Follow TV Tropes

Following

History VideoGame / DungeonLords

Go To

OR

Added: 187

Removed: 183

Is there an issue? Send a MessageReason:
Trope was cut/disambiguated due to cleanup


* BonusBoss: In the Tomb of Souls, if one has a key from the Naga Temple [[spoiler:from making sure a thief makes it out alive]], a door can be unlocked with a powerful monster in it.


Added DiffLines:

* {{Superboss}}: In the Tomb of Souls, if one has a key from the Naga Temple [[spoiler:from making sure a thief makes it out alive]], a door can be unlocked with a powerful monster in it.

Added: 355

Changed: 1739

Removed: 496

Is there an issue? Send a MessageReason:
Tried to remove more of the complaining from the previous description. Also commented out ZCEs.


''Dungeon Lords'' is a 2005 ActionRPG developed by Heuristic Park and published by [=DreamCatcher=] Interactive and Typhoon Games. The game was notably written and designed by David W. Bradley, who was the lead designer of several mainline ''VideoGame/{{Wizardry}}'' games (namely, ''Wizardry V'', ''VI'' and ''VII'') years prior.

The character progression system is [[PointBuildSystem point- and level-based]], meaning a wizard can buy wizard skills cheaper than armour skills but still get both -- in practice, this means that characters become [[GameBreaker do-it-all übermenschen with ridiculous powersets]] by mid-game. Combat is action based, with shield blocking and tactical movement being as important as stat growth, and the game puts heavy emphasis on dungeon crawling compared to its contemporaries.

The game is known for launching as an ObviousBeta, with players and critics lambasting the title for missing several expected features and being full of bugs such as quest items randomly disappearing from the player's inventory, the player avatar clipping into world geometry, and walking into certain areas rendering the game UnintentionallyUnwinnable. Many of these issues would be fixed in a number of patches, ultimately culminating in Version 1.5 being released as the standalone ''Dungeon Lords Collector's Edition'' the following year, which also expanded to include multiple side-quests and character creation options.

The poor reception of the initial release resulted in plans for a sequel being put on hold indefinitely. However, David W. Bradley and his team would later go on to develop a UpdatedRerelease entitled ''Dungeon Lords MMXII''. Sporting updated graphics, reworked classes and even more new content, ''MMXII'' released in late 2012. It was later re-released on UsefulNotes/{{Steam}} as ''Dungeon Lords Steam Edition'' in December 2015.

to:

''Dungeon Lords'' is a 2005 ActionRPG developed by Heuristic Park and published by [=DreamCatcher=] Interactive and Typhoon Games.Creator/DreamCatcherInteractive. The game was notably written and designed by David W. Bradley, who was the lead designer of several mainline ''VideoGame/{{Wizardry}}'' games (namely, ''Wizardry V'', ''VI'' and ''VII'') years prior.

The character progression system is [[PointBuildSystem point- and level-based]], meaning a wizard can buy wizard skills cheaper than armour skills but still get both -- in practice, this means that characters become [[GameBreaker do-it-all übermenschen with ridiculous powersets]] by mid-game. both. Combat is action based, action-based, with shield blocking and tactical movement being as important as stat growth, and the game puts heavy emphasis on dungeon crawling compared to its contemporaries.

The game is known for launching as an ObviousBeta, with players and critics lambasting the title for missing several expected features and being full of bugs such as quest items randomly disappearing from the player's inventory, the player avatar clipping into world geometry, and walking into certain areas rendering the game UnintentionallyUnwinnable. Many of these the issues in the original release would be fixed in a number of patches, ultimately culminating in Version 1.5 being released as the standalone ''Dungeon Lords Collector's Edition'' the following year, which also expanded to include multiple side-quests and character creation options.

The poor reception of the initial release resulted in plans for a sequel being put on hold indefinitely. However, David W. Bradley and his team would later go on to develop a UpdatedRerelease entitled ''Dungeon Lords MMXII''. Sporting updated graphics, reworked classes and even more new content, ''MMXII'' released in late 2012.2012, published by [[Creator/THQNordic Nordic Games]]. It was later re-released on UsefulNotes/{{Steam}} as ''Dungeon Lords Steam Edition'' in December 2015.



!!''Dungeon Lords'' has examples of the following tropes:

to:

!!''Dungeon Lords'' has contains examples of the following tropes:



* BlatantLies:
** The gypsy who tells you "you are a rare person indeed, in that you can shape your own destiny." Wrong! This game's plot is pure {{railroading}}, the only choices you really get are what skills to specialize in.
** The information on the Intelligence stat states that it reduces the experience cost for learning skills and spells. The problem? Spells aren't learned like skills -- they're treasure, usually picked up off the ground.



* ClassAndLevelSystem
* EarlyGameHell: Generally averted, however the spiders (see above) can lead to this and you are given ''one'' antivenom potion in a starting area where three different types of enemies can poison you, which of course damages you over time. As poison persists until cured (you can't wait out the damage) if you get poisoned more than once you'll have to either reload or spam healing spells/potions at a higher rate while you traverse the first dungeon proper until you can get to the city and buy more antivenom potions.

to:

* %%* ClassAndLevelSystem
* EarlyGameHell: Generally averted, however the spiders (see above) can lead to this and you are given ''one'' antivenom potion in a starting area where three different types of enemies can poison you, which of course damages you over time. As poison persists until cured (you can't wait out the damage) if you get poisoned more than once you'll have to either reload or spam healing spells/potions at a higher rate while you traverse the first dungeon proper until you can get to the city and buy more antivenom potions.



** One dungeon needs a {{plot coupon}} to enter; if you exit before completing the dungeon, you'll be permanently locked out of the dungeon, unable to go back in to retrieve the {{plot coupon}} inside.

to:

** One dungeon needs a {{plot coupon}} to enter; if you exit before completing the dungeon, you'll be permanently locked out of the dungeon, unable to go back in to retrieve the {{plot coupon}} plot coupon inside.



* InsaneTrollLogic: In the very first version of the game, only the thief class was able to '''use a map'''! [[FlatWhat what?]]
* LizardFolk: A playable race.
* MedievalEuropeanFantasy
* OurDwarvesAreAllTheSame
* OurElvesAreDifferent
* OurVampiresAreDifferent: Our vampires are [[ThatOneBoss So! HARD! TO KILL!]]
* RespawningEnemies: To the point of idiocy. You can literally walk through a room and have enemies spawn in as soon as you walk out and enemies can literally appear out of thin air in front of you in some areas.

to:

* GameplayAndStorySegregation:
** The gypsy who tells you "you are a rare person indeed, in that you can shape your own destiny." Wrong! This game's plot is pure {{railroading}}, the only choices you really get are what skills to specialize in.
** The information on the Intelligence stat states that it reduces the experience cost for learning skills and spells. The problem? Spells aren't learned like skills -- they're treasure, usually picked up off the ground.
%%*
InsaneTrollLogic: In the very first version of the game, only the thief class was able to '''use a map'''! [[FlatWhat what?]]
* %%* LizardFolk: A playable race.
* %%* MedievalEuropeanFantasy
* %%* OurDwarvesAreAllTheSame
* %%* OurElvesAreDifferent
* %%* OurVampiresAreDifferent: Our vampires are [[ThatOneBoss So! HARD! TO KILL!]]
* RespawningEnemies: To the point of idiocy. You can literally walk through a room and have enemies spawn in as soon as you walk out and enemies can literally appear out of thin air in front of you in some areas.



%%* ThrivingGhostTown: Everywhere, most especially the capital.



* ThrivingGhostTown: Everywhere, most especially the capital.
* VancianMagic: Arcane magic functions this way.

to:

* ThrivingGhostTown: Everywhere, most especially the capital.
*
%%* VancianMagic: Arcane magic functions this way.
Is there an issue? Send a MessageReason:
None


The game is known for launching as an ObviousBeta, with players and critics lambasting the title for missing several expected features and being full of bugs such as quest items randomly disappearing from the player's inventory, the player avatar clipping into world geometry, and walking into certain areas rendering the game UnintentionallyUnwinnable. Many of these issues would be fixed in a number of patches, ultimately culminating in Version 1.5 being released as the standalone''Dungeon Lords Collector's Edition'' the following year, which also expanded to include multiple side-quests and character creation options.

to:

The game is known for launching as an ObviousBeta, with players and critics lambasting the title for missing several expected features and being full of bugs such as quest items randomly disappearing from the player's inventory, the player avatar clipping into world geometry, and walking into certain areas rendering the game UnintentionallyUnwinnable. Many of these issues would be fixed in a number of patches, ultimately culminating in Version 1.5 being released as the standalone''Dungeon standalone ''Dungeon Lords Collector's Edition'' the following year, which also expanded to include multiple side-quests and character creation options.

Changed: 2337

Removed: 2042

Is there an issue? Send a MessageReason:
description reeked of early 2010s TV Tropes. Don't know enough about the game to do more than this basic rewrite, though.


The story of ''Dungeon Lords'' is nothing less than a tragedy.

Before ''Dungeon Lords'', there was a quaint little trilogy of dungeon crawlers titled ''VideoGame/{{Wizardry}}''. A programmer named David W. Bradley was tapped to design three games in the series (namely, ''Wizardry V'', ''VI'' and ''VII''), and he essentially redesigned ''VI''[='=]s game engine and story to give them a sci-fi feel.

Several years after ''Wizardry VII'', Bradley formed a game development company named Heuristic Park, who developed two other games: ''Wizards and Warriors'' (no relation to Creator/{{Rare}}'s [[VideoGame/WizardsAndWarriors game series]] ), and... this.

So, when the guy who breathed new life into the ''Wizardry'' series put together his own production company to create a brand new "epic ActionRPG experience", one would expect nothing but good things. What happened instead was a game [[ObviousBeta so broken and buggy]] that it sank the reputations of Bradley and his studio, and was described at the time as "a new low for how incomplete a game can be and still get released."

Version 1.0, the first commercial release of ''Dungeon Lords'', was a disaster. Quest items would disappear from the player's inventory at random. The avatar would sink into the ground and get caught up on corners. Buttons on the character creation screen failed to work. Walking around in the wrong areas could cause the game to become UnintentionallyUnwinnable.

Gradually, Heuristic park patched ''Dungeon Lords'' up to version 1.5, which fixed many of the bugs and expanded the adventure to include multiple side quests and enhanced character creation options. This "Collector's Edition" release was now technically playable, but by this time, ''Dungeon Lords'' was already a critical and commercial failure. Worse yet, there was no way for players to patch their game up to the more functional version, so those early adopters essentially had to buy the same game twice.

Rather than list what went wrong with it, it's easier to describe the good things in this game. The character progression system is [[PointBuildSystem point- and level-based]], meaning a wizard can buy wizard skills cheaper than armour skills but still get both--in practice, this means that characters become [[GameBreaker do-it-all übermenschen with ridiculous powersets]] by mid-game. Combat is action based, with shield blocking and tactical movement being as important as stat growth, and the dungeons are immersive and interesting.

For a time, a ''Dungeon Lords 2'' was in development, still trying to pioneer Bradley's vision. Development was put on hold indefinitely in late 2009, and that was the last anything was ever said of the matter.

Then in April 2012 came the surprise announcement that David W. Bradley was working on a remastered version of the game retitled ''Dungeon Lords MMXII'', sporting updated graphics, reworked classes and new contents. The game was released in Europe on September 2012, around the same time as ''VideoGame/TorchlightII'', but didn't see the light of day in North America until a surprise release on Steam in December of 2015.

to:

The story of ''Dungeon Lords'' is nothing less than a tragedy.

Before ''Dungeon Lords'', there
2005 ActionRPG developed by Heuristic Park and published by [=DreamCatcher=] Interactive and Typhoon Games. The game was a quaint little trilogy of dungeon crawlers titled ''VideoGame/{{Wizardry}}''. A programmer named notably written and designed by David W. Bradley Bradley, who was tapped to design three the lead designer of several mainline ''VideoGame/{{Wizardry}}'' games in the series (namely, ''Wizardry V'', ''VI'' and ''VII''), and he essentially redesigned ''VI''[='=]s game engine and story to give them a sci-fi feel.

Several
''VII'') years after ''Wizardry VII'', Bradley formed a game development company named Heuristic Park, who developed two other games: ''Wizards and Warriors'' (no relation to Creator/{{Rare}}'s [[VideoGame/WizardsAndWarriors game series]] ), and... this.

So, when the guy who breathed new life into the ''Wizardry'' series put together his own production company to create a brand new "epic ActionRPG experience", one would expect nothing but good things. What happened instead was a game [[ObviousBeta so broken and buggy]] that it sank the reputations of Bradley and his studio, and was described at the time as "a new low for how incomplete a game can be and still get released."

Version 1.0, the first commercial release of ''Dungeon Lords'', was a disaster. Quest items would disappear from the player's inventory at random. The avatar would sink into the ground and get caught up on corners. Buttons on the character creation screen failed to work. Walking around in the wrong areas could cause the game to become UnintentionallyUnwinnable.

Gradually, Heuristic park patched ''Dungeon Lords'' up to version 1.5, which fixed many of the bugs and expanded the adventure to include multiple side quests and enhanced character creation options. This "Collector's Edition" release was now technically playable, but by this time, ''Dungeon Lords'' was already a critical and commercial failure. Worse yet, there was no way for players to patch their game up to the more functional version, so those early adopters essentially had to buy the same game twice.

Rather than list what went wrong with it, it's easier to describe the good things in this game.
prior.

The character progression system is [[PointBuildSystem point- and level-based]], meaning a wizard can buy wizard skills cheaper than armour skills but still get both--in both -- in practice, this means that characters become [[GameBreaker do-it-all übermenschen with ridiculous powersets]] by mid-game. Combat is action based, with shield blocking and tactical movement being as important as stat growth, and the dungeons are immersive game puts heavy emphasis on dungeon crawling compared to its contemporaries.

The game is known for launching as an ObviousBeta, with players
and interesting.

For
critics lambasting the title for missing several expected features and being full of bugs such as quest items randomly disappearing from the player's inventory, the player avatar clipping into world geometry, and walking into certain areas rendering the game UnintentionallyUnwinnable. Many of these issues would be fixed in a time, number of patches, ultimately culminating in Version 1.5 being released as the standalone''Dungeon Lords Collector's Edition'' the following year, which also expanded to include multiple side-quests and character creation options.

The poor reception of the initial release resulted in plans for
a sequel being put on hold indefinitely. However, David W. Bradley and his team would later go on to develop a UpdatedRerelease entitled ''Dungeon Lords 2'' was in development, still trying to pioneer Bradley's vision. Development was put on hold indefinitely in late 2009, and that was the last anything was ever said of the matter.

Then in April 2012 came the surprise announcement that David W. Bradley was working on a remastered version of the game retitled ''Dungeon Lords MMXII'', sporting
MMXII''. Sporting updated graphics, reworked classes and even more new contents. The game was content, ''MMXII'' released in Europe late 2012. It was later re-released on September 2012, around the same time UsefulNotes/{{Steam}} as ''VideoGame/TorchlightII'', but didn't see the light of day in North America until a surprise release on ''Dungeon Lords Steam Edition'' in December of 2015.
Is there an issue? Send a MessageReason:
None


Then in April 2012 came the surprise announcement that David W. Bradley was working on a remastered version of the game retitled ''Dungeon Lords MMXII'', sporting updated updated graphics, reworked classes and new contents. The game was released in Europe on September 2012, around the same time as ''VideoGame/TorchlightII'', but didn't see the light of day in North America until a surprise release on Steam in December of 2015.

to:

Then in April 2012 came the surprise announcement that David W. Bradley was working on a remastered version of the game retitled ''Dungeon Lords MMXII'', sporting updated updated graphics, reworked classes and new contents. The game was released in Europe on September 2012, around the same time as ''VideoGame/TorchlightII'', but didn't see the light of day in North America until a surprise release on Steam in December of 2015.
Is there an issue? Send a MessageReason:
Merged per TRS


Version 1.0, the first commercial release of ''Dungeon Lords'', was a disaster. Quest items would disappear from the player's inventory at random. The avatar would sink into the ground and get caught up on corners. Buttons on the character creation screen failed to work. Walking around in the wrong areas could cause the game to become UnwinnableByMistake.

to:

Version 1.0, the first commercial release of ''Dungeon Lords'', was a disaster. Quest items would disappear from the player's inventory at random. The avatar would sink into the ground and get caught up on corners. Buttons on the character creation screen failed to work. Walking around in the wrong areas could cause the game to become UnwinnableByMistake.
UnintentionallyUnwinnable.
Is there an issue? Send a MessageReason:
TRS has renamed Our Elves Are Better to Our Elves Are Different. Link changed accordingly.


* OurElvesAreBetter

to:

* OurElvesAreBetterOurElvesAreDifferent
Is there an issue? Send a MessageReason:
None
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* InsaneTrollLogic: In the very first version of the game, only the thief class was able to '''use a map'''! [[FlatWhat what?]]
Is there an issue? Send a MessageReason:
None


Several years after ''Wizardry VII'', Bradley formed a game development company named Heuristic Park, who developed two other games: ''Wizards and Warriors'' (no relation to Creator/{{Rare}}'s [[VideoGame/WizardsAndWarriors game series]] ), and...this.

to:

Several years after ''Wizardry VII'', Bradley formed a game development company named Heuristic Park, who developed two other games: ''Wizards and Warriors'' (no relation to Creator/{{Rare}}'s [[VideoGame/WizardsAndWarriors game series]] ), and... this.
Is there an issue? Send a MessageReason:
None


* BonusBoss: In the Tomb of Souls, if one has a key from the Naga Temple [[spoiler:from making sure a theif makes it out alive]], a door can be unlocked with a powerful monster in it.

to:

* BonusBoss: In the Tomb of Souls, if one has a key from the Naga Temple [[spoiler:from making sure a theif thief makes it out alive]], a door can be unlocked with a powerful monster in it.
Is there an issue? Send a MessageReason:
A Mary Sue would be an unrealistically overpowered and perfect character in-story. Creating an overpowered setup as described would be more along the lines of Game Breaker.


Rather than list what went wrong with it, it's easier to describe the good things in this game. The character progression system is [[PointBuildSystem point- and level-based]], meaning a wizard can buy wizard skills cheaper than armour skills but still get both--in practice, this means that characters become [[MarySue do-it-all übermenschen with ridiculous powersets]] by mid-game. Combat is action based, with shield blocking and tactical movement being as important as stat growth, and the dungeons are immersive and interesting.

to:

Rather than list what went wrong with it, it's easier to describe the good things in this game. The character progression system is [[PointBuildSystem point- and level-based]], meaning a wizard can buy wizard skills cheaper than armour skills but still get both--in practice, this means that characters become [[MarySue [[GameBreaker do-it-all übermenschen with ridiculous powersets]] by mid-game. Combat is action based, with shield blocking and tactical movement being as important as stat growth, and the dungeons are immersive and interesting.

Changed: 2639

Removed: 564

Is there an issue? Send a MessageReason:
rewrote the description


Before ''Dungeon Lords'', there was a quaint little trilogy of dungeon crawlers titled ''VideoGame/{{Wizardry}}''. A programmer named Dave was tapped to design three games in the series. He helped design and code the fifth, sixth, and seventh games, which is notable because ''Wizardry 6'' completely redesigned the game engine and story to give it a sci-fi feel.

Several years after ''Wizardry 7'', Dave formed a game development company named Heuristic Park. They developed a game for Windows called Wizards & Warriors (but not ''that'' ''VideoGame/WizardsAndWarriors''), followed up by this game.

So when the guy who reinvigorated the VideoGame/{{Wizardry}} series builds up his own production company to release what is billed as an epic action RPG experience, what kind of game is the result?

''The game that killed David W. Bradley's career.''

Version 1.0 of ''Dungeon Lords'' was [[ObviousBeta so buggy, so incomplete]], that it was described as "a new low for how incomplete a game can be and still get released". Quest items disappeared from your inventory at random. Your avatar would sink into the ground and get hung up on corners. Buttons on the character creation screen failed to work. Walking around could cause the game to become {{Unwinnable}}, and through no fault of the player.

Gradually Heuristic Park worked up to version 1.5 - Collector's Edition, which fixed many of the bugs and expanded the adventure to include multiple side quests and enhanced character creation options. The game was now playable. By then, ''Dungeon Lords'' had been critically panned, was a commercial failure, and on top of that there was no patch to 1.5 from 1.0, forcing players who bought the game at release to buy the same game but not broken.

Rather than list what went wrong with it, it's easier to describe the good things in this game. The character progression system is point and level based, meaning a wizard can buy wizard skills cheaper than armour skills but still get both--in practice, this means that characters become [[MarySue do it all mensches with ridiculous powersets]] by mid game. Combat is action based, with shield blocking and tactical movement being as important as stat growth. And the dungeons are immersive and interesting. Dungeon Lords is an inviting DungeonCrawling experience.

to:

Before ''Dungeon Lords'', there was a quaint little trilogy of dungeon crawlers titled ''VideoGame/{{Wizardry}}''. A programmer named Dave David W. Bradley was tapped to design three games in the series. He helped design and code the fifth, sixth, and seventh games, which is notable because series (namely, ''Wizardry 6'' completely V'', ''VI'' and ''VII''), and he essentially redesigned the ''VI''[='=]s game engine and story to give it them a sci-fi feel.

Several years after ''Wizardry 7'', Dave VII'', Bradley formed a game development company named Heuristic Park. They Park, who developed a two other games: ''Wizards and Warriors'' (no relation to Creator/{{Rare}}'s [[VideoGame/WizardsAndWarriors game for Windows called Wizards & Warriors (but not ''that'' ''VideoGame/WizardsAndWarriors''), followed up by this game.

So
series]] ), and...this.

So,
when the guy who reinvigorated breathed new life into the VideoGame/{{Wizardry}} ''Wizardry'' series builds up put together his own production company to release what is billed as an epic action RPG experience, what kind of create a brand new "epic ActionRPG experience", one would expect nothing but good things. What happened instead was a game is [[ObviousBeta so broken and buggy]] that it sank the result?

''The
reputations of Bradley and his studio, and was described at the time as "a new low for how incomplete a game that killed David W. Bradley's career.''

can be and still get released."

Version 1.0 0, the first commercial release of ''Dungeon Lords'' Lords'', was [[ObviousBeta so buggy, so incomplete]], that it was described as "a new low for how incomplete a game can be and still get released". disaster. Quest items disappeared would disappear from your the player's inventory at random. Your The avatar would sink into the ground and get hung caught up on corners. Buttons on the character creation screen failed to work. Walking around in the wrong areas could cause the game to become {{Unwinnable}}, and through no fault of the player.

Gradually
UnwinnableByMistake.

Gradually,
Heuristic Park worked park patched ''Dungeon Lords'' up to version 1.5 - Collector's Edition, 5, which fixed many of the bugs and expanded the adventure to include multiple side quests and enhanced character creation options. The game This "Collector's Edition" release was now playable. By then, technically playable, but by this time, ''Dungeon Lords'' had been critically panned, was already a critical and commercial failure, and on top of that failure. Worse yet, there was no patch to 1.5 from 1.0, forcing way for players who bought the to patch their game at release up to the more functional version, so those early adopters essentially had to buy the same game but not broken.

twice.

Rather than list what went wrong with it, it's easier to describe the good things in this game. The character progression system is point [[PointBuildSystem point- and level based, level-based]], meaning a wizard can buy wizard skills cheaper than armour skills but still get both--in practice, this means that characters become [[MarySue do it all mensches do-it-all übermenschen with ridiculous powersets]] by mid game. mid-game. Combat is action based, with shield blocking and tactical movement being as important as stat growth. And growth, and the dungeons are immersive and interesting. Dungeon Lords is an inviting DungeonCrawling experience.
interesting.



Then in April 2012 came the surprise announcement that David W. Bradley is working on a remastered version of the game retitled ''Dungeon Lords MMXII''. It will sport updated graphics, reworked classes and new contents. The game was released in Europe on September 2012, around the same time as ''VideoGame/TorchlightII''. No word on the US release.

This is also not to be confused with the European board game Dungeon Lords, which takes more after ''VideoGame/DungeonKeeper''.

to:

Then in April 2012 came the surprise announcement that David W. Bradley is was working on a remastered version of the game retitled ''Dungeon Lords MMXII''. It will sport MMXII'', sporting updated updated graphics, reworked classes and new contents. The game was released in Europe on September 2012, around the same time as ''VideoGame/TorchlightII''. No word on ''VideoGame/TorchlightII'', but didn't see the US release.

light of day in North America until a surprise release on Steam in December of 2015.

This is also not to be confused with the European board game Dungeon Lords, ''Dungeon Lords'', which takes more after ''VideoGame/DungeonKeeper''.

Changed: 6

Removed: 1014

Is there an issue? Send a MessageReason:
None


Before ''Dungeon Lords'', there was a quaint little trilogy of dungeon crawlers titled VideoGame/{{Wizardry}}. A programmer named Dave was tapped to design three games in the series. He helped design and code the fifth, sixth, and seventh games, which is notable because ''Wizardry 6'' completely redesigned the game engine and story to give it a sci fi feel.

to:

Before ''Dungeon Lords'', there was a quaint little trilogy of dungeon crawlers titled VideoGame/{{Wizardry}}.''VideoGame/{{Wizardry}}''. A programmer named Dave was tapped to design three games in the series. He helped design and code the fifth, sixth, and seventh games, which is notable because ''Wizardry 6'' completely redesigned the game engine and story to give it a sci fi sci-fi feel.



* DemonicSpiders: Literally. The starting area's enemies are mostly not too tough being rats, goblins, snakes (though they can poison you), bats and bandits, all of which are relatively easy for a neophyte character to handle. The giant scorpions are a bit tougher (and again have poison attacks) but handleable with care. However in one corner of the valley the game occasionally likes to spawn ''giant freaking spiders''. These are fast, hit hard, have poison attacks and are much tougher, taking lots of damage to put down. They will make ''mincemeat'' out of anyone not very skilled and/or lucky at this point. GenreSavvy players will lead them to the huts in the middle of the map as the spiders are too large to climb up the ramps letting you shoot them to death in safety.



* NamesTheSame: There's also a [[http://boardgamegeek.com/boardgame/45315/ boardgame]] called ''Dungeon Lords'', which is nothing at all to do with this game, having more in common with ''VideoGame/DungeonKeeper''. It's also very good.
Is there an issue? Send a MessageReason:
None


http://static.tvtropes.org/pmwiki/pub/images/Dungeon_Lords_Coverart_2430.png
[[caption-width:252: [[CoversAlwaysLie Don't be fooled]]: [[LighterAndSofter in game]] he looks more like [[Literature/HarryPotter Dumbledore]].]]

to:

http://static.[[quoteright:252:http://static.tvtropes.org/pmwiki/pub/images/Dungeon_Lords_Coverart_2430.png
[[caption-width:252:
png]]
[[caption-width-right:252:
[[CoversAlwaysLie Don't be fooled]]: [[LighterAndSofter in game]] he looks more like [[Literature/HarryPotter Dumbledore]].]]
Is there an issue? Send a MessageReason:
None


* DemonicSpiders: Literally. The starting area's enemies are mostly not too tough being rats, goblins, snakes (though they can poison you), bats and bandits, all of which are relatively easy for a neophyte character to handle. The giant scorpions are a bit tougher (and again have poison attacks) but handleable with care. However in one corner of the valley the game occasionally likes to spawn ''giant freaking spiders''. These are fast, hit hard, have poison attacks and are much tougher, taking lots of damage to put down. They will make ''mincemeat'' out of anyone not very skilled and/or lucky at this point.

to:

* DemonicSpiders: Literally. The starting area's enemies are mostly not too tough being rats, goblins, snakes (though they can poison you), bats and bandits, all of which are relatively easy for a neophyte character to handle. The giant scorpions are a bit tougher (and again have poison attacks) but handleable with care. However in one corner of the valley the game occasionally likes to spawn ''giant freaking spiders''. These are fast, hit hard, have poison attacks and are much tougher, taking lots of damage to put down. They will make ''mincemeat'' out of anyone not very skilled and/or lucky at this point. GenreSavvy players will lead them to the huts in the middle of the map as the spiders are too large to climb up the ramps letting you shoot them to death in safety.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

*ArtificialStupidity: Enemies are prone to getting hung up on terrain features and can't climb up the same small heights you can. This means you can often just use ranged attacks to kill them - it's tedious but safe.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* EarlyGameHell: Generally averted, however the spiders (see above) can lead to this and you are given ''one'' antivenom potion in a starting area where three different types of enemies can poison you, which of course damages you over time. As poison persists until cured (you can't wait out the damage) if you get poisoned more than once you'll have to either reload or spam healing spells/potions at a higher rate while you traverse the first dungeon proper until you can get to the city and buy more antivenom potions.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* DemonicSpiders: Literally. The starting area's enemies are mostly not too tough being rats, goblins, snakes (though they can poison you), bats and bandits, all of which are relatively easy for a neophyte character to handle. The giant scorpions are a bit tougher (and again have poison attacks) but handleable with care. However in one corner of the valley the game occasionally likes to spawn ''giant freaking spiders''. These are fast, hit hard, have poison attacks and are much tougher, taking lots of damage to put down. They will make ''mincemeat'' out of anyone not very skilled and/or lucky at this point.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* RespawningEnemies: To the point of idiocy. You can literally walk through a room and have enemies spawn in as soon as you walk out and enemies can literally appear out of thin air in front of you in some areas.
Is there an issue? Send a MessageReason:
None


Rather than list what went wrong with it, it's easier to describe the good things in this game. The character progression system is point and level based, meaning a wizard can buy wizard skills cheaper than armour skills but still get both--in practice, this means that characters become [[MarySue do it all mensches with ridiculous powersets]] by mid game. Combat is action based, with shield blocking and tactical movement being as important as stat growth. And the dungeons are immersive and interesting. Dungeon Lords is an inviting [[DungeonCrawl dungeon crawling]] experience.

to:

Rather than list what went wrong with it, it's easier to describe the good things in this game. The character progression system is point and level based, meaning a wizard can buy wizard skills cheaper than armour skills but still get both--in practice, this means that characters become [[MarySue do it all mensches with ridiculous powersets]] by mid game. Combat is action based, with shield blocking and tactical movement being as important as stat growth. And the dungeons are immersive and interesting. Dungeon Lords is an inviting [[DungeonCrawl dungeon crawling]] DungeonCrawling experience.
Is there an issue? Send a MessageReason:
None


This is also not to be confused with the European board game Dungeon Lords, which takes more after DungeonKeeper.

to:

This is also not to be confused with the European board game Dungeon Lords, which takes more after DungeonKeeper.''VideoGame/DungeonKeeper''.



* NamesTheSame: There's also a [[http://boardgamegeek.com/boardgame/45315/ boardgame]] called ''Dungeon Lords'', which is nothing at all to do with this game, having more in common with DungeonKeeper. It's also very good.

to:

* NamesTheSame: There's also a [[http://boardgamegeek.com/boardgame/45315/ boardgame]] called ''Dungeon Lords'', which is nothing at all to do with this game, having more in common with DungeonKeeper.''VideoGame/DungeonKeeper''. It's also very good.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

http://static.tvtropes.org/pmwiki/pub/images/Dungeon_Lords_Coverart_2430.png
[[caption-width:252: [[CoversAlwaysLie Don't be fooled]]: [[LighterAndSofter in game]] he looks more like [[Literature/HarryPotter Dumbledore]].]]

The story of ''Dungeon Lords'' is nothing less than a tragedy.

Before ''Dungeon Lords'', there was a quaint little trilogy of dungeon crawlers titled VideoGame/{{Wizardry}}. A programmer named Dave was tapped to design three games in the series. He helped design and code the fifth, sixth, and seventh games, which is notable because ''Wizardry 6'' completely redesigned the game engine and story to give it a sci fi feel.

Several years after ''Wizardry 7'', Dave formed a game development company named Heuristic Park. They developed a game for Windows called Wizards & Warriors (but not ''that'' ''VideoGame/WizardsAndWarriors''), followed up by this game.

So when the guy who reinvigorated the VideoGame/{{Wizardry}} series builds up his own production company to release what is billed as an epic action RPG experience, what kind of game is the result?

''The game that killed David W. Bradley's career.''

Version 1.0 of ''Dungeon Lords'' was [[ObviousBeta so buggy, so incomplete]], that it was described as "a new low for how incomplete a game can be and still get released". Quest items disappeared from your inventory at random. Your avatar would sink into the ground and get hung up on corners. Buttons on the character creation screen failed to work. Walking around could cause the game to become {{Unwinnable}}, and through no fault of the player.

Gradually Heuristic Park worked up to version 1.5 - Collector's Edition, which fixed many of the bugs and expanded the adventure to include multiple side quests and enhanced character creation options. The game was now playable. By then, ''Dungeon Lords'' had been critically panned, was a commercial failure, and on top of that there was no patch to 1.5 from 1.0, forcing players who bought the game at release to buy the same game but not broken.

Rather than list what went wrong with it, it's easier to describe the good things in this game. The character progression system is point and level based, meaning a wizard can buy wizard skills cheaper than armour skills but still get both--in practice, this means that characters become [[MarySue do it all mensches with ridiculous powersets]] by mid game. Combat is action based, with shield blocking and tactical movement being as important as stat growth. And the dungeons are immersive and interesting. Dungeon Lords is an inviting [[DungeonCrawl dungeon crawling]] experience.

For a time, a ''Dungeon Lords 2'' was in development, still trying to pioneer Bradley's vision. Development was put on hold indefinitely in late 2009, and that was the last anything was ever said of the matter.

Then in April 2012 came the surprise announcement that David W. Bradley is working on a remastered version of the game retitled ''Dungeon Lords MMXII''. It will sport updated graphics, reworked classes and new contents. The game was released in Europe on September 2012, around the same time as ''VideoGame/TorchlightII''. No word on the US release.

This is also not to be confused with the European board game Dungeon Lords, which takes more after DungeonKeeper.
----
!!''Dungeon Lords'' has examples of the following tropes:

* BlatantLies:
** The gypsy who tells you "you are a rare person indeed, in that you can shape your own destiny." Wrong! This game's plot is pure {{railroading}}, the only choices you really get are what skills to specialize in.
** The information on the Intelligence stat states that it reduces the experience cost for learning skills and spells. The problem? Spells aren't learned like skills -- they're treasure, usually picked up off the ground.
* BonusBoss: In the Tomb of Souls, if one has a key from the Naga Temple [[spoiler:from making sure a theif makes it out alive]], a door can be unlocked with a powerful monster in it.
* ClassAndLevelSystem
* GameBreakingBug: Loads of them, even in the "patched" version.
** One dungeon needs a {{plot coupon}} to enter; if you exit before completing the dungeon, you'll be permanently locked out of the dungeon, unable to go back in to retrieve the {{plot coupon}} inside.
** The legendary equipment needed to advance through the story is still breakable. However, the menu that opens for other equipment to let you repair it doesn't appear on this stuff, because that's also where the "drop" command goes; apparently they couldn't disable one without the other.
** Some quest items will eventually disappear after the boss drops them, but you can get sidetracked with random encounters showing up during the boss fight.
* LizardFolk: A playable race.
* MedievalEuropeanFantasy
* NamesTheSame: There's also a [[http://boardgamegeek.com/boardgame/45315/ boardgame]] called ''Dungeon Lords'', which is nothing at all to do with this game, having more in common with DungeonKeeper. It's also very good.
* OurDwarvesAreAllTheSame
* OurElvesAreBetter
* OurVampiresAreDifferent: Our vampires are [[ThatOneBoss So! HARD! TO KILL!]]
* SaveThePrincess: Inverted. The princess is betrothed to a dark wizard, but has fled the capital to avoid the arranged marriage. The hero must get her to come back in order to keep the wizard from marching to war with the kingdom.
* TheUnfought: [[spoiler:Molvar, the evil wizard mentioned a few times in the plot, is never actually fought. After chasing him down in the [[FireAndBrimstoneHell last dungeon]], he just gets one-shotted by a demon who you then fight.]]
* ThrivingGhostTown: Everywhere, most especially the capital.
* VancianMagic: Arcane magic functions this way.
* {{Wutai}}: Sorta. Walking around any of the medieval European cities, you can stumble across an eastern martial arts dojo, which is the only reference to an eastern culture in this game.
----

Top