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In many games, players have the option of choosing a class. Dungeon Lords puts a spin on this classic concept by allowing players to develop and customize their avatar. Every character is composed of up to 5 classes. Players are allowed to select two starter classes, two intermediate classes, and one advanced class. When a player starts the game, after choosing their race, he or she will select one starter class. A second starter class and all other classes are gained by joining and doing guild quests.

Players are not actually required to join any guilds nor gain any classes beyond their starting class. However, the nature of the game makes it far more difficult if not impossible to finish with only one class.

Note: The information shown here is for the original or Collector's Edition only. The Class system was altered for the Dungeon Lords MMXII edition, and thus that is given its own page.

STARTER CLASSESEdit

There are four starter classes. Each is associated with a classic RPG character mold or archetype. Each one is also linked to and supported by one of the four major guilds in the game. The player picks one at the start of the game, and may pick a second by joining its associated guild. There are no requirements for starting classes, but players can only choose two out of the four.

1. Fighter - Equivalent of the classic warrior, associated with the Fighter's Guild. A melee based class with bonuses for wearing Light & Medium Weapons, Armor, and Shields. Almost all of the Fighter's paths have the skills for Heavy equipment, but none have access to the Magic Weaponry skill.

2. Mage - Equivalent of the classic mage or wizard, associated with the Guild of Mages. An offensive Magic based class with bonuses for using Arcane magic.

3. Adept - Equivalent of the classic cleric, associated with the Celestial Order. A defensive Magic based class with bonuses for using Celestial magic and the basic Armor skills.

4. Rogue - Equivalent of the classic rogue or thief, associated with the Guild of Mystery. A stealth-based class with bonuses for stealing abilities. While some of the Rogue's paths gain the Magic Weaponry skill, none gain the Heavy equipment skills.

Adding a second class greatly empowers and expands the players options and abilities. 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.


INTERMEDIATE CLASSESEdit

Players can have two Intermediate classes. Depending upon their race and starting class, they can have between five and eight choices. Intermediate classes are gained by performing guild quests. 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). Players can only take one option per guild. For example, the Fighter can become a Knight or a Marauder through the Fighter's Guild, but cannot be both. The second Intermediate class must be from another guild or sub-guild. Once a guild quest for a class has been accepted, there is no going back. The class slot is now filled and the guild will not offer the other option. If both Intermediate class slots are filled, then the remaining guilds the player belongs to will not offer their classes either.

To gain a particular class, the player must first meet the class requirements, a combination of stat and skill levels, then the player must go on a guild quest. Most, though not all, quests involve the player hunting down and eliminating an evil version of the class in question. This is actually a good thing for two reasons. First, the player can see how the class works so can adjust their play style accordingly. Second, the player gains the target's gear, which is suited to the class and may be better than what the player already has.

Note: The Sisterhood has no starter classes, so its two options are available no matter which starter classes the player has, provided the character is a female human or female elf. However, players can still only pick one of the two.

1. Fighter Paths

Knight (Fighter's Guild)- Requires Str 25, Int 20, Dex 20, Agi 20, Vit 25, Hon 20, Medium Weapons 5, Parry 5, Medium Armor 5, Medium Shields 3. To become a Knight, one must travel to Bolen Fields to the northwest of Fargrove and kill the Black Knight Tyran Bruvane. Tyran is preparing to unleash a campaign of terror under Lord Barrowgrim's orders and must be destroyed.

The Knight gains the Heavy Armor, Heavy Shields, and Heavy Weapons Skills as well as learning bonuses for Armor Skills, Basic Weapon Skills, and Shield Skills. The Knight is basically a more powerful version of the Fighter class.

Marauder (Fighter's Guild)- Requires Str 25, Int 15, Dex 25, Agi 25, Vit 25, Hon 15, Medium Weapons 5, Medium Armor 3, Inspect Traps 3, Disarm Traps 3. To become a Marauder, you must please the Guild of Fighters by proving yourself in battle. You are asked to take down a renegade Marauder named Guire Boarbone, who is ambushing travelers on the road between Arindale and Fargrove. Search the path not far from the western gate of Fargrove to find Guire, then dispatch of him and his men. Return to the guild to ascend into the Marauder specialty class.

The Marauder gains the Heavy Armor, Heavy Shields, Heavy Weapons, Light Dual Weapons, and Sneak Skills as well as learning bonuses for Armor Skills, Basic Weapon Skills, Repair, and Shield Skills. The Marauder appears to offer more than the Knight, but at a cost. The Marauder's main draw is the ability to equip a light weapon in the ranged weapon slot, which increases melee damage output, but means the player must open up the inventory window every time wishing to attack from afar.

Samurai (Eastern Houses)- Requires Str 20, Int 20, Dex 25, Agi 25, Vit 20, Hon 20, Medium Weapons 5, Parry 5, Medium Armor 5, Archery 3. To become a Samurai, the House of the Tiger will request that you search the Woodlands area between Arindale and Fargrove for a Ronin named Hidea Ashuga. Challenge Hidea to a duel, then return to the guild after his defeat in order to ascend into the Samurai role.

The Samurai gains the Inflict Wounds and Light Dual Weapons Skills as well as learning bonuses for Archery, Armor Skills, and Basic Weapon Skills. The Samurai lacks the skills for any heavy equipment, but the ability to wield a light weapon in the second hand combined with the effect of Inflict Wounds make the Samurai very effective in close range and the learning bonus for Archery helps offset the disadvantage of having to switch in or out a ranged weapon during combat.

Imperial (Eastern Houses)- Requires Str 25, Int 20, Dex 20, Agi 25, Vit 20, Hon 20, Medium Weapons 5, Parry 5, Medium Armor 5, Light Pole Weapons 3. In order to become an Imperial, you must first impress the House of the Dragon by traveling through the Woodlands area between Arindale and Fargrove in search of an Imperial named Feng Shao. Once you've located Feng, kill him and his men, then return to the guild to be welcomed into the new role.

The Imperial gains the Heavy Armor and Heavy Pole Weapons as well as learning bonuses for Armor Skills, Athletics, Basic Weapon Skills, and Pole Weapons. The Imperial gains the Heavy Armor Skill, but not Heavy Weapons or Shields. The Imperial is meant for those who wish to employ the spear or staff in combat.

2. Mage Paths

Sorcerer (Guild of Mages)- Str 15, Int 30, Dex 25, Agi 20, Vit 20, Hon 20, Light Weapons 5, Parry 3, Arcane Magic 7, Nether Magic 3. In order to be recognized as a Sorcerer, the Guild of Mages will ask you to travel to Lost Lake in search of an insane sorcerer named Mordelus. Defeat Mordelus in battle, then return to the guild to ascend into the Sorcerer class.

The Sorcerer gains the Alchemy, Identify, and Scribe Skills as well as learning bonuses for Arcane Magic, Magic Weaponry, and Nether Magic. The Sorcerer is an evolution of the Mage, with the support Skills and learning bonuses for the offensive magical schools.

Battlemage (Guild of Mages)- Str 20, Int 25, Dex 25, Agi 20, Vit 20, Hon 15, Medium Weapons 3, Parry 3, Medium Armor 2, Arcane Magic 5. To ascend into the Battlemage role, the Guild of Mages will first ask you to track down an outlaw mage named Krugas on the southern shoreline of Lost Lake. Destroy Krugas and his undead minions, then return to the guild to become a Battlemage.

The Battlemage gains the Heavy Armor, Heavy Shields, Heavy Weapons, and Scribe Skills as well as learning bonuses for Arcane Magic, Armor Skills, Magic Weaponry, Repair, and Shield Skills. The Battlemage trades the bonuses for Nether Magic (the learning bonus and Alchemy Skill) for the ability to use Heavy Equipment. However, its main focus is still offensive magic, with some new upgrades for defense.

Shugenja (Eastern Houses)-Str 15, Int 25, Dex 25, Agi 25, Vit 20, Hon 20, Light Weapons 5, Parry 7, Arcane Magic 4, Nether Magic 4. To become a Shugenja, the House of the Tiger will send you to the forest south of Lake Hadoen to face the evil Shugenja Ona Kenugi. Once you have defeated Ona and his undead minions, return to the guild to be rewarded with the Shugenja title.

The Shugenja gains the Alchemy, Identify, Ninjutsu, and Scribe Skills as well as learning bonuses for Arcane Magic and Nether Magic. The Shugenja is very similar to the Sorcerer, except it trades the learning bonus for Magic Weaponry for the ability to attack while unarmed.

3. Adept Paths

Celestial (Celestial Order)- Str 20, Int 25, Dex 20, Agi 20, Vit 25, Hon 20, Light Weapons 5, Parry 3, Light Armor 5, Celestial Magic 5. To become a Celestial, the Celestial Order will ask you to prove yourself by charging a special crystal at the Altar of Diamond Light. This particular altar can be found in the roosting grounds of the Fire Drakes west of Arindale. Either defeat the Fire Drakes or employ some stealthy maneuvers to reach the altar, charge the crystal, then return to the Celestial Order to ascend into your new role.

The Celestial gains the Channel and Identify Skills as well as learning bonuses for Celestial Magic, Magic Weaponry, Rune Magic, and Scout. The Celestial is an evolution of the Adept, equivalent to the Sorcerer, focusing on the healing and supporting schools of magic.

Paladin (Celestial Order)- Str 25, Int 25, Dex 20, Agi 20, Vit 25, Hon 20, Medium Weapons 5, Parry 5, Medium Armor 3, Celestial Magic 5, Rune Magic 3. To become a Paladin, you must prove yourself in battle for the Celestial Order. You will be asked to track down a Warrior of the Unholy Light in the meadowland vales of Talendor to thwart its plans to destroy the nearby Shrine of Celestial Power. Once the warrior is defeated, return to the Celestial Order to ascend into the Paladin class.

The Paladin gains the Channel, Heavy Armor, Heavy Shields, and Heavy Weapons Skills as well as learning bonuses for Armor Skills, Basic Weapon Skills, Parry, Shield Skills, and Rune Magic. The Paladin looks much like the Battlemage because a magic is traded in for equipment. However, the Paladin loses the Celestial Magic learning bonus, not the Rune Magic one. This opens up more usage of the stat increasing spells of Rune Magic.

Monk (Eastern Houses)- Str 20, Int 20, Dex 25, Agi 25, Vit 20, Hon 20, Light Weapons 3, Light Pole Weapons 3, Archery 3, Parry 5, Celestial Magic 3. To become a Monk, you must deliver a message to the ninja Utai Nujuru in the Venturean Forest. Utai works for Lord Barrowgrim and has been killing travelers in the forest, so the guild asks you to convince him to change his allegiance. However, Utai isn't willing to negotiate, so you'll have to fight him. Once the situation is resolved, return to the guild to ascend into the Monk class.

The Monk gains the Channel, Identify, and Ninjutsu Skills as well as learning bonuses for Archery, Athletics, Celestial Magic, Light Pole Weapons, Rune Magic, and Scout. The Monk is like the Celestial only with a little more melee offensive ability thrown in.

4. Rogue Paths

Hunter (Guild of Mystery)- Str 20, Int 25, Dex 25, Agi 20, Vit 25, Hon 15, Medium Weapons 3, Light Armor 3, Archery 5, Scout 5, Inspect Traps 3, Disarm Traps 3. To become a Hunter, the Guild of Mystery will ask that you first journey to the mountains of the Northern Steppes and slay a beast of gigantic proportions called Brimgulden. Scour the area north of Lake Dire until you find the creature, destroy it, then return its horn to the guild to be rewarded with the Hunter class.

The Hunter gains the Backstab and Heavy Pole Weapons Skills as well as learning bonuses for Athletics, Pole Weapons, Ranged Weapons, and Scout. The Hunter is basically geared for exploration and ranged combat.

Trickster (Guild of Mystery)- Str 15, Int 30, Dex 25, Agi 25, Vit 20, Hon 15, Light Weapons 3, Parry 3, Light Armor 3, Inspect Traps 5, Disarm Traps 5, Nether Magic 3. Before giving you the title of Trickster, the Guild of Mystery will ask you to journey to the Tomb of Souls within the Northlands and tell the Watcher to summon the fiend Agula. To defeat Agula, you must keep in mind that a Trickster dabbles in the arts of Nether Magic. Use your Nether Magic ability to summon groups of undead or other assistance and Agula will eventually fall. Once dead, return to the guild to be awarded with the title of Trickster.

The Trickster gains the Alchemy, Backstab, and Magic Weaponry Skills as well as learning bonuses for Athletics, Bargain, Nether Magic, Pick Locks, Scout, Thief Skills, and Thrown Weapons. The Trickster is much like the Hunter, except focusing on Nether Magic instead of Archery.

Budoka (Eastern Houses)- Str 25, Int 15, Dex 25, Agi 25, Vit 25, Hon 15, Light Weapons 3, Light Polearms 3, Archery 3, Parry 5, Scout 3. To become a Budoka, the House of the Dragon will ask you to prove yourself by defeating a gang of renegade Budoka before they have the chance to slay the daughter of a noble. Track down the Budoka and their leader, Fuiban Yi, near Lake Dread and cut them down before they can carry out their plans. Once finished, return to the guild to ascend into your new role.

The Budoka gains the Backstab and Ninjutsu Skills as well as learning bonuses for Athletics, Thief Skills, and Thrown Weapons. The Budoka offers little beyond the basic Rogue abilities compared to the other two upgrades.

5. Sisterhood

Valkyrie- Str 25, Int 25, Dex 25, Agi 25, Vit 25, Hon 25, Medium Weapons 5, Light Pole Weapons 5, Parry 5, Medium Armor 5, Rune Magic 5. To become a Valkyrie, you must prove yourself in battle for the Sisterhood. An evil Valkyrie by the name of Ruenkavala poses a threat to the Sisterhood and you must stop her from following any further orders from Lord Barrowgrim. Ruenkavala makes her camp along the edge of Ulm Lake, not far from Arindale. Defeat her in battle, then return to the Sisterhood to ascend into the Valkyrie role.

The Valkyrie gains the Heavy Armor, Heavy Pole Weapons, Heavy Shields, and Heavy Weapons Skills as well as learning bonuses for Armor Skills, Pole Weapon Skills, Rune Magic, Shield Skills, Weapon Skills. The Valkyrie is a more advanced version of the Fighter, and makes a good choice for players who wish to focus on magic, but still have access to heavy equipment.

Enchantress-Str 20, Int 30, Dex 20, Agi 20, Vit 20, Hon 20, Arcane Magic 3, Nether Magic 3, Celestial Magic 3, Rune Magic 3. To become an Enchantress, you must seek out the evil Sorceress Lavishas, who currently makes camp along the shores of Lake Lohr. Lavishas is aiding a band of Lord Barrowgrim's Marauders, so she must be stopped. Defeat her and the Marauders, then return to the Sisterhood to assume your new role as an Enchantress.

The Enchantress gains the Channel, Identify, and Scribe Skills as well as learning bonuses for Arcane Magic, Celestial Magic, and Thief Skills. The Enchantress is something of a cross between a Mage and an Adept, with support skills and learning bonuses for the two schools of magic that said classes specialize in. The Enchantress also has a little easier time opening chests. However, the Enchantress does not have Magic Weaponry, nor does the class offer much support for the other schools of Magic.

MASTER CLASSESEdit

Players can only have one Master class. Depending upon the version being played, they can have two or three (Collector’s Edition only) choices. Master classes are the most powerful in the game. In addition to their learning bonuses, Master Classes have access to the most powerful skills in the game, the Diabolique Skills (see page for additional information) and a unique Heraldry. Master classes are primarily enhanced or evolved versions of intermediate classes, and are thus gained through guild quests. Players pick one of the two options, and go to the appropriate guild for the quest. Players can only select one Master class, and once a quest to gain a class has been accepted, there is no going back. The class slot is now filled, and the other guild will not offer the other master class.

To gain a master class, the player must first have gained the appropriate intermediate class. Then, the player must go on a special quest for that guild. Once that is done, the player must meet the class requirements, another combination of stat and skill levels, before being sent on the guild quest. Like the intermediate classes, most of these quests involve the player hunting down and eliminating an evil version of the class in question.

Note: The Sisterhood has only one master class, which is available as long as the player is either a Valkyrie or an Enchantress. The Shadowlord class is only available in the Collector’s Edition, and is not associated with any guild, so is available no matter what starter or intermediate classes the player has chosen.

1. Fighter Paths

Lord (Fighter's Guild)- Str 40, Int 30, Dex 35, Agi 35, Vit 40, Hon 40, Heavy Weapons 10, Parry 10, Heavy Armor 10, Heavy Shields 7, Rune Magic 7. To become a Lord, you must first ascend into the role of a Knight. Once this is complete, the guild will ask you to travel to the Forbidden Lands to free a knight named Sir Falen from the Demigoth Minas Taw. After killing the slaver and rescuing Sir Falen, the guild will send you to the Vale of Ruin to seek out the evil General Crullis, who is assembling an army for Lord Barrowgrim. The Guild of Fighters asks that the general and his men be killed to complete the quest and ascend into the Lord class.

The Lord gains the Crushing Blow Skill, as well as learning bonuses for Armor Skills, Basic Weapon Skills, and Shield Skills. The Lord also gains the Defender Heraldry item. The Lord is an improved version of the Knight.

Deathlord (Fighter's Guild)- Str 45, Int 30, Dex 35, Agi 35, Vit 45, Hon 30, Heavy Weapons 10, Heavy Armor 10, Heavy Shields 10, Rune Magic 7, Nether Magic 7. To become a Deathlord, one must first ascend into the Marauder role. Once you have, the guild will ask you to defeat a Demigoth slaver named Minas Taw to secure the release of a noble knight named Sir Falen. Track down Minas Taw along the Southern Boulders border in the Forbidden Lands, defeat him, release the knight, then return to the Guild of Fighters for another quest. This time, the guild will ask you to defeat an evil Deathlord by the name of General Trajek. Travel to the Vale of Ruin to find Trajek, defeat him and his small army, then return to the Guild of Fighters once more to ascend into the Deathlord role.

The Deathlord gains the Inflict Wounds and Medium Dual Weapons Skills (which is only available to this class), as well as learning bonuses for Armor Skills, Basic Weapon Skills, and Shield Skills. The Deathlord also gains the Conqueror Heraldry items. The Deathlord is an improved version of the Marauder, now able to dual wield medium weapons. If the player has also gained the Magic Weaponry Skill, then the Deathlord has the potential to be the most damaging character in close quarter combat.

Hatamoto (Eastern Houses)- Str 35, Int 35, Dex 45, Agi 40, Vit 30, Hon 35, Medium Weapons 10, Light Dual Weapons 7, Parry 10, Medium Armor 10, Archery 7, Arcane Magic 5. To ascend into the role of a Hatamoto, you must first become a Samurai. Once you have, the House of the Tiger (or Dragon) will ask you to travel to the Forbidden Lands and find Sensei Yamamatsu before he is slain by a bounty hunter named Yagu Matasai. Once you've saved Sensei Yamamatsu from certain death, the guild will then ask you to defeat an evil Daimyo named Hosagi Yabasu and his small army of Samurai warriors. Find Hosagi within the Vale of Ruin, defeat him, then return to the House of the Dragon to ascend into the Hatamoto role.

The Hatamoto gains the Critical Strike and Heavy Weapons skills, as well as learning bonuses for the Armor Skills, Basic Weapon Skills, and Light Dual Weapons Skills. The Hatamoto also gains the Eagle Heraldry Item. The Hatamoto is an evolved Samurai.

Warlord (Eastern Houses)- Str 40, Int 35, Dex 35, Agi 40, Vit 40, Hon 30, Heavy Weapons 7, Heavy Pole Weapons 10, Parry 10, Medium Armor 10, Rune Magic 5. To become a Warlord, you must first join the House of the Tiger and become an Imperial. Once you've done so, your next task will involve traveling to the Vale of Ruin in search of an evil Warlord named General Qualong Bei. Your instructions are to slay the general and his small army of Imperials, then return to the guild. Once complete, the guild grants you the Warlord title.

The Warlord gains the Heavy Shields and Inflict Wounds Skills, as well as learning bonuses for the Armor Skills, Basic Weapon Skills, and Pole Weapon Skills. The Warlord also gains the Guardian Heraldry Item. The Warlord is an evolved Guardian, designed to make the most of the various staff weapons in the game.

2. Mage Paths

Wizard (Mage's Guild)- Str 30, Int 45, Dex 40, Agi 40, Vit 35, Hon 30, Light Weapons 7, Parry 5, Arcane Magic 10, Nether Magic 10, Magic Weaponry 5. To become a Wizard, you must first ascend to the Sorcerer class. Once you've done so, the Guild of Mages will ask you to travel to Skuldoon to help Shaman Feros Duul. When you reach Feros Duul, he will request that you enter the Forbidden Lands and obtain the Cursed Idol from Laerok Maa. After completing this task, you have one last quest to complete to obtain the rank of Wizard. For your final task, the guild sends you to the Vale of Ruin in search of an evil Wizard named Ravensol. This wizard is assembling a small army and must be stopped! Destroy Ravensol, then return to the guild to ascend into the Wizard class.

The Wizard gains the Spellfire Skill, as well as learning bonuses for the Alchemy, Arcane Magic, Magic Weaponry, Nether Magic, and Scribe Skills. The Wizard also gains the Wizard Heraldry Item. The Wizard is an evolved Sorcerer, using the most powerful offensive magic in the game to lay waste to his or her foes.

Warlock (Mage's Guild)- Str 35, Int 40, Dex 40, Agi 35, Vit 40, Hon 30, Heavy Weapons 5, Parry 5, Medium Armor 5, Arcane Magic 10, Nether Magic 5. To become a Warlock, you must first ascend to the Battlemage class. Once you've done so, the Guild of Mages will ask you to travel to Skuldoon to help Shaman Feros Duul. When you reach Feros Duul, he will request that you enter the Forbidden Lands and obtain the Cursed Idol from Laerok Maa. After completing this task, you have one last quest to complete to obtain the rank of Warlock. For your final task, the guild sends you to the Vale of Ruin in search of an evil Warlock named Glavenmaur. This warlock is assembling a small army and must be stopped! Destroy Glavenmaur, then return to the guild to ascend into the Warlock class.

The Warlock gains the Drainlife Skill, as well as learning bonuses for the Arcane Magic, Magic Weaponry, Nether Magic, and Rune Magic Skills. The Warlock also gains the Raven Heraldry Item. The Warlock is an armored spell caster who is not afraid to melee.

Kenjasai (Eastern Houses)- Str 30, Int 45, Dex 40, Agi 40, Vit 30, Hon 35, Light Weapons 7, Ninjutsu 7, Parry 7, Arcane Magic 7, Nether Magic 7. Before you can become a Kenjasai, you must first ascend into the Shugenja role. Once you have, the House of the Dragon will ask you to travel to the Forbidden Lands and find Sensei Yamamatsu before he is slain by a bounty hunter named Yagu Matasai. Once you've saved Sensei Yamamatsu from certain death, the guild will then ask you to make your way to the Vale of Ruin in pursuit of an evil Kenjasama of Terrors called Toranaka Maimasa. Slay this new enemy and his army of monsters, then return to the guild to assume your new role as a Kenjasai.

The Kenjasai gains the Iron Will Skill, as well as learning bonuses for the Alchemy, Arcane Magic, Nether Magic, Ninjutsu, and Scribe skills. The Kenjasai also gains the Sun and the Moon Heraldry Item. The Kenjasai is an evolved Shugenja, a lot of magical power supported by some melee combat ability.

3. Adept Paths

Stargazer (Celestial Order) - Str 30, Int 45, Dex 35, Agi 35, Vit 40, Hon 35, Light Weapons 10, Parry 10, Light Armor 10, Celestial Magic 10. To become a Stargazer, you must first ascend into the Celestial role. Once you have, the Celestial Order will ask you to place a Crystal of Clarity within each of the three Shrines of Celestial Power. The first shrine can be found on the island in Lost Lake, the second among the Harrow Ruins west of Lake Dread, and the third within the Forbidden Lands south of Skuldoon (in the eastern deadend along the Southern Boulders border). Once all three crystals have been placed, return to the Celestial Order to receive yet another quest. This time, you are sent to the Vale of Ruin in order to defeat Okula the Eye. He can be found near the Unholy Arc at the south end of the Vale. Defeat him, then return to the guild to assume the role of a Stargazer.

The Stargazer gains the Iron Will Skill, as well as learning bonuses for the Celestial Magic, Channel, Magic Weaponry, Rune Magic, and Scout skills. The Stargazer also gains the Watcher Heraldry Item. The Stargazer is the equivalent of the Wizard, a master of healing and defensive magic rather than offensive magic, though not lacking in that department either.

Crusader (Celestial Order) - Str 40, Int 40, Dex 35, Agi 30, Vit 40, Hon 35, Heavy Weapons 10, Parry 10, Heavy Armor 7, Celestial Magic 10, Rune Magic 5. To become a Crusader, you must first become a Paladin. Once you have ascended to your new role, the Celestial Order will ask you to place a Crystal of Clarity within each of the three Shrines of Celestial Power. The first shrine can be found on the island in Lost Lake, the second among the Harrow Ruins west of Lake Dread, and the third within the Forbidden Lands south of Skuldoon (in the eastern deadend along the Southern Boulders border). Once all three crystals have been placed, return to the Celestial Order to receive yet another quest. This time, you must travel to the Vale of Rune to defeat the Ancient Evil summoned by the wizard Volgar. Once you have confronted the foe, return to the Celestial Order to ascend into the Crusader class.

The Crusader gains the Crushing Blow Skill as well as learning bonuses for the Armor Skills, Basic Weapon Skills, Celestial Magic, Rune Magic, and Shield Skills. The Crusader also gains the Avenger Heraldry Item. The Crusader is a powerful mix of melee staying power and magical support.

Shaolei Master (Eastern Houses) - Str 30, Int 35, Dex 45, Agi 45, Vit 35, Hon 35, Light Weapons 7, Ninjutsu 7, Light Pole Weapons 7, Archery 7, Parry 7, Celestial Magic 7. To ascend into the Shaolei Master role, you must first become a Monk. Once you have, the House of the Dragon will ask you to travel to the Forbidden Lands and find Sensei Yamamatsu before he is slain by a bounty hunter named Yagu Matasai. Once you've saved Sensei Yamamatsu from certain death, the guild will then ask you to travel to the Vale of Ruin in search of a Ninja Lord named Daishura Tatsu-Oni. Daushura has reached an alliance with Lord Barrowgrim and you must stop him and his army of assassins. Find Daishura, kill him and his men, then return to the guild to ascend into the Shaolei Master role.

The Shaolei Master gains the Critical Strike Skill as well as learning bonuses for the Archery, Athletics, Celestial Magic, Channel, Pole Weapon Skills, Ninjutsu, and Rune Magic skills. The Shaolei Master gains the Four Winds Heraldry Item. The Shaolei Master is powerful magic user with some melee ability to back him or her up.

4. Rogue Paths

Ranger Lord (Guild of Mystery) - Str 35, Int 40, Dex 45, Agi 35, Vit 40, Hon 25, Medium Weapons 7, Light Armor 7, Archery 10, Scout 10, Rune Magic 3, Inspect Traps 7, Disarm Traps 7. To become a Ranger Lord, one must first master the Hunter class. Once you have, the guild will first ask you to find the hideout of Sleth Silverbane in the Forbidden Lands to retrieve a painting called "The Hanging of the Brae Witches". Once Sleth has been slain and the painting returned, you must then travel to the Vale of Ruin. According to the guild, an infamous Ranger named Javetta the Slayer attacking merchant and supply convoys within the vale and must be stopped. Seek out the Ranger, defeat her and her men, then return to be rewarded with the Ranger Lord class.

The Ranger Lord gains the Hawkeye Skill as well as learning bonuses for the Athletics, Pole Weapons, Ranged Weapons, Scout, and Thief Skills. The Ranger Lord also gains the Hunter Heraldry Item. The Ranger Lord is the game's ultimate range fighter, for those who wish to take their foes down before they get too close.

Cabalist (Guild of Mystery) - Str 30, Int 45, Dex 45, Agi 40, Vit 35, Hon 25, Light Weapons 5, Parry 7, Light Armor 7, Arcane Magic 5, Nether Magic 10, Inspect Traps 10, Disarm Traps 10. To become a Cabalist, you must first ascend into the Trickster role. Once you have, the guild will first ask you to find the hideout of Sleth Silverbane in the Forbidden Lands to retrieve a painting called "The Hanging of the Brae Witches". Once Sleth has been slain and the painting returned, you must then travel to the Vale of Ruin to defeat a conjurer named Daedelus Thule. Defeat the evil mage, then return to the guild once more to ascend into the Cabalist class.

The Cabalist gains the Drain Life skill as well as learning bonuses for the Alchemy, Magic Weaponry, Nether Magic, and Thief Skills. The Cabalist also gains the Jester Heraldry Item. The Cabalist is a magic user who is more geared to the darker arts, but also has little trouble looting a dungeon and its inhabitants.

Ninja Lord (Eastern Houses) - Str 40, Int 30, Dex 45, Agi 45, Vit 40, Hon 20, Medium Weapons 7, Ninjutsu 10, Thrown Weapons 7, Archery 7, Parry 10, Scout 7, Nether Magic 3. To become a Ninja Lord, you must first become a Budoka. Once this is completed, the House of the Tiger (or Dragon) will ask you to travel to the Forbidden Lands and find Sensei Yamamatsu before he is slain by a bounty hunter named Yagu Matasai. Once you've saved Sensei Yamamatsu from certain death, the guild will then ask you to travel to the Vale of Ruin and defeat an evil Daimyo named Osayo Narakami. Osayo is gathering an army of Shugenja and Samurai to unite with Lord Barrowgrim's men, and the guild wants him stopped before this can happen. Travel to the vale, defeat Osayo, then return to the guild to ascend into the role of the Ninja Lord.

The Ninja Lord gains the Critical Strike and Light Dual Weapons skills, as well as learning bonuses for the Athletics, Nether Magic, and Ninjutsu skills. The Ninja Lord also gains the Serpent Heraldry Item. The Ninja Lord is an evolution of the Budoka, more geared to a mix of melee and magical combat than actual skullduggery.

5. Sisterhood

War Witch - Str 35, Int 45, Dex 40, Agi 35, Vit 40, Hon 35, Heavy Weapons 5, Heavy Armor 5, Heavy Shields 3, Arcane Magic 5, Nether Magic 5, Rune Magic 7. To become a War Witch, you must first ascend into the role of a Enchantress or Valkyrie. Once you have completed the requirements for either of these classes, the Sisterhood will ask you to free Sister Talya from an evil warrior named Kaugris. Travel to the Forbidden Lands, defeat Kaugris to set Sister Talya free, then return to the guild for your final quest. For your final task, the Sisterhood will tell you about a dread witch named Greuvenia the Pox who is summoning an army of monsters within the Vale of Ruin. Travel to the vale, defeat the witch and her abominations, then return to the guild to ascend into the War Witch role.

The War Witch gains the Alchemy, Channel, Drainlife, and Scribe skills, as well as learning bonuses for the Armor Skills and Magic Skills. The War Witch also gains the Vixen Heraldry Item. The War Witch is a little tricky to get, but is very well rounded and can defeat foes in a variety of ways.

6. Shadowlord

Shadow Lord (CE only) - Str 40, Int 40, Dex 40, Agi 40, Vit 40 Light Weapons 8, Parry 8, Arcane Magic 8, Nether Magic 8, Athletics 8. The shadow lord class is only available in the Collector's Edition. To become a shadow lord, you must first defeat Nauselom in the Shadow Ruins. Then when you return to Staroxia in the Forbidden Lands, she should give you a new dialogue option about the shadow lord amulet that you found on Nauselom's corpse. When you ask her about the amulet, she'll offer you the ascension quest, provided that you have a third tier class slot available. The ascension quest involves travelling back to the Isle of the Damned (where you picked up the shadow crystal needed for entry into the Shadow Ruins) and there defeat a dracolich. Then when you return to Staroxia, she'll reward you with the shadow lord class.

Note: If Staroxia doesn't offer you the quest, be sure that you've identified the amulet. You might also need to view your quest log to update its status.

The Shadow Lord gains Alchemy, Magic Weaponry, Shadow Lord, and Sneak skills as well as learning bonuses for the Alchemy, Magic Weaponry, Nether Magic, and Sneak skills. Unlike the guild based Master classes, the Shadowlord does not gain a unique Heraldry Item. The Shadow Lord is an interesting class, if only for the ability to turn into a shadow to escape or travel faster.

==COMBINATIONS==

The combined classes nature of Dungeon Lords grants the player many options. Here is a look at some of the combinations for the starter classes.

Note: Joining the Guild of Mystery (a.k.a. the Thieves Guild) is more difficult because the player must journey through the Demigoth lands to the town of Skuldoon, an area far more dangerous than the Elven Lands where the player will travel to join the other guilds.

1. Fighter

Fighter/Mage- An excellent offensive character, has the melee advantages of the Fighter combined with access to the powerful arsenal of the Mage. In the later parts of the game, when magic starts becoming more necessary, this character will be able to handle it without trouble.

Fighter/Adept- An excellent tank, using the Fighter's melee offensive sustained by the Adept's healing and defensive spells. Also they both have learning bonuses for armor skills, which would pair up nicely.

Fighter/Rogue- Not really a good idea, as the Rogue class is actually the hardest to gain if one does not choose it at the start. The Fighter survives combat and the Rogue enables the player access to greater riches. The Rogue can also increase the player's ranged combat options. However, unless specific paths are chosen, such a character may not gain the Magic Weaponry Skill, needed to fully use the best weapons in the game.

2. Mage

Mage/Fighter- An excellent offensive character, the Fighter's abilities come into play when the player has used up or has no time for spells. This character will be able to take down almost any foe.

Mage/Adept- A powerful but frustrating character to use, this combination has access to most of the spells in the game. Players must take time to build up points and gather gold to purchase copies of spells, but done correctly this could be the most powerful combination.

Mage/Rogue- The Rogue is a bit harder to gain as a second starter, so that makes this a not so good combo. The Rogue's gold gathering abilities will make it easier for the player to buy spells to fuel the Mage's magic power.

3. Adept

Adept/Fighter- A self healing tank, with the Fighter's melee prowess bolstered by the Adept's healing and defensive spells.

Adept/Mage- A little easier in the beginning than the Mage/Adept, due to the Adept's armor bonuses, but otherwise the same, a super spell caster that must be handled with care at the start of the game until the player has enough magic reserves, then turns into possibly the most powerful character in the game.

Adept/Rogue- The Rogue is a bit harder to gain as a second starter, so that makes this a not so good combo. The Rogue's gold gathering abilities will make it easier for the player to buy spells to fuel the Adept's spell abilities.

4. Rogue

Rogue/Fighter- A good melee fighter, using the Fighter's strength and the Rogue's cunning. The Rogue's Thrown Weapon skill compliments the Fighter's melee prowess.

Rogue/Mage- The Rogue's access to loot is complimented by the Mage's ability to use it.

Rogue/Adept- The Rogue and the Adept make an interesting combo, with the gold generating abilities of the Rogue being supported by the magic of the Adept.

On the right, is a picture of all the classes, and what they lead to.