Developed by Alex Luna
Published by Alex Luna
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You, a wandering Hero of legend, find yourself betwixt the Void's swallowing event horizon. Fleeing to the land of Escher and reaching the town of Ingrim, you find the citizens in disarray - but there is hope - and your quest begins to end the madness of a nefarious Cult.

Choose from 6 different background Classes
Valiant - The Valiant are not afraid to lead charge in battle. With high strength and vitality, they make more than viable warriors.
Scholar - Educated, Scholars are naturals with magic. With a high intellect, they make proficient mages.
Vagabond - A Vagabond prefers to sneak up on their enemy but are still nimble fighters, making them dangerous in close range combat.
Pilgrim - The Pilgrim is a determined fighter with naturally high willpower. They use holy magic to fend off enemies and aid their allies, making them a welcome addition to any party.
Stalker - Naturally skilled with ranged weapons, the Stalker hunts their enemies from afar.
Cultist - A Cultist's haunting past grants them power over dark magic. To forsake their God is a testament to their willpower and intelligence.

Increase your rank in Talents to learn new spells and abilities
Tactics - Masters of combat, willing to charge into the fight head on
Trickery - Cunning, preferring to take out their enemies with a more subtle approach
Technique - A ranger by trade, experts with traps or a bow
Balance - A well-rounded fighter, favoring a balanced mix of brain and brawn
Virtue - A fighter empowered by faith and blessed with holy energy
Heresy - One who worships the Others, imbuing the user with shadow magic
Arcana - Brilliant mages, reality is subjective to them
Fundamentals - Talented elementalists that use spells to defeat their foes

Utilize Skills to interact with the environment in unique ways
Naturalism - Naturalists can harvest herbs found throughout dungeons to craft potions. They naturally gain a small boost to health, mana, armor, and resilience. They also naturally gain fire, frost, and lightning resistance.
Smithing - Blacksmiths have the ability to mine stones and salvage equipment for ore, which can be used for crafting or fortifying equipment. They naturally gain vitality, strength, agility, and health regeneration.
Religion - Religious heroes can interact with shrines found throughout dungeons, granting a boon for themselves and allies. Occasionally, they can identify relics that store boons to be used at any time. They naturally gain a boost to healing allies and themselves, as well as a significant boost to Holy and Dark resistance.
Enchanting - Enchanters can destroy magic items for reagents and imbue equipment with additional effects. They can also dispel magical barriers found in dungeons. They naturally gain intelligence, mana regeneration, and magic resistance.
Thievery - Thieves have the ability to steal from caches in dungeons and pick lockboxes for additional loot. They can also use secret passages to get around dungeons more efficiently. They can create traps and naturally gain agility, poison damage, and critical strike damage.

I've always been a huge fan of action RPG games as well as turn based tactical games - so it was important to me to create a game with a pacing that I enjoyed and that so many games seem to miss. Dungeoneer is intended to play at a slightly slower pace than most action RPG games, aiming to reduce button mashing while being visually appealing and immersive. Combat is heavily inspired by Runescape and World of Warcraft, where ability rotation and stat optimization heavily influences gameplay.

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