As the story unfolds, your master, the Grey Lord, was seeking the Power
Gem. Through dark experiments he finally gained what he saught, or so he
believed. What he wasn't prepared for was the incredible power of the
Magicks involved; he rends himself in two and tears the world apart. The
Grey Lord now exists as two distinct entities. One of these forces, Lord
Chaos, has taken it upon himself to bring the world under his iron grip,
while the opposing life force Lord Librasulus has come to you to help
restore order
Various attempts have been made to bring down Lord Chaos; all have failed.
The doomed heroes who attempted this task were have been within the "Hall
of Champions." In a last ditch effort your master has awakened your life
force to rescue four heroes and lead them against the Darkness. It is up
to you to enter the Hall, revive four champions and lead them into the
depths of the dungeon, to find the Firestaff, the one object with the
power to defeat Chaos and restore order
As I said before DM is very easy to get into. At the beginning of the game
you must choose your party of adventurers by clicking on portraits in the
Hall of Champions, once you have a combination that you are happy with
it's off on your quest. While in the dungeon it is important to remember
the basics - food and water are essential, carrying too much equiptment
will make you fatigued and unable to function effectively, basic stuff
reallt
(-:
As your quest progresses you gain experience points for each monster you
defeat (it's a dungeon, of course there are monsters). Once you have
enough experience points you gain a level in an of four classes - ninja,
fighter, priest and wizard. The great thing is that each character is not
limited to one class only, so one of your party can be a level 1 wizard
and a level 4 fighter
The equiptment you find in the dungeon also has different benefits
depending on class or skill. So a certain sword be cause more damage in
the hands of a high level ninja than anyone else. It really makes the game
more interesting
One thing that really stands out about the game is the magic (sorry,
magick) system. Each spell is composed of upto four symbols or runes - a
power symbol which determines how powerful the spell is and how much mana
it will use up, an elemental symbol, and an action symbol. It means that
you get to experiment with differnt combinations of runes and that you can
attempt to cast any spell at any time, all that will happen if it is too
powerful is that the words "need more practice" will flash up on the
screen. It's a great system it adds a whole new level to the game
I want to wrap this up so i'll just quickly mention the games intuitive
interface, interesting monsters, huge range of weaponry and equiptment.
It's a great game folks and if you have even the slightest interest in
dungeon RPGs then you must give Dungeon Master a try
|