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Dungeon Fighter Online

Characters

(Images are probably up to date, if arbitrary. Looks are separate from inventory and equipment in this game, with the exception of weapons and little things which visually identify a character's exact subclass, and I'm currently using whatever random avatar appearance was available.)
Screenshot cameo for
      DanaOtken
DanaOtken
Lvl.19 Female Witch
Got over being paralyzed over deciding on a subclass - thematically I best fit the Witch. I'll be taking my usual route of altitis with similarly-named characters. Battle-Mage will likely be my next subclass.
(Before July 2012, all mages from the United States were female, and I haven't tried their new spear counterparts yet. While in this game character backstories, training styles, and thus precise skill sets do change somewhat with gender, it's not something I care about much at this point.[1])


Finding me

DFO doesn't have named servers. It uses common storage for all game accounts and characters, with separate play channels distinguished by real-world geographical location and what in-game locations the channel is intended for players in it to be focused on. You aren't required to be in the "correct" channel for your activities. This can make locating somebody a bit difficult unless you share a common guild - and I'm not using them at present. As of Feb. 2012 I'd likely be in a U.S. West channel, either Grand Flores or Sky Tower.

General Notes

  1. Many of the significant quest lines, including introduction to your class trainer, aren't opened by speaking to NPCs. Be sure to check your "Quest Book" under the tab "Epic" and scroll to the bottom.
  2. When picking a subclass, you're warned that your currently learned skills and abilities will be cleared to let you rebuild from scratch. The very relevant information you aren't given: anything you could learn before picking a subclass will still be available to relearn afterwards. You needn't lose anything.

Notes - Mage - pre-18

  1. Don't be afraid to get in close. Your hand-to-hand skills may be basic, but they're adequate with practice. And at very low levels, your most reliable means of getting the ratings needed to unlock dungeon difficulties and pass certain quests is stick fighting. Projectiles are more likely to miss a moving target.
  2. Your defenses aren't bad either, abnormally good for a mage in an MMORPG. Learn to backstep, learn to cancel your attacks. Practice the dash attack to reduce the times you faceplant missing with it. If you find you can usually spot a bad situation developing on the ground with a second to spare, consider learning the jump buff so you can quickly cast it and float away to a clear spot.
  3. Make sure you can cast every spell you learn (Magic Missile excepted) without using the hotbar - they're more efficient that way, and monsters don't "read your input". Most spells producing projectiles can be aimed somewhat by holding a movement key during the casting animation - learn the differences.
  4. If you lean towards Elementalist, learn all four of the basic spells. Even if you plan to specialize in one element - or two - later. Each of the four closes a different hole in your basic attack and defense.
  5. At the lower levels, your most reliable "cheap tricks" against monsters (bot-class NPCs excepted) are:
    1. Magic Missile spam against anything lacking defenses against magic or frontal attacks. (You've got plenty of ways to deal with the latter, such as Shadow Cat Pluto or a high Jack Frost.)
    2. A summoning contract with Panzor Hodor. Too slow to really fight players or bot-class enemies by itself, and when using summons you have to watch for indirect friendly fire from them wrecking the battlefield, but summons can be surprisingly disruptive to AI, well out of proportion to their real threat.

Notes - Witch

  1. It isn't obvious, but the basic descending attack from the air and your new aerial weapon uppercut can (at least sometimes) each chain into the other if they hit. With the right positioning of a launched opponent against an area border you can get in a nasty aerial mini-rave.



[Footnote 1] For the curious, in the "main" world of the game, where the Fighter subclasses originate, due to historical and cultural values most formalized martial arts were designed for the female body, and so most dojo students are female, while most informal training groups (think rival street gangs with less of the criminal behavior) tend to take mostly men, some of whom last long enough to develop "shortcuts" to obtaining equivalents of the more esoteric disciplines. (As some women decide to supplement their skills by studying the dirtier forms of street fighting.) Interestingly, there seems to be more emphasis on lower-body strength and flexibility if you're male.

Likewise, in the high-tech world directly above (high enough above that it's not visible in the sky, and was at one time considered a myth) where Gunners and mechanics come from, the major empire happens to be something of a matriarchy, and it's very hard to impossible to get into the elite branches of their military if you aren't a woman. But as technical knowledge and widespread inventions are impractical (and/or counterproductive) for any large nation to keep secret, there are plenty of people who own weapons, may have informally learned engineering, and through wandering the world's lawless regions have honed the use of either or both to equivalent levels. Most of whom, having had a reason to isolate themselves from the predominant society, tend to be male. And if you're going to be carrying around all your equipment, upper-body strength somewhat makes up for not having access to the few heavy weapon systems (usually energy-based) still classified and restricted to military personnel.

From the average person's perspective in this setting (keeping in mind the average person isn't a combatant or nobility), there's no practical inequity between the sexes - certainly nothing approaching gender warfare - and even for the above cases, the aristocracy of talent and ability is still recognized. And I don't know yet how much NPCs treat your character differently. Given that a game based on a beat-'em-up engine pretty much was going to have at least subtle differences depending on a character's gender, I'm actually pleased they came up with interesting - and I don't feel offensive to the real world - reasons for them.

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