--Scaled Skin( Slash Defense: 5 Pierce Defense: 5 )
Available Classes and secondary classes:
--Fighter
--Archer
--Rogue
--Primalist
--Diviner
--Fiery Evoker
Racial Craft Modifiers:
--Slash Defense:10%
--Blunt Defense:20%
--Min. Slash Damage:10%
--Min. Blunt Damage:20%
--Max. Slash Damage:10%
--Max. Blunt Damage:20%


> Northfolk

Racial Visibility: 3 tiles
Racial Movement: 300 movement points
Racial Noise: 110
Racial HP: 20HP per level
Racial Feats:
--Adaptibility( Bonus Experience Percentage: 5 )
--Toughness( Bonus max HP: 50 Bonus max FA: 50 )
--Primal Sense( Bonus Survival Skill: 1 Bonus Handle Animal Skill: 1 )
Available Classes and secondary classes:
--Fighter
--Archer
--Rogue
--Primalist
--Diviner
--Wintry Evoker
Racial Craft Modifiers:
--Slash Defense:10%
--Blunt Defense:10%
--Pierce Defense:10%
--Min. Slash Damage:10%
--Min. Blunt Damage:10%
--Min. Pierce Damage:10%
--Max. Slash Damage:10%
--Max. Blunt Damage:10%
--Max. Pierce Damage:10%


> Wood Elf

Racial Visibility: 4 tiles
Racial Movement: 350 movement points
Racial Noise: 50
Racial HP: 10HP per level
Racial Feats:
--Elemental Affinity( Fire Resist: 10 Cold Resist: 10 Lightning Resist: 10 )
--Wild Kin( Bonus Survival Skill: 2 )
--Secret Strider( Bonus Silent Move Skill: 2 )
Available Classes and secondary classes:
--Fighter
--Archer
--Rogue
--Bard
--Primalist
--Beguiler
--Storm Evoker
Racial Craft Modifiers:
--Slash Defense:10%
--Pierce Defense:20%
--Min. Slash Damage:10%
--Min. Pierce Damage:20%
--Max. Slash Damage:10%
--Max. Pierce Damage:20%


> Stone Dwarf

Racial Visibility: 2 tiles
Racial Movement: 300 movement points
Racial Noise: 130
Racial HP: 20HP per level
Racial Feats:
--Sturdiness( Slash Defense: 10 Blunt Defense: 10 Pierce Defense: 10 )
--Brawny( Primary Attack Rating: 1 Secondary Attack Rating: 1 Bonus max HP: 25 Bonus max FA: 25 )
--Cave Crawler( Bonus Climb Skill: 2 )
Available Classes and secondary classes:
--Fighter
--Defender
--Archer
--Rogue
--Priest
--Storm Evoker
Racial Craft Modifiers:
--Slash Defense:20%
--Blunt Defense:10%
--Min. Slash Damage:20%
--Min. Blunt Damage:10%
--Max. Slash Damage:20%
--Max. Blunt Damage:10%


> Forest Gnome

Racial Visibility: 3 tiles
Racial Movement: 300 movement points
Racial Noise: 50
Racial HP: 10HP per level
Racial Feats:
--Smallframe( Hide Skill: 1 Bonus Silent Move Skill: 1 )
--Illusioner( Bonus Steal Skill: 1 Bonus Bluff Skill: 1 )
--Nimbleness( Bonus Open Lock Skill: 1 Bonus Disable Device Skill: 1 )
Available Classes and secondary classes:
--Fighter
--Rogue
--Bard
--Primalist
--Beguiler
--Storm Evoker
Racial Craft Modifiers:
--Blunt Defense:20%
--Pierce Defense:10%
--Min. Blunt Damage:20%
--Min. Pierce Damage:10%
--Max. Blunt Damage:20%
--Max. Pierce Damage:10%


> Mountain Orc

Racial Visibility: 3 tiles
Racial Movement: 300 movement points
Racial Noise: 120
Racial HP: 20HP per level
Racial Feats:
--Sturdiness( Slash Defense: 10 Blunt Defense: 10 Pierce Defense: 10 )
--Brawny( Primary Attack Rating: 1 Secondary Attack Rating: 1 Bonus max HP: 25 Bonus max FA: 25 )
--Atheletic( Bonus Climb Skill: 1 Bonus Jump Skill: 1 )
Available Classes and secondary classes:
--Fighter
--Defender
--Archer
--Rogue
--Primalist
--Diviner
--Fiery Evoker
Racial Craft Modifiers:
--Slash Defense:20%
--Pierce Defense:10%
--Min. Slash Damage:20%
--Min. Pierce Damage:10%
--Max. Slash Damage:20%
--Max. Pierce Damage:10%


> Lizardfolk

Racial Visibility: 3 tiles
Racial Movement: 300 movement points
Racial Noise: 80
Racial HP: 15HP per level
Racial Feats:
--Reptilian Brood( HP Regeneration per turn: 1 )
--Amphibious( Bonus Swim Skill: 2 )
--Scaled Skin( Slash Defense: 5 Pierce Defense: 5 )
Available Classes and secondary classes:
--Fighter
--Archer
--Rogue
--Primalist
--Diviner
--Wintry Evoker
Racial Craft Modifiers:
--Slash Defense:10%
--Blunt Defense:20%
--Min. Slash Damage:10%
--Min. Blunt Damage:20%
--Max. Slash Damage:10%
--Max. Blunt Damage:20%


> Desert Goblin

Racial Visibility: 3 tiles
Racial Movement: 300 movement points
Racial Noise: 50
Racial HP: 10HP per level
Racial Feats:
--Smallframe( Hide Skill: 1 Bonus Silent Move Skill: 1 )
--Performer( Bonus Perform Skill: 1 Bonus Bluff Skill: 1 )
--Wild Kin( Bonus Survival Skill: 2 )
Available Classes and secondary classes:
--Fighter
--Archer
--Rogue
--Primalist
--Diviner
--Fiery Evoker
Racial Craft Modifiers:
--Slash Defense:10%
--Pierce Defense:20%
--Min. Slash Damage:10%
--Min. Pierce Damage:20%
--Max. Slash Damage:10%
--Max. Pierce Damage:20%


> Raven

Racial Visibility: 3 tiles
Racial Movement: 300 movement points
Racial Noise: 100
Racial HP: 15HP per level
Racial Feats:
--Adaptibility( Bonus Experience Percentage: 5 )
--Illusioner( Bonus Steal Skill: 1 Bonus Bluff Skill: 1 )
--Savviness( Bonus Learning Rate: 5 )
Available Classes and secondary classes:
--Fighter
--Defender
--Archer
--Rogue
--Necromancer
--Priest
--Arcane Evoker
--Wintry Evoker
--Storm Evoker
Racial Craft Modifiers:
--Slash Defense:10%
--Blunt Defense:10%
--Pierce Defense:10%
--Min. Slash Damage:10%
--Min. Blunt Damage:10%
--Min. Pierce Damage:10%
--Max. Slash Damage:10%
--Max. Blunt Damage:10%
--Max. Pierce Damage:10%


> Drow

Racial Visibility: 4 tiles
Racial Movement: 300 movement points
Racial Noise: 50
Racial HP: 10HP per level
Racial Feats:
--Elemental Affinity( Fire Resist: 10 Cold Resist: 10 Lightning Resist: 10 )
--Awareness( Bonus Listen Skill: 1 Bonus Spot Skill: 1 )
--Erudite( Bonus Concentration Skill: 1 Bonus Knowledge Skill: 1 )
Available Classes and secondary classes:
--Fighter
--Defender
--Archer
--Rogue
--Bard
--Necromancer
--Priest
--Beguiler
--Arcane Evoker
--Wintry Evoker
Racial Craft Modifiers:
--Slash Defense:10%
--Pierce Defense:20%
--Min. Slash Damage:10%
--Min. Pierce Damage:20%
--Max. Slash Damage:10%
--Max. Pierce Damage:20%


> Grey Dwarf

Racial Visibility: 3 tiles
Racial Movement: 300 movement points
Racial Noise: 120
Racial HP: 20HP per level
Racial Feats:
--Sturdiness( Slash Defense: 10 Blunt Defense: 10 Pierce Defense: 10 )
--Brawny( Primary Attack Rating: 1 Secondary Attack Rating: 1 Bonus max HP: 25 Bonus max FA: 25 )
--Cave Crawler( Bonus Climb Skill: 2 )
Available Classes and secondary classes:
--Fighter
--Defender
--Archer
--Rogue
--Necromancer
--Priest
--Wintry Evoker
Racial Craft Modifiers:
--Slash Defense:20%
--Blunt Defense:10%
--Min. Slash Damage:20%
--Min. Blunt Damage:10%
--Max. Slash Damage:20%
--Max. Blunt Damage:10%


> Frostblood Orc

Racial Visibility: 3 tiles
Racial Movement: 300 movement points
Racial Noise: 110
Racial HP: 20HP per level
Racial Feats:
--Toughness( Bonus max HP: 50 Bonus max FA: 50 )
--Brawny( Primary Attack Rating: 1 Secondary Attack Rating: 1 Bonus max HP: 25 Bonus max FA: 25 )
--Atheletic( Bonus Climb Skill: 1 Bonus Jump Skill: 1 )
Available Classes and secondary classes:
--Fighter
--Defender
--Archer
--Rogue
--Primalist
--Diviner
--Wintry Evoker
Racial Craft Modifiers:
--Slash Defense:20%
--Pierce Defense:10%
--Min. Slash Damage:20%
--Min. Pierce Damage:10%
--Max. Slash Damage:20%
--Max. Pierce Damage:10%


> Kobold

Racial Visibility: 3 tiles
Racial Movement: 300 movement points
Racial Noise: 50
Racial HP: 10HP per level
Racial Feats:
--Reptilian Brood( HP Regeneration per turn: 1 )
--Cave Crawler( Bonus Climb Skill: 2 )
--Amphibious( Bonus Swim Skill: 2 )
Available Classes and secondary classes:
--Fighter
--Archer
--Rogue
--Primalist
--Necromancer
--Diviner
--Wintry Evoker
Racial Craft Modifiers:
--Slash Defense:10%
--Blunt Defense:20%
--Min. Slash Damage:10%
--Min. Blunt Damage:20%
--Max. Slash Damage:10%
--Max. Blunt Damage:20%


> Deep Goblin

Racial Visibility: 3 tiles
Racial Movement: 300 movement points
Racial Noise: 100
Racial HP: 10HP per level
Racial Feats:
--Smallframe( Hide Skill: 1 Bonus Silent Move Skill: 1 )
--Cave Crawler( Bonus Climb Skill: 2 )
--Big Ears( Bonus Listen Skill: 2 )
Available Classes and secondary classes:
--Fighter
--Archer
--Rogue
--Primalist
--Diviner
--Wintry Evoker
Racial Craft Modifiers:
--Slash Defense:10%
--Pierce Defense:20%
--Min. Slash Damage:10%
--Min. Pierce Damage:20%
--Max. Slash Damage:10%
--Max. Pierce Damage:20%


> Half-elf

Racial Visibility: 3 tiles
Racial Movement: 300 movement points
Racial Noise: 90
Racial HP: 13HP per level
Racial Feats:
--Adaptibility( Bonus Experience Percentage: 5 )
--Elemental Affinity( Fire Resist: 10 Cold Resist: 10 Lightning Resist: 10 )
--Erudite( Bonus Concentration Skill: 1 Bonus Knowledge Skill: 1 )
--Mana Gifted( Bonus max MP: 50 )
Available Classes and secondary classes:
--Fighter
--Defender
--Archer
--Rogue
--Bard
--Priest
--Beguiler
--Arcane Evoker
Racial Craft Modifiers:
--Slash Defense:10%
--Pierce Defense:10%
--Min. Slash Damage:10%
--Min. Pierce Damage:20%
--Max. Slash Damage:10%
--Max. Pierce Damage:20%


> Half-Orc

Racial Visibility: 3 tiles
Racial Movement: 300 movement points
Racial Noise: 110
Racial HP: 18HP per level
Racial Feats:
--Adaptibility( Bonus Experience Percentage: 5 )
--Sturdiness( Slash Defense: 10 Blunt Defense: 10 Pierce Defense: 10 )
--Brawny( Primary Attack Rating: 1 Secondary Attack Rating: 1 Bonus max HP: 25 Bonus max FA: 25 )
--Atheletic( Bonus Climb Skill: 1 Bonus Jump Skill: 1 )
Available Classes and secondary classes:
--Fighter
--Defender
--Archer
--Rogue
--Primalist
--Diviner
--Beguiler
--Wintry Evoker
Racial Craft Modifiers:
--Slash Defense:20%
--Pierce Defense:10%
--Min. Slash Damage:20%
--Min. Pierce Damage:10%
--Max. Slash Damage:20%
--Max. Pierce Damage:10%


> Skeletal Horde

Racial Visibility: 3 tiles
Racial Movement: 300 movement points
Racial Noise: 150
Racial HP: 10HP per level
Racial Feats:
--Cold Affinity( Cold Resist: 30 )
--Immunity to Stun( Immunity to Stun: 1 )
--Immunity to Fear( Immunity to Fear: 1 )
--Immunity to Charm( Immunity to Charm: 1 )
Available Classes and secondary classes:
--Fighter
--Defender
--Archer
--Rogue
--Necromancer
--Arcane Evoker
--Fiery Evoker
--Wintry Evoker
Racial Craft Modifiers:
--Blunt Defense:20%
--Pierce Defense:10%
--Min. Blunt Damage:20%
--Min. Pierce Damage:10%
--Max. Blunt Damage:20%
--Max. Pierce Damage:10%


> Winter Elf

Racial Visibility: 4 tiles
Racial Movement: 350 movement points
Racial Noise: 80
Racial HP: 10HP per level
Racial Feats:
--Cold Affinity( Cold Resist: 30 )
--Toughness( Bonus max HP: 50 Bonus max FA: 50 )
--Erudite( Bonus Concentration Skill: 1 Bonus Knowledge Skill: 1 )
--Mana Gifted( Bonus max MP: 50 )
Available Classes and secondary classes:
--Fighter
--Archer
--Rogue
--Bard
--Wintry Evoker
Racial Craft Modifiers:
--Slash Defense:20%
--Pierce Defense:10%
--Min. Slash Damage:20%
--Min. Pierce Damage:10%
--Max. Slash Damage:20%
--Max. Pierce Damage:10%


> Simian

Racial Visibility: 3 tiles
Racial Movement: 350 movement points
Racial Noise: 50
Racial HP: 20HP per level
Racial Feats:
--Adaptibility( Bonus Experience Percentage: 5 )
--Wild Kin( Bonus Survival Skill: 2 )
--Atheletic( Bonus Climb Skill: 1 Bonus Jump Skill: 1 )
--Nimbleness( Bonus Open Lock Skill: 1 Bonus Disable Device Skill: 1 )
Available Classes and secondary classes:
--Fighter
--Barbarian
--Archer
--Rogue
--Primalist
Racial Craft Modifiers:
--Blunt Defense:10%
--Pierce Defense:20%
--Min. Blunt Damage:10%
--Min. Pierce Damage:20%
--Max. Blunt Damage:10%
--Max. Pierce Damage:20%


> Ogre

Racial Visibility: 3 tiles
Racial Movement: 300 movement points
Racial Noise: 150
Racial HP: 25HP per level
Racial Feats:
--Sturdiness( Slash Defense: 10 Blunt Defense: 10 Pierce Defense: 10 )
--Brawny( Primary Attack Rating: 1 Secondary Attack Rating: 1 Bonus max HP: 25 Bonus max FA: 25 )
--Cave Crawler( Bonus Climb Skill: 2 )
--Large Size( Primary Attack Rating: -1 Secondary Attack Rating: -1 Defense Rating: -1 Hide Skill: -4 Bonus Silent Move Skill: -4 )
Available Classes and secondary classes:
--Fighter
--Barbarian
--Defender
Racial Craft Modifiers:
--Blunt Defense:20%
--Pierce Defense:10%
--Min. Blunt Damage:20%
--Min. Pierce Damage:10%
--Max. Blunt Damage:20%
--Max. Pierce Damage:10%

> CHARACTER CLASSES

> Fighter

Class Visibility: 1 tiles
Class Movement: 100 movement points
Class Noise: 100
Class HP: 25HP per level
Class MP: 5MP per level
Class FA: 25FA per level
Class Default Feats:
--Light Armor(Enable the use of light armor pieces)
--Light Shield(Enable the use of light shields)
--One Hand Slash(Enable the use of one handed slashing weapons like the sword or axe)
--One Hand Blunt(Enable the use of one handed blundgeoning weapons like the club or hammer)
--One Hand Pierce(Enable the use of one handed piercing weapons like the dagger or shortspear)


> Defender

Class Visibility: 1 tiles
Class Movement: 100 movement points
Class Noise: 150
Class HP: 30HP per level
Class MP: 5MP per level
Class FA: 25FA per level
Class Default Feats:
--Light Armor(Enable the use of light armor pieces)
--Medium Armor(Enable the use of medium armor pieces)
--Light Shield(Enable the use of light shields)
--Medium Shield(Enable the use of medium sized shields)
--One Hand Slash(Enable the use of one handed slashing weapons like the sword or axe)
--One Hand Blunt(Enable the use of one handed blundgeoning weapons like the club or hammer)
--One Hand Pierce(Enable the use of one handed piercing weapons like the dagger or shortspear)


> Archer

Class Visibility: 2 tiles
Class Movement: 100 movement points
Class Noise: 70
Class HP: 20HP per level
Class MP: 5MP per level
Class FA: 20FA per level
Class Default Feats:
--One Hand Range(Enable the use of one handed range weapons like the sling or throwing knife)
--Two Hand Range(Enable the use of two handed range weapons like the bow or crossbow)
--One Hand Slash(Enable the use of one handed slashing weapons like the sword or axe)
--One Hand Blunt(Enable the use of one handed blundgeoning weapons like the club or hammer)
--One Hand Pierce(Enable the use of one handed piercing weapons like the dagger or shortspear)


> Rogue

Class Visibility: 2 tiles
Class Movement: 100 movement points
Class Noise: 50
Class HP: 15HP per level
Class MP: 5MP per level
Class FA: 20FA per level
Class Default Feats:
--Improved Sneak Attack(Bonus Sneak Attack Damage: 25 )
--One Hand Slash(Enable the use of one handed slashing weapons like the sword or axe)
--One Hand Blunt(Enable the use of one handed blundgeoning weapons like the club or hammer)
--One Hand Pierce(Enable the use of one handed piercing weapons like the dagger or shortspear)


> Bard

Class Visibility: 1 tiles
Class Movement: 100 movement points
Class Noise: 70
Class HP: 20HP per level
Class MP: 5MP per level
Class FA: 20FA per level
Class Default Feats:
--Novice Bardic Songs()
--One Hand Slash(Enable the use of one handed slashing weapons like the sword or axe)
--One Hand Blunt(Enable the use of one handed blundgeoning weapons like the club or hammer)
--One Hand Pierce(Enable the use of one handed piercing weapons like the dagger or shortspear)


> Primalist

Class Visibility: 1 tiles
Class Movement: 100 movement points
Class Noise: 70
Class HP: 10HP per level
Class MP: 20MP per level
Class FA: 10FA per level
Class Default Feats:
--One Hand Blunt(Enable the use of one handed blundgeoning weapons like the club or hammer)
--One Hand Pierce(Enable the use of one handed piercing weapons like the dagger or shortspear)
--Novice Primal Spells()


> Necromancer

Class Visibility: 1 tiles
Class Movement: 100 movement points
Class Noise: 70
Class HP: 10HP per level
Class MP: 20MP per level
Class FA: 10FA per level
Class Default Feats:
--One Hand Blunt(Enable the use of one handed blundgeoning weapons like the club or hammer)
--One Hand Pierce(Enable the use of one handed piercing weapons like the dagger or shortspear)
--Novice Necromancy Spells()


> Priest

Class Visibility: 1 tiles
Class Movement: 100 movement points
Class Noise: 70
Class HP: 10HP per level
Class MP: 20MP per level
Class FA: 10FA per level
Class Default Feats:
--One Hand Blunt(Enable the use of one handed blundgeoning weapons like the club or hammer)
--One Hand Pierce(Enable the use of one handed piercing weapons like the dagger or shortspear)
--Novice Priest Spells()


> Diviner

Class Visibility: 1 tiles
Class Movement: 100 movement points
Class Noise: 70
Class HP: 10HP per level
Class MP: 20MP per level
Class FA: 10FA per level
Class Default Feats:
--One Hand Blunt(Enable the use of one handed blundgeoning weapons like the club or hammer)
--One Hand Pierce(Enable the use of one handed piercing weapons like the dagger or shortspear)
--Novice Divination Spells()


> Beguiler

Class Visibility: 1 tiles
Class Movement: 100 movement points
Class Noise: 70
Class HP: 10HP per level
Class MP: 20MP per level
Class FA: 10FA per level
Class Default Feats:
--One Hand Blunt(Enable the use of one handed blundgeoning weapons like the club or hammer)
--One Hand Pierce(Enable the use of one handed piercing weapons like the dagger or shortspear)
--Novice Beguiler Spells()


> Arcane Evoker

Class Visibility: 1 tiles
Class Movement: 100 movement points
Class Noise: 70
Class HP: 10HP per level
Class MP: 20MP per level
Class FA: 10FA per level
Class Default Feats:
--One Hand Blunt(Enable the use of one handed blundgeoning weapons like the club or hammer)
--One Hand Pierce(Enable the use of one handed piercing weapons like the dagger or shortspear)
--Novice Arcane Evocation Spells()


> Fiery Evoker

Class Visibility: 1 tiles
Class Movement: 100 movement points
Class Noise: 70
Class HP: 10HP per level
Class MP: 20MP per level
Class FA: 10FA per level
Class Default Feats:
--One Hand Blunt(Enable the use of one handed blundgeoning weapons like the club or hammer)
--One Hand Pierce(Enable the use of one handed piercing weapons like the dagger or shortspear)
--Novice Fiery Evocation Spells()


> Wintry Evoker

Class Visibility: 1 tiles
Class Movement: 100 movement points
Class Noise: 70
Class HP: 10HP per level
Class MP: 20MP per level
Class FA: 10FA per level
Class Default Feats:
--One Hand Blunt(Enable the use of one handed blundgeoning weapons like the club or hammer)
--One Hand Pierce(Enable the use of one handed piercing weapons like the dagger or shortspear)
--Novice Wintry Evocation Spells()


> Storm Evoker

Class Visibility: 1 tiles
Class Movement: 100 movement points
Class Noise: 70
Class HP: 10HP per level
Class MP: 20MP per level
Class FA: 10FA per level
Class Default Feats:
--One Hand Blunt(Enable the use of one handed blundgeoning weapons like the club or hammer)
--One Hand Pierce(Enable the use of one handed piercing weapons like the dagger or shortspear)
--Novice Storm Evocation Spells()


> Barbarian

Class Visibility: 1 tiles
Class Movement: 100 movement points
Class Noise: 100
Class HP: 25HP per level
Class MP: 5MP per level
Class FA: 25FA per level
Class Default Feats:
--Light Armor(Enable the use of light armor pieces)
--Two Hand Slash(Enable the use of two handed slashing weapons like the greatsword or great axe)
--One Hand Blunt(Enable the use of one handed blundgeoning weapons like the club or hammer)
--Two Hand Blunt(Enable the use of two handed blundgeoning weapons like the greatclub or warhammer)
--Two Hand Pierce(Enable the use of two handed piercing weapons like the lance or greatspear)

> SPELL AND SONG LIST

> PLAYER MADE GUIDES

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