Dungeon & Fighter

Dungeon & Fighter

multipleissues
cleanup = September 2007
wikify = October 2007
prose = February 2008
notability = July 2008
unreferenced = October 2008

"Dungeon & Fighter" is a Korean multiplayer PC beat 'em up video game by a company called Neople. The Japanese version of the game is titled nihongo|"Arad Senki"|アラド戦記|Arado Senki|"lit. Record of the Arad War".

There are 5 first-class characters in "Dungeon & Fighter"', and each first-class character can be promoted into four specialized classes when upon reaching level 18. Later on, each class can acquire an honorable title at level 48 by accomplishing an awakening quest and gain two much more powerful skills. For example, a Ranger can acquire his new class name 'Desperado' at level 48. Currently, only the Priest does not have the quest to awaken.

Character classes

"Ghost Knights" are a swordsman class which uses mêlée weapons such as swords or blunt weapons. His arm is red because of a ghost which possesses his arm. His left arm is shackled in order to control the power of the ghost which strives to possess him.

He can be promoted to a "Weapon Master", who trains his swordsmanship in spite of the ghost's disturbance; a "Berserker", who gets stronger as he loses HP; a Soul Bringer, who can summon more ghosts by untying the chain on his left arm; or an "Asura", who can use special wave attacks.

"Fighters" are a close-range brawler class. They use gauntlets, knuckles, claws (similar to serrated patas), and clubs.

Promoted fighters can take several forms. "Nen Masters" can support their teammates or deal their own damage using their powerful spirit. "Strikers" are quick fighters, using fast punches and kicks to get the job done. "Street Fighters" can use dirty tricks such as throwing sand or nets, or inflicting status effects rather than fighting straight-forward and fair. "Grapplers" continue to train their bodies to grab and throw their opponents.

"Gunners"' are a very tall gun-wielding character class. They come from another country (the "Sky Realm") where magic does not exist and have therefore developed technology to compensate for it.

Promoted gunners can take several forms. "Rangers" are a stylish sort of gunner, specializing in using revolvers. They specialize in critical hits and quick attacks using both their gun and their kicks. "Launchers" are heavy weapon specialists. They use Gatling guns, flame throwers, missiles, laser rifles and Steyr sniper rifles, dealing massive area damage to enemies. "Mechanics" use robots to do their bidding. They don't do much themselves, but can summon a veritable army of robots to destroy their master's opponents. "Spitfires"' specialize in infusing various elements into bullets and grenades to deal damage over large areas and inflict status effects.

"Magicians"' are the smallest in terms of physical stature, but wield considerable powers by using magic. They come from "the Magical World." (魔界)

Promoted magicians can take several forms. "Elemental masters" control the four elements Fire (火), ice (冰), Light (光), And Darkness (暗). "Summoners" borrow the Power of the "Core" Which is the source of all Magical Energy. As they grow stronger they can summon more spirits or contracted monsters faster and they will grow stronger. "Battle Mages" prefer to use their weapons and closer range attacks to take down their opponents. They employ chasers (magical spheres infused with various elemental properties - clear, light, water, fire, dark) which grant a buff to the mage if they hit an opponent. "Magic Scholars" use magic with four elements. The attacks have a probability to succeed, and if there is a large probability, the attack will deal a large amount of damage.

"Priests" are actually more of a brawling type class, preferring to mostly use their fists, and occasionally huge weapons, including a cross or totem pole, to deal damage to enemies. They also can choose from a basic healing spell and a couple of other ability increasing spells.

Promoted priests can take several forms. "Crusaders"s are the only support class of priest, and have a large variety of buff spells and healing spells to support their teammates. There are 2 types of Crusader, Battle Crusaders and Support Crusaders. "Infighters" are close-range brawlers, preferring to slam their weapon into the ground, which forms an area where the Infighter's stats are increased, and rely solely on their fists to batter their enemies. "Exorcists" can choose to be either magic casters or physical types, specializing in the use of their weapons and/or friendly spirits.

Areas

A player starts out in a "town" every time he logs onto a server. NPCs sell items, buy things from the player, give quests, fix equipment, etc.

In every town there is a "Seria's". It is marked with a two white stone statues on both sides of the doorway. In here, a girl named Seria gives you some quests and sells items and avatar accessories that require money counted in Seras. Seras are converted from real money or obtained free of charge from some special events. There is also a safe (stores up to eight different items, as long as their total weight is below 8 kg, however the safe can be upgraded holding more items, and also unlimited weight) and a Mailbox (used to send messages and items to other characters/players.)

In every town there is at least one area where when a character walks off the screen, the player will enter a dungeon selection mode. When in a dungeon, each un-cleared room you enter will decrease your stress meter by 1. Any previously cleared rooms you enter will not effect your stress meter. Each character has 156 stress to spend each day. If you run out of stress in the middle of a dungeon, you may continue to clear as many rooms as you wish until you either die or finish the dungeon.

When you log in, there will be a button on the upper right side of the screen which says "Dueling place." In here you can move only to the bar, and you can fight other members.

Battles: Dungeons

A town may have more than one dungeon area. When the player's character walks out of the screen, the player comes to a map with several dungeons available. The accessibility of hidden dungeons and higher level dungeons each require a special "epic quests" earned from an NPC in town and the clear status of lower level dungeons, respectively.

Battles take place in a player selected "dungeon" where a player starts off in a starting area "room," destroying monsters and collecting dropped items spoils. Upon destroying all enemies in a room, one or more doorways directed up, down, left, and right, leading out of the conquered room lights up to show its accessible. Through these the player enters a new room where more enemies are. The player may revisit any room cleared previously and cleared rooms remain enemy-less and any spoils dropped on the ground remain. Finally, the player may enter a specially lit doorway that flashes in a different color than normal doors. This is the gate to the dungeon boss, where normal monsters and the dungeon bosses lurk. The dungeon is cleared as soon as the moment the boss dies, and any monsters left alive instantly die along with their boss, their experience points automatically added up to the players, and drop whatever items they have are dropped. If a player leaves the dungeon before killing the boss, or dies in battle without using a continue coin, a countdown will start and the player will be exited out of the battle.

Upon the Death of the Boss:When the Boss dies, the screen reverts to a blue "stage final scores" screen where the player is shown the scores of Technique bonuses (score total of: overkill, counters, and back attacks), Style Bonuses (aerial, 5+ combos, or union attacks), and Dodge Bonuses. (The lesser times hit by an enemy, the higher the score) The totals add to give the player a rank from F to SSS. (F, E, D, C, B, A, S, SS, SSS.) The player may receive extra bonus experience points according to if the player character cleared the stage with the rank B or higher, with party members, played within a licensed internet cafe, has a special event going on, etc. These bonuses are accumulative. The total score adds to the character's experience points.

Then the player gets to choose a reward card from the spoils pile. If the player cleared the dungeon with another party member, there will be as many reward cards to choose as the number of players. Each person may only choose one card and the other players may see what other people was rewarded. Rewards consist of two parts: gold and one item - a weapon, equip, or recipe. (sometimes there are no items) There is a 3 second countdown for the reward selection screen, and after the countdown is up the cards are chosen by the order of party members.

When the score and reward screen is gone a campfire is automatically generated in the boss room. This campfire has no effects whatsoever to the player except for visual appeal. The boss room gates remain closed, but players are free to pickup unspoiled items and whatever they want to do before they either choose to leave the dungeon safely to town, choose a different dungeon from the same area map, or retry the same dungeon (starting with full hp and mp; and all items and experiences are NOT reset)

Mini-
A minimap to the top right corner of the screen shows the room layout of the dungeon. Unvisited places are not marked, and accessible but not yet visited places are marked with a flashing question mark. In the minimap, boss rooms appear as a red head, the hell boss room appears as a purple head, and normal rooms have normal.

Champions: Champions look like normal monsters, but are marked with a special aura emanating around them and a specially colored name above them and their special status or special abilities. (example: Icy Tau Guard, Freezes upon attack) Champions are not that much harder to take on than normal monsters, but they do have extra hp and their levels maybe higher than normal ones. Upon death, a picture of a good luck sack/charm appears next to the minimap in the upper right hand corner of the screen, and a number next to it showing how many champions killed. More champions killed will result in better rewards when the dungeon is cleared.

Difficulty levels:Sometimes when a player clears a dungeon, he will be noted that there is a new difficulty level accessible for that specific dungeon. Dungeons of more difficulty levels can be selected by clicking on the arrows underneath a dungeon icon. The second level of difficulty is labeled as "Expert's Road," the 3rd level "Master's Road," and the 4th level "King's Road." Higher difficulty results in monsters with more hp, higher attack, and more chances for a player to make misses (called "Stuck"s) in their attacks.

External links

* [http://www.d-fighter.com/ Official Homepage (in Korean)]
* [http://arad.hangame.co.jp Arad Senki Official Homepage (in Japanese)]
* [http://dnf.qq.com/ Official Homepage(in China)]
* [http://www.neople.co.kr Neople Company Homepage (in Korean)]


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