The character classes are different enough to make sessions with them distinct experiences. Warriors and rogues do damage up close, rangers from a distance and wizards and conjurers from wherever they happen to stand. Each class is barred from using certain classes of weapons or armor, so there is always lots of stuff to sell. Once you get to a certain stage, money for potions or food ceases to be a problem. Each class has three unique skill trees, but, if you want, you can create a custom hybrid class that mixes skill trees from two classes.
Repetition is the game's great weakness. Din's Curse shows you almost everything it has in the way of threats after you've saved three or four towns. Even if you experiment with every class (something I advise, just to see how each one is powerful in its own right), you won't see the monsters adjust to what you are or the dungeon loot change to reflect the new adventurer.
But this repetition also makes it a great time killer. It is easy to sink hour after hour into Din's Curse and never really get bored even if the whole thing looks familiar. It's a game with easy charms in spite of its obvious flaws.
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