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* LeftHanging: The ending of Dungeon Master II indicates that Chaos is still around and is going to challenge Theron again, but no other games have been made. (Other than the Japanese one)
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* LiteralSplitPersonality: The Grey Lord miscast a spell at the beginning of the game, turning himself into Order (Lord Libralsus) and Chaos. One beats Chaos in the first game by fusing him with Lord Libralsus back into the Grey Lord. Although later games show it wasn't permanent.
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* NonEntityGeneral: Literally. The Player is Theron; the Grey Lord's apprentice; and you are invisibly guiding the PCs. The ending of the second game implies the same.
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* PhysicalGod: The Grey Lord, as one of the "High Lords."
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* CriticalExistenceFailure: Monsters fight at full effectiveness until they run out of hit points, whereupon they vanish in a swirl of smoke proportionate to their size. Player characters, however, ''can'' take localized injuries that impaired their abilities (in addition to having an ordinary "hit point" meter).
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* CriticalExistenceFailure: Monsters fight at full effectiveness until they run out of hit points, whereupon they vanish in a swirl of smoke proportionate to their size.size, except for the ones whose remains are edible. Player characters, however, ''can'' take localized injuries that impaired their abilities (in addition to having an ordinary "hit point" meter).
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* NonStandardGameOver: Try doing what the story within the manual says, and bring the firestaff back to Lord Librasulus on floor one - you get a very fiery case of YouHaveOutlivedYourUsefulness.
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* PuzzleBoss: Lord Chaos cannot be defeated in combat; you have to find the [[MacGuffin MacGuffin]] and the instructions on how to use it.
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* PuzzleBoss: Lord Chaos cannot be defeated in combat; you have to find the [[MacGuffin MacGuffin]] and the instructions on how to use it.it - [[spoiler:create flux cages around Lord Chaos, then use Fuse on him once he cannot move.]]
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* MoneyForNothing: Most of the gold and gems you find don't have any use.
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* RareCoins: Despite being a large dungeon filled with monsters, there's only the rare coin or gem. Most of these are used for puzzles, not for wealth or barter.
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* CopyProtection: With the Amiga and Atari ST version, there's the usual "fuzzy bit" disk check, but this is supported by a few cracking countermeasures. If they're triggered, all game animations will stop a few minutes after entering a new floor, and the party can get insta-killed simply by walking around (requiring the computer to restart). This becomes more significant in Chaos Strikes Back, because of the increased use of stairs.
to:
* CopyProtection: With the Amiga and Atari ST version, there's the usual "fuzzy bit" disk check, but this is supported by a few cracking countermeasures. If they're triggered, all game animations will stop a few minutes (seemingly after entering a new floor, floor), and the party can get insta-killed simply by walking around (requiring the computer a full restart rather than being able to restart). reload). The former could provide some benefit in certain puzzles where a door may close. This becomes may become more significant in Chaos Strikes Back, because of due to the increased use of stairs. cross-level activity.
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* LevelGrinding: You don't need any monsters around to do it. Swinging a melee weapon trains your Fighter level, throwing things trained your Ninja level, and casting spells trains your Wizard or Priest levels.
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* LevelGrinding: You don't need any monsters around to do it. Swinging a melee weapon trains your Fighter level, throwing things trained your Ninja level, and casting spells trains your Wizard or Priest levels. However, actually fighting a creature will increase the rate of your experience gain.
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** This does not apply to Chaos Strikes Back, as reincarnation will significantly reduce the character's stats before applying the minor attribute bonus.
* DoorToBefore: After the floor containing the firestaff is a stairwell that provides quick passage through the lower levels. Opening the stairs on a given level requires opening it from the outside with a skeleton key, except for the bottom-most floor which requires a winged key from the inside.
* DoorToBefore: After the floor containing the firestaff is a stairwell that provides quick passage through the lower levels. Opening the stairs on a given level requires opening it from the outside with a skeleton key, except for the bottom-most floor which requires a winged key from the inside.
* LockAndKeyPuzzle: There's plenty of locked doors, and the party needs to locate the various keys scattered throughout the dungeon. Some of these doors can actually be moving walls, and some of these locks require using gems or coins. As usual, they're consumed upon use.
* OpenSaysMe: Plain wooden doors may be hacked open. Two doors on the second level can be hacked open, one of which is opened by a gold key (a common key type in the early dungeon.)
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* TheReveal: The various scrolls on level 7.
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* TheReveal: The various scrolls on level 7.7, implying that Lord Order's intentions might not the best.
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* TacticalDoorUse: Players can open and close doors with a button on them, but most monsters cannot. Thus players can close the door to block access, or even exploit the damage from a door trying to close on a monster.
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* MutuallyExclusivePartyMembers: In the prison, two party members require finding an illusionary wall, and they are mutually exclusive. Additionally, picking one of the undead themed characters will prevent you from selecting one of these secret characters (but vice-versa isn't the case.)
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* FetchQuest: The quest is to retrieve the Firestaff, but you also learn that it isn't complete.
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* PointOfNoReturn: If you retrieve the Power Gem and complete the Firestaff, you can't return to the upper levels. However, you can throw the completed firestaff over the trigger that seals off the dungeon, and explore freely as desired.
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* CopyProtection: With the Amiga and Atari ST version, there's the usual "fuzzy bit" disk check, but this is supported by a few cracking countermeasures. If they're triggered, all game animations will stop a few minutes after entering a new floor, and the party can get insta-killed simply by walking around (requiring the computer to restart). This becomes more significant in Chaos Strikes Back, because of the increased use of stairs.
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* LevelGrinding: You don'tt need any monsters around to do it. Swinging a melee weapon trains your Fighter level, throwing things trained your Ninja level, and casting spells trains your Wizard or Priest levels.
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* LevelGrinding: You don'tt don't need any monsters around to do it. Swinging a melee weapon trains your Fighter level, throwing things trained your Ninja level, and casting spells trains your Wizard or Priest levels.
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Examples are not past. Unless the work has absolutely ceased to exist with even piracy not being able to preserve it, please write examples in the present tense.
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* ArmorPiercingAttack: Several monsters had armour-piercing attacks, and different armour had different resistance to being pierced.
* CriticalExistenceFailure: Monsters fought at full effectiveness until they ran out of hit points, whereupon they vanished in a swirl of smoke proportionate to their size. Player characters, however, ''could'' take localized injuries that impaired their abilities (in addition to having an ordinary "hit point" meter).
* CriticalExistenceFailure: Monsters fought at full effectiveness until they ran out of hit points, whereupon they vanished in a swirl of smoke proportionate to their size. Player characters, however, ''could'' take localized injuries that impaired their abilities (in addition to having an ordinary "hit point" meter).
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* ArmorPiercingAttack: Several monsters had have armour-piercing attacks, and different armour had have different resistance to being pierced.
* CriticalExistenceFailure: Monstersfought fight at full effectiveness until they ran run out of hit points, whereupon they vanished vanish in a swirl of smoke proportionate to their size. Player characters, however, ''could'' ''can'' take localized injuries that impaired their abilities (in addition to having an ordinary "hit point" meter).
* CriticalExistenceFailure: Monsters
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* DungeonCrawling: A single 14-level dungeon. The first level contained the "Hall of Champions", where you selected four of the 24 pre-generated characters to use as your party for the entire game.
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* DungeonCrawling: A single 14-level dungeon. The first level contained contains the "Hall of Champions", where you selected select four of the 24 pre-generated characters to use as your party for the entire game.
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* HealingPotion: The second spell the game provided the recipe for filled an empty flask in the caster's hand with one of these.
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* HealingPotion: The second spell the game provided provides the recipe for filled an empty flask in the caster's hand with one of these.
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* LevelGrinding: You didn't need any monsters around to do it. Swinging a melee weapon trained your Fighter level, throwing things trained your Ninja level, and casting spells trained your Wizard or Priest levels.
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* LevelGrinding: You didn't don'tt need any monsters around to do it. Swinging a melee weapon trained trains your Fighter level, throwing things trained your Ninja level, and casting spells trained trains your Wizard or Priest levels.
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* PuzzleBoss: Lord Chaos could not be defeated in combat; you had to find the [[MacGuffin MacGuffin]] and the instructions on how to use it.
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* PuzzleBoss: Lord Chaos could not cannot be defeated in combat; you had have to find the [[MacGuffin MacGuffin]] and the instructions on how to use it.
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* StandardStatusEffects: Poison. Not a major problem most of the time - the recipe for the Unven (cure poison) potion was provided on level 2, before you even met anything that inflicted poisoning.
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* StandardStatusEffects: Poison. Not a major problem most of the time - the recipe for the Unven (cure poison) potion was is provided on level 2, before you even met meet anything that inflicted poisoning.
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* UselessUsefulSpell: The "Zo Ven" spell turned an empty flask into a poison gas bomb. Unfortunately, the supply of flasks was strictly finite and there was nothing hard enough to kill that destroying flasks felt worthwhile.
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* UselessUsefulSpell: The "Zo Ven" spell turned turns an empty flask into a poison gas bomb. Unfortunately, the supply of flasks was is strictly finite and there was is nothing hard enough to kill that destroying flasks felt worthwhile.
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* GuideDangIt: Chaos Strikes Back was ''much'' less straightforward than the original game.
* OldSaveBonus: You could import your party from the original game. Not as useful as it sounded, however, since you could quite readily complete the original game with a party that CSB's monsters would just as easily wipe the floor with.
* OldSaveBonus: You could import your party from the original game. Not as useful as it sounded, however, since you could quite readily complete the original game with a party that CSB's monsters would just as easily wipe the floor with.
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* GuideDangIt: Chaos Strikes Back was is ''much'' less straightforward than the original game.
* OldSaveBonus: Youcould can import your party from the original game. Not as useful as it sounded, sounds, however, since you could can quite readily complete the original game with a party that CSB's monsters would will just as easily wipe the floor with.
* OldSaveBonus: You
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Edited description: Dungeon Master was not the first real-time WRPG, that was Dungeons of Daggorath in 1982 or possibly an earlier game.
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''Dungeon Master'' is a 3D [[ActionRPG action CRPG]] published in 1987 by FTL Games for the UsefulNotes/AtariST (and subsequently for a plethora of other platforms including MS-DOS and the UsefulNotes/CommodoreAmiga). It was the first WesternRPG to feature real-time 3D combat (predating ''VideoGame/UltimaUnderworld'' and even ''VideoGame/Wolfenstein3D'' by five years), while ''VideoGame/TheFaeryTaleAdventure'', released in the same year, was the first top-down action WRPG.
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''Dungeon Master'' is a 3D [[ActionRPG action CRPG]] published in 1987 by FTL Games for the UsefulNotes/AtariST (and subsequently for a plethora of other platforms including MS-DOS and the UsefulNotes/CommodoreAmiga). It was the first WesternRPG to feature real-time 3D combat (predating ''VideoGame/UltimaUnderworld'' and even ''VideoGame/Wolfenstein3D'' by five years), while ''VideoGame/TheFaeryTaleAdventure'', released in the same year, was the first top-down action WRPG.
UsefulNotes/CommodoreAmiga).
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* MythologyGag: One of the characters is named Zed of Banville. Zed is the default protagonist name in VideoGame/SunDogFrozenLegacy, and Banville is the name of the colony being built in the game.
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* NoBodyLeftBehind: All monsters disappear in a puff of smoke cloud upon death.
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[[quoteright:300:http://static.tvtropes.org/pmwiki/pub/images/dungeon_master.jpg]]
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* FauxFirstPerson3D
* FragileSpeedster: Giant wasps.
* FragileSpeedster: Giant wasps.
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* LightningBruiser: Giant scorpions.
* MacGuffin: The Firestaff and the Power Gem.
* MightyGlacier: Stone golems.
* MiniBoss: The red dragon edged into this territory.
* MacGuffin: The Firestaff and the Power Gem.
* MightyGlacier: Stone golems.
* MiniBoss: The red dragon edged into this territory.
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''Dungeon Master'' is a 3D [[ActionRPG action CRPG]] published in 1987 by FTL Games for the UsefulNotes/AtariST (and subsequently for a plethora of other platforms including MS-DOS and the UsefulNotes/CommodoreAmiga). It was the first WesternRPG to feature real-time 3D combat (predating ''VideoGame/UltimaUnderworld'' and even ''VideoGame/Wolfenstein3D'' by five years), while ''VideoGame/TheFaeryTaleAdventure'', released the same year, was the first top-down action WRPG.
to:
''Dungeon Master'' is a 3D [[ActionRPG action CRPG]] published in 1987 by FTL Games for the UsefulNotes/AtariST (and subsequently for a plethora of other platforms including MS-DOS and the UsefulNotes/CommodoreAmiga). It was the first WesternRPG to feature real-time 3D combat (predating ''VideoGame/UltimaUnderworld'' and even ''VideoGame/Wolfenstein3D'' by five years), while ''VideoGame/TheFaeryTaleAdventure'', released in the same year, was the first top-down action WRPG.
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''Dungeon Master'' is a 3D action CRPG published in 1987 by FTL Games for the UsefulNotes/AtariST (and subsequently for a plethora of other platforms including MS-DOS and the UsefulNotes/CommodoreAmiga).
to:
''Dungeon Master'' is a 3D [[ActionRPG action CRPG CRPG]] published in 1987 by FTL Games for the UsefulNotes/AtariST (and subsequently for a plethora of other platforms including MS-DOS and the UsefulNotes/CommodoreAmiga).
UsefulNotes/CommodoreAmiga). It was the first WesternRPG to feature real-time 3D combat (predating ''VideoGame/UltimaUnderworld'' and even ''VideoGame/Wolfenstein3D'' by five years), while ''VideoGame/TheFaeryTaleAdventure'', released the same year, was the first top-down action WRPG.
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''Dungeon Master'' is a 3D action CRPG published in 1987 by FTL Games for the AtariST (and subsequently for a plethora of other platforms including MS-DOS and the UsefulNotes/CommodoreAmiga).
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''Dungeon Master'' is a 3D action CRPG published in 1987 by FTL Games for the AtariST UsefulNotes/AtariST (and subsequently for a plethora of other platforms including MS-DOS and the UsefulNotes/CommodoreAmiga).
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''Dungeon Master'' is a 3D action CRPG published in 1987 by FTL Games for the AtariST (and subsequently for a plethora of other platforms including MS-DOS and the CommodoreAmiga).
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''Dungeon Master'' is a 3D action CRPG published in 1987 by FTL Games for the AtariST (and subsequently for a plethora of other platforms including MS-DOS and the CommodoreAmiga).
UsefulNotes/CommodoreAmiga).
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* ''Chaos Strikes Back'', a NintendoHard sequel-expansion released in 1989.
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* ''Chaos Strikes Back'', a NintendoHard sequel-expansion MissionPackSequel released in 1989.
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* CrutchCharacter: Any champion resurrected rather than reincarnated. They start with a few levels that make them quite strong in the early game, but the reincarnated characters soon catch up and end up stronger by the end.
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* ''Dungeon Master II: The Legend of Skullkeep'', released in 1995.
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* ''Dungeon Master II: The Legend of Skullkeep'', released in 1995.1993 in Japan and later in its home country.
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* ''Chaos Strikes Back'', a Nintendo Hard sequel-expansion released in 1989.
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* ''Chaos Strikes Back'', a Nintendo Hard NintendoHard sequel-expansion released in 1989.
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* ArmorPiercingAttack : Several monsters had armour-piercing attacks, and different armour had different resistance to being pierced.
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* ArmorPiercingAttack : ArmorPiercingAttack: Several monsters had armour-piercing attacks, and different armour had different resistance to being pierced.
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* NoExportForYou: ''Dungeon Master Nexus'' was only released in Japan.
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''Dungeon Master'' was a 3D action CRPG published in 1987 by FTL Games for the AtariST (and subsequently for a plethora of other platforms including MS-DOS and the CommodoreAmiga).
There are a number of sequel:
There are a number of sequel:
to:
''Dungeon Master'' was is a 3D action CRPG published in 1987 by FTL Games for the AtariST (and subsequently for a plethora of other platforms including MS-DOS and the CommodoreAmiga).
There are a number ofsequel:sequels:
There are a number of
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* ArmorPiercing: Several monsters had armour-piercing attacks, and different armour had different resistance to being pierced.
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* ArmorPiercing: ArmorPiercingAttack : Several monsters had armour-piercing attacks, and different armour had different resistance to being pierced.
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''Dungeon Master'' was a 3D action CRPG published in 1987 by FTL Games for the Atari ST (and subsequently for a plethora of other platforms including MS-DOS and the Commodore Amiga).
to:
''Dungeon Master'' was a 3D action CRPG published in 1987 by FTL Games for the Atari ST AtariST (and subsequently for a plethora of other platforms including MS-DOS and the Commodore Amiga).
CommodoreAmiga).
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fixing list
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''Chaos Strikes Back'', a Nintendo Hard sequel-expansion released in 1989.
''Theron's Quest'', released in 1992, which can be considered a "light" version of the original game.
''Dungeon Master II: The Legend of Skullkeep'', released in 1995.
''Dungeon Master Nexus'', a [[NoExportForYou Japan-only]] 1998 release.
''Theron's Quest'', released in 1992, which can be considered a "light" version of the original game.
''Dungeon Master II: The Legend of Skullkeep'', released in 1995.
''Dungeon Master Nexus'', a [[NoExportForYou Japan-only]] 1998 release.
to:
* ''Chaos Strikes Back'', a Nintendo Hard sequel-expansion released in 1989.
* ''Theron's Quest'', released in 1992, which can be considered a "light" version of the original game.
* ''Dungeon Master II: The Legend of Skullkeep'', released in 1995.
* ''Dungeon Master Nexus'', a [[NoExportForYou Japan-only]] 1998 release.
* ''Theron's Quest'', released in 1992, which can be considered a "light" version of the original game.
* ''Dungeon Master II: The Legend of Skullkeep'', released in 1995.
* ''Dungeon Master Nexus'', a [[NoExportForYou Japan-only]] 1998 release.
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It was followed in 1989 by a NintendoHard sequel-expansion called ''Chaos Strikes Back''.
to:
''Chaos Strikes
''Theron's Quest'', released in 1992, which can be considered a "light" version of the original game.
''Dungeon Master II: The Legend of Skullkeep'', released in 1995.
''Dungeon Master Nexus'', a [[NoExportForYou Japan-only]] 1998 release.
* FauxFirstPerson3D
* NoExportForYou: ''Dungeon Master Nexus'' was only released in Japan.
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----
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!!''The Legend of Skullkeep'' contains examples of:
* HumanPopsicle: The Champions appear to be cryogenically frozen.
* {{Magitek}}