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- PLEASE SELECT ONE:
- 1) NORMAL DIFFICULTY
- NORMAL CHARACTERS CAN VISIT MODULES I, II,
- III, OR IV. THEY ARE EASY TO GET STARTED
- BECAUSE THEY COME FROM UPPER CLASS FAMILIES
- AND BEGIN WITH MUCH MONEY AND GOOD HEALTH.
- 2) I CAN HANDLE ANYTHING DIFFICULTY
- THESE ARE TOUGH AS NAILS, GRITTY PLAYERS,
- WHO COME FROM THE STREETS WITH NOTHING.
- ONLY THESE TOUGH FOLKS CAN MAKE IT ALL
- THE WAY TO MODULE FIVE. THESE ARE VERY
- TOUGH TO GET STARTED, JUST RIGHT FOR THE
- ADVANCED PLAYER.
- 3) CONTEST DIFFICULTY (WIN 100 DOLLARS!)
- THE FIRST PERSON IN THE WORLD TO DEFEAT
- MODULE I WITHOUT SAVING WINS 100 DOLLARS!
- MORAFFWARE IS RUNNING A CONTEST TO SEE WHO
- CAN BE THE FIRST TO DEFEAT THE SHAREWARE
- VERSION OF DUNGEONS OF THE UNFORGIVEN!
- THE WINNER WILL RECEIVE A PRIZE OF 100
- DOLLARS! TO SUCCEED, YOU WILL HAVE TO PLAY
- THE CHARACTER FROM BEGINNING TO END WITHOUT
- SAVING. THIS IS TO ASSURE NO ONE CHEATS!
- IF YOU SUCCEED IN DEFEATING THE SHADOW
- DEMON QUEEN, YOU WILL BE GIVEN A SPECIAL
- CODE. THE FIRST ONE TO CALL US WITH THE
- CORRECT CODE WINS!
- HIT ANY KEY TO CREATE YOUR CHARACTER...
- CREATING A CHARACTER:
- DIFFERENT CHARACTERS HAVE DIFFERENT CAPABILITIES. IF THIS IS
- YOUR FIRST TIME PLAYING, YOU SHOULD PROBABLY SELECT THE RACE
- GIANT AND THE CLASS MAGE. GIANT-MAGES TEND TO BE EASIER TO
- KEEP ALIVE. WHEN THE COMPUTER ASSIGNS YOUR CHARACTERISTICS,
- YOU WILL HAVE THE OPTION OF KEEPING THOSE NUMBERS OR TRYING
- AGAIN. YOU MAY KEEP TRYING AS LONG AS YOU LIKE. A HIGH
- STRENGTH OF 25 OR 30 HELPS A LOT IN THE BEGINNING OF THE GAME.
- ADVANCED PLAYERS WILL FIND MANY INTERESTING COMBINATIONS SUCH
- AS MIDGET-WORSHIPERS, APE-WIZARDS, SHRIMP-FIGHTERS, ETC. EACH
- COMBINATION OFFERS ITS OWN SPECIAL CHALLENGES AND ADVANTAGES.
- HIT ANY KEY TO CREATE YOUR OWN CHARACTER...
- RACE SELECTION:
- PLEASE SELECT A RACE BY HITTING A NUMBER 1-8. LISTED BELOW
- ARE THE AVERAGE CHARACTERISTICS OF EACH RACE.
- RACE STRENGTH INTELLIGENCE WISDOM CONSTITUTION AGILITY LUCK
- 1) HUMANOID 14 14 14 14 14 14
- 2) APE 11 16 15 12 16 14
- 3) CHILDMAN 17 10 12 18 16 11
- 4) RODENT 12 11 11 16 22 16
- 5) HOBO 10 17 15 12 17 14
- 6) GIANT 20 10 10 18 10 13
- 7) MIDGET 10 18 12 10 18 21
- 8) SHRIMP 10 21 19 13 10 14
- PLEASE SELECT A CLASS BY HITTING A NUMBER 1-7:
- 1) FIGHTER: SIMPLE TO PLAY, CAN USE MANY WEAPONS, NO SPELLS AND VERY
- LITTLE MAGIC. SHOULD HAVE HIGH STRENGTH, AGILITY, CONSTITUTION.
- 2) WORSHIPPER: VERY POOR FIGHTER. CAN CAST MANY PRIESTLY SPELLS.
- INTERESTING TO PLAY, BUT REQUIRES VERY PEACEFUL ATTITUDE.
- 3) MONK: DOESN'T USE WEAPONS, CAN'T KEEP ANY ITEMS, MAGIC OR NOT. DEADLY
- WITH HANDS, AND HAS ABILITY TO CAST SPELLS WITHOUT SPELLBOOKS.
- 4) WIZARD: DOESN'T FIGHT WELL BUT GETS MORE SPELLS THAN ANY OTHER CLASS.
- SHOULD HAVE VERY HIGH INTELLIGENCE. GOOD FOR ADVANCED PLAYERS.
- 5) PRIEST: MODERATE FIGHTER WITH MANY DEFENSIVE AND SUBTLE SPELLS. SHOULD
- HAVE HIGH WISDOM, BUT ALL CHARACTERISTICS ARE IMPORTANT.
- 6) SAGE: POOR FIGHTER, POOR SPELL CASTER. GOOD FOR EXPLORING WITHOUT BEING
- NOTICED. GREAT AT ACCUMULATING VAST WEALTH. NEEDS HIGH AGILITY. THIS
- CLASS MUST BE PLAYED VERY CAREFULLY. NOT FOR BEGINNERS.
- 7) MAGE: COMBINATION OF FIGHTER AND WIZARD. VERY HARD TO START, BUT VERY
- POWERFUL LATER. NEEDS WELL-BALANCED CHARACTERISTICS.
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