Class
Classes are occupations. Some races have the option of having more than one class simultaneously, but there are six basic options:
A variety of classes is needed in a party to get all of the skills needed for the adventure. Paladins will not join parties with evil characters. If you already have an evil party member you cannot generate a Paladin.
Alignment
Alignment is the philosophy by which a character lives and deals with the world. There are nine possible alignments, although a character's class may limit the selection. Paladins, for example, can only be Lawful Good. The choices are:
Evil characters cannot join parties with paladins. If you already have a Paladin you cannot generate an evil character.
Portrait
You must Select the picture, or Character Portrait, that represents the character in the game. During the game the position of the portrait on the screen indicates if a character is in the front or rear ranks of the party. Select the portrait to examine characters' Equipment Screens.
Select the arrows to display sets of portraits, and then Select your character's Portrait.
Ability Scores
Ability scores are generated for the character after you Select the Character Portrait. These are a summary of the character's natural abilities and faculties. Each character has the following scores:
These scores can be modified or generated again after you Select a portrait for the character. After attribute scores are generated options to keep or modify your character are displayed. REROLL generates a new set of ability scores for the character.
KEEP Accepts the character into the party.
Name your character after selecting KEEP and the new character will join the adventuring party.
Adventure Screen Elements
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View Window: This is your window to the world. Here you can see the area around your party, items lying in the dungeon, and attacking monsters.
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1. GATE: Gates occasionally block your path. Each gate may be different. For example, some you can open simply by pulling a lever or pressing a button, others may require a key or lockpick.
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2. BUTTON: Buttons and levers can be found on the walls near some gates.
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3. ITEM: Treasure, food, weapons, and other items can be found throughout the dungeon.
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4. MOVEMENT BUTTONS: These move and turn the party.
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5. COMPASS: This indicates the party's heading. Use the compass to maintain your orientation and to map the lower levels. The compass is replaced by the Spell Menu when characters cast spells.
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6. FRONT RANK CHARACTERS: These two characters are the only ones that can attack with melee weapons (swords, maces, etc.) or certain short range spells.
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7. REAR RANK CHARACTERS: These characters are away from the front line risks and can only attack monsters with ranged weapons (bows, darts, etc.) and spells. Rear rank characters can only be hit by monsters' melee attacks if the creatures are attacking from the sides or rear of the party.
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8. CHARACTER PORTRAIT: Select this to choose a character or view his equipment. If the Character Portrait is grayed, the character is unconscious. If it is replaced by a skull, the character is dead.
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9. SPELL EFFECT BOX: A colored line around a character shows that the character is affected by a spell. A dashed line shows that the character is affected by two types of spells. The color of the indicator describes the type of spell.
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10. NAME BAR: Use this to exchange positions of party members. Use one Name Bar and then another. The two party members will trade places.
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11. PRIMARY HAND: Generally a character carries a weapon in his primary hand. The character can hold anything in his Primary Hand that he can hold in his Secondary Hand. Use in-hand weapons to attack monsters.
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12. SECONDARY HAND: Generally a character carries a shield, secondary weapon, spell book, grail symbol, or miscellaneous item in his secondary hand. Only fighters, paladins and rangers can use a secondary weapon and even they suffer a penaly in combat. Use spell book icons or grail symbols to cast spells.
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13. WEAPON: Use in-hand weapons to attack monsters. This is identical for both melee and ranged weapons.
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14. SPELL BOOK: Use this icon to cast memorized mage spells. When you Use a spell book the compass is replaced by the Spell Menu. When the menu is displayed Select a Level Button and then the spell.
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15. SYMBOL: Use this to cast cleric spells. To cast cleric spells USE a symbol and the compass is replaced by the Spell Menu. When the menu is displayed SELECT a level button and then a spell. Paladins invoke their natural healing ability as they would a cleric spell.
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16. HIT POINT BAR: This displays the character's current condition. Color changes indicate the character's status. To display hit points as a numeric value Select Bar Graphs ON/OFF from the Preferences Menu under the Camp options.
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17. CAMP BUTTON: Select this to rest the party, memorize spells, and heal the party. The camp menu also allows you to save the current game, quit, or make adjustments to game