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Creating A Custom Character
Selecting Make New Character
opens the Character screen. Highlighted options will
guide you through setting up the various statistics
that will define your new character.
The character creation process
comprises several steps. During any step of the
process, you can click the Go Back button to return
to the previous step.
Pressing Go Back will reset any
changes made during that step. |
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Personal Stats
Placing the cursor over the
Character Status and Information area (Portrait,
Health/Exp bars) will display the Character's
Personal Stats. These include Resistances, Monster
Kills, and number of Deaths.
Resistances
Resistances determine the
character's defense against non-physical forces. The
greater the character's Resistance to a force, the
less damage he takes from it and the less duration
negative effects of that type have upon him.
Starting resitances are fixed and can only be
increased while wearing special magical items or
while under the effect of certain protective spells.
The number in the left column
represents the character's natural resistances (race
based) and the right column represents the
resistances after any modifications (such as from a
ring pro fire).
The following are the types of
character resistances:
- Pro Magic: The
character's defense against Magic Only
effects, such as magic missiles.
- Pro Fire: The
character's defense against Fire. This
resistance also effects how long a character
will be set on fire after taking fire
damage.
- Pro Petrify: The
character's defense against Stun, Sleep,
Paralyze and other negative effects.
- Pro Poison: The
character's defense against poison.
- Pro Ice: The
character's defense against Ice. This
resistance also effects how long a character
will be frozen after taking ice damage.
- Pro Gas: The
character's defense against gas. This
resistance also effects how long a character
will be choking after taking gas damage.
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Developmental Statistics
The top right-hand section of the
Character Screen displays some special information
about the development of the currently selected
character. |
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Level: The character’s
current level. All characters start the game at Level 1.
Each level requires a certain number of experience points to
attain. An advancement point bonus will be awarded upon the
acquisition of each new level.
EXP: The number of
Experience points the character has accumulated toward
advancement to the next level. All characters start the game
with 0 experience points.
Class Specializations:
These icons show the character’s current class
specializations. Classes the character has obtained will
appear in color, while class the character has not obtained
but is questing to obtain will appear in black and white.
ADV Points: The number of
Advancement points the character has available for
increasing his/her attributes and learning new skills. All
newly created characters start with a fixed amount of
Advancement points to spend during character creation.
Next LVL: The number of EXP
required for the character to reach the next level.
Setting Race,
Class, and Appearance
Your first task is to set the character’s
race, class and general appearance. The controls for this
phase of the creation process are located on the display
below the character’s image in the center of the screen.
There are six items you can customize:
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Race: Change the
character’s race and sex.
Class: Change the
character’s class.
Handedness:
Determine whether the character is right or left
handed.
Skin Color: Change
the character’s skin color.
Hair Style: Change
the character’s hair color.
Hair Color: Change
the character’s hair color. |
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To cycle through the available choices
for Race, Class, and appearance, click the arrow buttons to
the left and right of the item you want to change.
As you cycle through appearance options
(Handedness, Skin Color, Hair Style, and Hair Color), the
changes are displayed on the character image. Cycling
through the Race choices updates the character image, and
the Race and sex are displayed in the Race/Sex display above
the character’s statistics in the upper-left. Class changes
are displayed in the Class Specializations area.
Character Races -
Description
| Human: Humans are
one of the prominent races in the world of Dungeon
Lords. Humans have evenly distributed ability scores
and are resonably capable in any class they may
choose to persue. |
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Elf: These
humanoids are an ancient race, wise and long-lived.
The Elves of Arindale are noble and civilized, while
some of the other elven clans, such as the Drey, are
more feral. Elves are intelligent and lithe, but are
also the most fragile of the races. Elves make
superior Mages and competent Adepts. |
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| Dwarf: These tough,
gruff humanoids are short of stature and heavy
framed. Dwarves are strong and hardy, but are not
particularly agile, making for powerful Fighters and
tough Adepts |
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Urgoth: These huge,
muscular demigoths are feared and respected
throughout the world. Strong as oxen and dumb as a
bag of rocks, Urgoths can be quickly developed to
handle the heaviest of weapons and armor with
unprecedented ease. However, they are slow of wit
and clumsy of movement, so make poor Mages or
Thieves. |
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| Wylvan:
These wily and cunning beast-men are a fast and
often sinister demigoth race. Wylvan are fleet of
foot and sharp of wit, and make excellent Thieves
and competant Mages or Adepts. They are also more
fragile than many of the other feral demigoths. |
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Zaur: These
reptilian demigoths are feared for their speed,
force, and toughness. Their wide lizard-grin is a
disturbing sight to many of the more civilized
races. Zaur are not particularly bright or slight of
hand, but make up for this with lightning fast
agility, crushing strength, and a tough, reptilian
hide. These traits make them impressive Fighters and
competent Thieves. |
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| Thrall: Thralls are
a race of small-statured impish demigoths. They are
amazingly quick and clever, but small of frame and
prefer subterfuge and guile over face-to-face
combat. Thralls make excellent Thieves and Mages due
to their quickness and intellect. |
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Although the appearance selections are
purely cosmetic adjustments, Race and Class affect the
character’s performance during the game. The basic statistic
levels for each character race are shown in the following
table.
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Human (M) |
Human (F) |
Urgoth |
Dwarf |
Wylvan |
Elf (M) |
Elf (F) |
Zaur |
Thrall |
| Strength |
15 |
13 |
20 |
18 |
11 |
12 |
10 |
17 |
10 |
| Intellect |
12 |
14 |
8 |
10 |
13 |
15 |
17 |
9 |
14 |
| Dexterity |
13 |
13 |
9 |
12 |
14 |
15 |
15 |
10 |
16 |
| Agility |
12 |
13 |
9 |
10 |
16 |
14 |
15 |
14 |
16 |
| Vitality |
14 |
12 |
20 |
16 |
11 |
10 |
8 |
16 |
10 |
| Honor |
10 |
10 |
10 |
10 |
10 |
10 |
10 |
10 |
10 |
| Life |
48 |
44 |
60 |
52 |
42 |
40 |
36 |
52 |
40 |
| Strike |
13 |
13 |
9 |
12 |
14 |
15 |
15 |
10 |
16 |
| Damage |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
+0 |
| Speed |
+0 |
+2 |
+0 |
+0 |
+10 |
+5 |
+7 |
+5 |
+10 |
| Parry |
1 |
1 |
0 |
0 |
2 |
2 |
2 |
1 |
3 |
| Influence |
10 |
11 |
10 |
10 |
10 |
10 |
11 |
10 |
10 |
Character Classes
A character class enhances the ability to
learn certain skills and skill types and/or grants the
character access to certain additional skills and heraldry
that might not be available to other character classes. One
class may be selected when the character is created and
additional classes and advanced classes may be attained by
joining guilds and completing quests.
The following table lists the starting
character classes and the learning bonuses and additional
skills/heraldry for each.
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Class |
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Learning Bonuses |
Additional
Skills/Heraldry |
| Adept |
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Celestial Magic and
armor skills |
Magic Weaponry |
| Fighter |
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Weapon, armor, and
shield skills |
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| Mage |
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Arcane Magic skills |
Magic Weaponry |
| Thief |
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Thief and Thrown
Weapon skills |
Sneak |
Starting Character Classes -
Description
Adept: Adepts are the
primary keepers of the Celestial magic, and use mystic Star
Crystals to cast healing and beneficial spells. Adepts begin
the game with a small shield a small mace, a Crystal of
Healing, and a Crystal of Peace (Pacify).
Fighter: Fighters are
skilled in the use of weapons and armor. No starting
character is more versed in the art of melee combat than the
fighter. Fighters begin the game with some light armor, a
shield and a short sword.
Mage: Mages wield the
esoteric powers of Arcane magic and can harness mystical and
elemental power to strike down their enemies. Mages can also
develop abilities to wield magic weapons. Mages begin the
game with the Arcane Spells Freezing Touch and Shrieking
Star and a wooden staff.
Thief: Thieves are those
versed in "The Craft", the art of skullduggery and
subterfuge. Thieves are versed in the picking of locks,
sneaking, evasion, and the use of thrown weaponry. Thieves
begin the game with lockpicks, a dagger, and throwing
daggers.
As you toggle through the classes, notice
that certain skills appear only for certain classes. Also,
certain skills for each class have a gold border. The
currently selected class receives a cost-reduction to these
skills.
When you have completed your changes,
click Continue to move on to the next step.
Increase Attributes
and Learn Skills
Every character starts off with some
Advancement Points (ADV Points). You can spend these points
to increase the character’s Attributes and add to the
character’s repertoire of skills.
At this point in the character creation
process, all of the Attributes and skills you can
increase/add are surrounded by a golden glow.
(See below)
Basic Attributes
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To increase an Attribute,
click the + to the right of the Attribute you want
to increase. Each click increases the Attribute by
one point. The number of ADV Points required for
each increase varies by attribute. To see how many
ADV Points you must expend to increase an Attribute,
move the cursor over the attribute. A pop-up window
displays the cost.
Each character has a set of basic attributes that define his
or her key abilities. These basic attributes are, in some
cases, the building blocks that help define the character’s
other skills and abilities.
Strength: Strength
determines the character’s ability to handle weapons and
armor. The higher the character’s Strength, the heavier the
weapons and armor he or she is able to use.
Intellect: Intellect
determines your character’s ability to learn. Increasing
Intellect reduces the character's skill costs.
Dexterity: Dexterity
defines your character’s coordination. High dexterity
increases the character’s accuracy with weapons and allows
them to use the weapons more effectively.
Agility: Agility determines
your character’s speed and reflexes in combat. Characters
with high Agility can strike and defend faster than those
with low Agility.
Vitality: Vitality
determines your character’s Life level. Increasing a
character's vitality increases his maximum health.
Honor: Honor defines your
character’s level of heroism and bravery in combat. Honor is
gained by defeating monsters and completing quests. A
certain honor score may be required before your character
can obtain a certain advanced classes.
Health and Combat
Statistics
A character’s health and combat statistics
are determined by his or her attributes and define the
character’s ability to fight and survive, as well interact
with other characters in a non-violent way.
Life: Life indicates how
much damage the character can withstand without dying. A
character’s Life increases along with his/her Vitality.
Strike: Strike determines
your character’s ability to hit an opponent in order to
inflict damage with both melee and ranged weapons. The
higher the character’s Strike, the more effective the
character is at bypassing an opponent's armor and parry
skills in order to damage him. A character's Strike
increases with his/her Dexterity.
Damage: The Damage
attribute indicates the character’s ability to deal
additional damage with melee weapons (above and beyond the
weapons’ normal damage potential).
Speed: Speed determines how
fast your character can attack and cast spells in combat.
Characters with a high Speed characteristic experience
little delay between subsequent actions, while characters
with lower Speed must wait longer between attacks/spells. A
character’s speed increases along with his/her Agility.
Parry: Your character’s
ability to block incoming attacks is governed by his or her
Parry attribute. The higher the character’s Parry ability,
the less likely enemy attacks are to connect with him. A
character’s Parry increases along with his/her Agility and
Parry skill.
Influence: Influence is
your character’s charisma when it comes to negotiating price
when buying or selling items. The higher the character’s
influence, the better the price he or she is able to
negotiate when buying or selling items. A character’s
influence increases along with his/her Honor and Bargain
skill.
Skills
Every character has a finite set of skills
he or she can learn during the course of the game. Each
known skill has a level score, representing the character's
proficiency in that skill. The skill level can be raised by
spending ADV Points on the Character Screen.
The ADV Point cost to train a particular skill is determined
in part by the character’s class. Some special skills
(mostly Diabolic skills) are available only to certain
character classes.
There are six basic categories that
encompass all of the available skills in Dungeon Lords:
- Weaponry – Skills that on
effectiveness with different weapons.
- Defense – Skills that increase
your character's defense, such as armor, shield and
parry skills.
- General – Miscellaneous skills
such as athletics, bargain, and repair.
- Magic – Skills which determine
a character's proficiency when using spells and
magic items.
- Thief – Thief oriented skills
such as disarming traps, picking locks, and
sneaking.
- Diabolic – Special skills
developed only by advanced-class characters.
Skills whose icons are in color can be trained, skills
in black and white require some prerequisite or training
before they can be increased.
Skills with a steel border must be purchased at the
regular cost. Skills with a gold border are those to
which the character receives a discount due to his
class.
Character skills are measured in levels of
effectiveness. When a character acquires a skill, the
character’s proficiency in that skill is level 1. The higher
the character’s level of proficiency in a skill, the better
the character performs tasks requiring that skill.
Some skills have prerequisites before they
can be purchased. For example, in order to gain the Medium
Weapons skill, a character must first attain a level 3 skill
in Light Weapons. In addition, a skill that requires a
prerequisite can never be raised higher than the
prerequisite skill itself. For example, if your character
has a level 3 Light Weapons skill, his/her Medium Weapons
skill level is limited to level 3 until his Light Weapons
skill is increased to 4. This also holds true for any
further dependent skills. For example, a character with a
Light Weapons skill of 3 and a Medium Weapons skill of 3
must increase both Light and Medium Weapons beyond
level 3 before he/she can attain a skill of 4 in Heavy
Weapons.
When you no longer have enough ADV Points
remaining to affect the character’s Abilities or Skills, the
golden glow will disappear.
To undo any changes you make during this
process, click Go Back to return to the previous step in the
process, and then click Continue. Note that all Attribute
and skill changes are lost when you click Go Back.
When you have finished updating
Abilities and Skills, click Continue.
Heraldry
Heraldry are unique bonuses bequeathed on
the character. Starting characters choose their first
heraldry and further heraldry are awarded upon the
completion of special quests.
The next step in character creation is the
selection of the character’s first Heraldry. Click one of
the shields that appear in the Heraldry box on the left side
of the screen. Move the cursor over a shield to display a
pop-up window that shows the name of the Heraldry and its
effect on the character should you select it. The table
below lists the starting Heraldry available for selection:
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Name |
Effect |
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The Lady
and the Lion |
Strike: +2 |
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The
Magician |
Arcane Magic: +10% |
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The
Astrologer |
Celestial Magic:
+10% |
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The Acrobat |
Athletics: +10%
Speed: +10% |
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The Fool of
Fortune |
Luck |
After you select your Heraldry, click
Continue to move on.
Character Name
Type your character’s name in the name field
in the upper-left corner of the screen. Character names can
consist of any combination of letters, numbers, and spaces,
but cannot contain special characters (?, ., /, and so on).
After typing the name, press ENTER on the
keyboard to continue.
Play This Character
After entering your character’s name, the
character creation process is complete! Examine the
Character Screen to ensure that the character meets your
needs. To make changes, click Go Back (NOTE: Go Back will
return you to the previous step of character creation and
all changes in that step and after will be lost). To play
the game using the character displayed, click Play
This Character.
At any time during play, you can
access the Character Screen with the C key to view your
character information and spend any new advancement points
you have earned.
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