Dungeon Runners implemented a classless system (see Classes, below) and offered regular updates through patches. One of the most acclaimed patches was the update coined "The Heave" that introduced the first player summon "Chill Bill", and a new high level dungeon. This update patch was very well received by the gaming community and was considered by many to be one of the game's best updates.[3]

After the first dungeon (Dew Valley Forest), the character arrived in the main town where there were three skill trainers, one each devoted to fighter skills, ranger skills, and mage skills. Any character could learn any skills desired from any of the three trainers. In place of a class, each character had a four word descriptive title that changed depending on how the character's attributes were improved (relative to one another) and which skills the player chose. When the player bought new skills from a trainer, each skill had an icon that was placed in the Skill Bar, an interface element at the bottom center of the screen. The Skill Bar had eight slots mapped to number row keys plus two additional slots mapped to each of the mouse buttons. The character could learn all the skills available in the game if the player wished; however, only ten could be accessed at any given time, being limited by the number of slots in the Bar.


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The gameplay and graphics styling of Dungeon Runners had been compared to Diablo and Diablo II,[5] especially noting the instanced dungeons (whose level layouts and content were randomly regenerated each time a player logged into the game), the "action RPG" gameplay style, the naming conventions for in-game items, the variable class structure based on three archetypes (five in Diablo II), and the absence of a "healer" class, among other similarities. One notable difference is that Dungeon Runners was rendered using polygonal models, rather than the sprite-based isometric graphics of the Diablo series.


 Chapters 1-30 (more or less): Perfection. I loved them, I couldn't stop reading, and it's almost flawless, so much I won't bother you with neat piking here. The tone is perfectly set; the guild's oppression, the terror emanating from the dungeon, the MC struggling to keep himself and everyone he loves alive, the sense that anyone can die at any moment... It's dark fantasy at its best, and for the 1 or 2 days it took me to read them, it was my second favorite fiction of all time.

 Rest: all the danger and \"edginess\" from before is gone, in 19 chapters there's only 1 dungeon run, even the power level of the MC seems to have reached a very disappointing apex. What was left? Redundant drama. The characters' personalities change to whatever the author wants that day.

Without spoilers, some examples of how volatile the characters' personalities became in the latter half of the series, without taking the plot anywhere are: 

 1: Character 1 wants to learn X thing, character B thinks it's a loss of time (actually, a quite heartwarming moment, this was). Fast forward a little bit, character A doesn't want to learn X thing, while character B thinks it's important to learn it. Then, not only the time you spent \"learning alongside character 1\" was meaningless and a cute moment was ruined, this leads to basically half a chapter of not-drama, because the \"problem\", is revealed in the end of this fake arc, didn't even exist in the first place.

 2: Character A thinks action Y is bad. Then he doesn't think it anymore. Then he thinks it again... No need to say, this character always creates a discussion around this.

 3: Character B thinks Z things are good. Then it doesn't. Then does. Drama.

 4: Character-something says \"thing\" that should have been impossible and can result in its death if believed by friend, but friend believes in it anyways. Later, Character-something, again, says \"thing\" that should have been impossible, but this time is literally harmless. Friend's reaction? \"Nah, bro, just like last time you have no proofs, but I won't believe you this time\".

 ...And the list goes on, and on, there are entire chapters of this. And, slowly, I lost the insatiable curiosity to know what would happen next. Because of the first 30 or so chapters, though, I just can't bring myself to give a score lower than 4 stars, but I don't know if I will ever finish this book anymore.


 Chapters 1-30 (more or less): Perfection. I loved them, I couldn't stop reading, and it's almost flawless, so much I won't bother you with neat piking here. The tone is perfectly set; the guild's oppression, the terror emanating from the dungeon, the MC struggling to keep himself and everyone he loves alive, the sense that anyone can die at any moment... It's dark fantasy at its best, and for the 1 or 2 days it took me to read them, it was my second favorite fiction of all time.

 Rest: all the danger and "edginess" from before is gone, in 19 chapters there's only 1 dungeon run, even the power level of the MC seems to have reached a very disappointing apex. What was left? Redundant drama. The characters' personalities change to whatever the author wants that day.

Without spoilers, some examples of how volatile the characters' personalities became in the latter half of the series, without taking the plot anywhere are: 

 1: Character 1 wants to learn X thing, character B thinks it's a loss of time (actually, a quite heartwarming moment, this was). Fast forward a little bit, character A doesn't want to learn X thing, while character B thinks it's important to learn it. Then, not only the time you spent "learning alongside character 1" was meaningless and a cute moment was ruined, this leads to basically half a chapter of not-drama, because the "problem", is revealed in the end of this fake arc, didn't even exist in the first place.

 2: Character A thinks action Y is bad. Then he doesn't think it anymore. Then he thinks it again... No need to say, this character always creates a discussion around this.

 3: Character B thinks Z things are good. Then it doesn't. Then does. Drama.

 4: Character-something says "thing" that should have been impossible and can result in its death if believed by friend, but friend believes in it anyways. Later, Character-something, again, says "thing" that should have been impossible, but this time is literally harmless. Friend's reaction? "Nah, bro, just like last time you have no proofs, but I won't believe you this time".

 ...And the list goes on, and on, there are entire chapters of this. And, slowly, I lost the insatiable curiosity to know what would happen next. Because of the first 30 or so chapters, though, I just can't bring myself to give a score lower than 4 stars, but I don't know if I will ever finish this book anymore.

It's a classic epic fantasy with dungeon crawler spice. I'm loving this the world building is amazing the characters are great and the story is interesting what more could you ask for. I like how the guild feels very authentic and the main character tibs is on point he just is a very well rounded character the author could of easily gone the easy route with anger that many authors fall into but he is written very well. This is going to be a gem of a good book when it's all finished and edited and sparkling because it's already very entertaining and I can't wait to read more and then the next one and the one after that so on and so forth.

sorry for my bad english google translate. Since our mc was caught stealing, he will either lose his hand or enter the dungeon. dungeon = you have a chance to die and whatever you win you have to give to the guild ( you are a slave ) . and mc prefers slavery to hand. either we have such a stupid mc or it was explained very badly to the reader. Would you choose your hand or slavery?

You can then head back to town (there are lots of excellent insta-travel options, such as waypoint scrolls that let you leave an instanced dungeon from any point, sell your stuff in town, then leap right back in where you left things) and unload your wares. Even here the gags are flowing. Once my sale was complete, a merchant called after me, "I can put my daughter through school now."

So, Dungeon Runners is described as free. And this is completely true - you can download the client and play forever without paying a single penny. And that's rather remarkable. There are catches, however. These range from the minor - health and mana potions won't stack in your limited inventory space - to the rather hugely significant - you can't use any specialist drops. Labelled "Members only", these items are the more powerful, the more magical. This in no way makes it miserable to proceed, with regular equipment at the right level being perfectly serviceable for some areas, but it does make you feel like you're losing out on something. Without it, you'll not be able to survive the deepest dungeons or find the best treasures. 17dc91bb1f

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