Dungeonborne Classes Guide

Main splash screen for new extraction game Dungeonborne.
Source: steampowered.com

With extraction shooters still making a mark on the multiplayer world, certain developers are trying to offer some interesting alternatives like Dungeonborne.

As the name would imply, Dungeonborne foregoes modern-day combat, instead opting for a medieval setting where melee weapons dominate the battlefield. The game is very similar to Dark and Darker, although it does have a faster pace and a more intricate combat system. Don’t expect the complexity of Chivalry or Mordhau, though, all you get opposed to Dark and Darker is a parry and block system that functions pretty well. Alongside that, you have seven classes, each with their unique set of active abilities and passives. Keep in mind that the game is currently in Alpha, so the information in this guide is bound to change over time.

Basic Combat Tricks

  • When fighting in melee, movement is extremely important. Due to the differences in speed amongst classes, keeping your opponent at a distance can work wonders.
  • Don’t rush when in combat. Take your time and pay attention to your enemy’s moves. Instead of spamming the attack button focus on blocking/parrying.
  • Don’t forget about the special attacks that your weapons have. Most weapons have a unique attack that will be unleashed when you charge up your main attack. Most of these attacks can be used to close the gap to your opponent, so don’t hesitate to use them.
  • Always be mindful of your surroundings and any AI enemies. The game has quite a lot of dark corners where even an enemy that is not a stealthed rogue can easily hide.

Fighter

The Fighter is the main tank class of the game, being able to wield almost any weapon (with the exception of staves) while wearing plate armor. This means that he can take quite a beating since he also has the most starting HP out of any character, with the main downside being how slow he is.

  • Whirlwind – this skill can only be used while wielding a two-handed sword. It will force your character into a pretty long animation where you spin like a madman while inflicting damage every second in an area around you. If used correctly, this can make short work of classes with lower HP like the Rogue or the spellcasters. Just keep in mind that once you start, there is no going back, so misusing it could put you at a disadvantage.
  • Rush – since you’re the slowest class in the game, Rush is there to help you close the gap with your enemies. Using it will charge your character forward, allowing you to get into melee range faster.

Priest

The main healer of the game, the Priest works best when in a team. You can still have some success while playing solo, but your weak damage output will make it hard to deal with certain classes. On the bright side, you can buff and heal yourself, so you can save up on potions and bandages. Your worst enemies will be spellcasters since you don’t have a lot of damage output and your only option is to engage in melee.

  • Divine Guidance – your bread and butter heal, Divine Guidance will restore a small amount of HP to one of your allies. If you’re not targeting an ally, you will instead heal yourself. Sustained casting will increase the amount healed. Your character needs to wield a staff in order to use this skill.
  • Divine Protection – a self-buff that will shield you from a fair amount of damage while also increasing your movement speed. This can be used to get in or out of a fight depending on the situation.

Rogue

No fantasy game would be complete without a backstabbing lunatic which brings us to the Rogue. While being the fastest class in the game, the Rogue has low survivability and will struggle in prolonged fights. Your ideal fight will start with a backstab from your daggers followed by quick stabs aimed at the head. Engage on your terms and be careful of closing the gap against certain classes like the Fighter or Death Knight.

  • Petrifying Poison – by coating your melee weapon with poison, your next attack on an enemy target will Petrify them for ten seconds. During this time they are fully immobilized and invulnerable. Any damage inflicted on the target will break this effect. This can help you get out of a bad situation or set up a target for a finishing backstab.
  • Vanish – no Rogue class would be complete without Stealth, and Vanish is just that. Your character will be invisible for 15 seconds and any attacks made while stealthed will be guaranteed critical hits. Keep in mind that while AI will be completely oblivious to you, players can still hear your footsteps and see a visible outline.

Swordmaster

An interesting character class, the Swordmaster does a bit of everything. He can wield two-handed swords as well as a sword and shield. His abilities allow him to keep enemies at bay while also dealing a lot of burst damage from a distance. While both abilities are pretty strong, both of them consume swords when used. The Swordmaster has four extra slots where he can hold these swords. If you’re interested in a decent melee character that can also deal ranged damage the Swordmaster was built for you.

  • Psionic Blades – this skill allows you to charge up to four swords from your inventory and shoot them toward your enemies. These swords can pack quite a punch while also healing you with every hit. Keep in mind that these swords have a travel time so landing your shots is not a guarantee.
  • Whirling Blade – this skill will summon a single sword from your arsenal that will spin around you for eight seconds while inflicting melee damage. This is a great way to keep pesky rogues at bay when they’re trying to backstab you.

Death Knight

The last of the melee-focused classes, the Death Knight is a force to be reckoned with. He thrives in the midst of combat and can deal quite a large amount of AoE damage. His main weakness is that none of his skills help with his survivability, instead focusing on offensive capability.

  • Soul Shroud – your character will be surrounded by a ring of unholy power, inflicting shadow damage to any nearby enemies for the duration. This will be your bread and butter after you close the distance, giving you an edge when fighting in melee.
  • Grasp of the Grave – you will fire a spectral chain that will pull your target to you if you manage to hit. The target will also be dealt a small amount of shadow damage.
A closeup of a Death Knight swinging his sword in Dungeonborne.
Source: steampowered.com

Pyromancer

One of the two spellcaster classes, the Pyromancer is obviously focused on inflicting fire damage to his opponents. While you can deal a ton of burst and AoE damage, you will need to carefully position yourself. This can prove troublesome due to your slow movement speed though.

  • Pyroblast – your classic Fireball spell, you will hurl a fiery boulder towards your target. Channeling the spell will increase your damage output. On top oof that you can also aim your house at other fire sources around you to further enhance this spell’s damage output. You will require a staff in order to cast.
  • Fire Blast – your only solution for keeping enemies at bay, Fire Blast will spew forth flames in a ring-shaped pattern, pushing enemies back and reducing their movement speed for a while. Always be ready to use this against a Rogue that has gotten to close or a Death Knight that just pulled you next to him.

Cryomancer

The Pyromancer’s cold-hearted brother, the Cryomancer focuses on slowing and damaging his enemies while also having quite a bit of survivability. If you’re fond of spellcasters that slowly whittle their opponents down while keeping a distance, the Cryomancer might be for you.

  • Ice Storm – summon a mobile blizzard effect that will keep expanding while dealing cold damage to your enemies. Enemies that are caught too long in it will become frozen giving you a chance to put some distance between yourselves.
  • Ice Barrier – when you find yourself in a dire situation, Ice Barrier is there to help. By using this skill you will encase yourself in ice. This will turn your character immune to any form of damage while also regenerating HP over time. You can willingly end the effect at any time.