You start the game with an empty roster, and only one possible option: creating a (N)ew character. Throughout the game, when you see a letter in parenthesis, this indicates an option. If the text is gray, that option will usually be disabled. There are two exceptions to this, and the first is on the roster page. Two of the three towns are grayed, but the option to go from one to the other is active. In this case, the white indicates the town you are in, as opposed to the two grayed towns in which you are not.
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When you first start out, going to the two other towns is useless because you have no characters there, and new characters can only be created in the first one.

The second exception is the spell book (more on that below). 

Once you have selected the creation of your first (N)ew character, you  (R)oll the dice to generate a value for each attribute. If you are satisfied with the result, you may then select one of the available classes, a race, a gender and validate. At this point, all that remains is picking a name for your character. You are all set to create the next one. 

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underworld create character

Once you have enough characters, you constitute your party by selecting a character’s letter and then (A)dding him or her to your party. The order in which you add characters determines the order they will be aligned in, but that (O)rder can be changed anytime while adventuring. Characters can also be selected and (R)emoved from party. 

You have complete freedom to constitute your party as you please, but it is recommended to have representation of  the 6 classes and 4 races on board, as they each bring one or several useful and complementary attributes. 

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Classes

Knights

Knights bring strength and resistance to the party. They will generally inflict the most damage with a melee weapon, have more hp and armor and thus be able to withstand the most damage. They are therefore prime candidates to be located at the head of the party (position n°1).

Paladins

Paladins have the same qualities knights do, but with slightly lower values. They compensate this with their future ability to learn priest spells. Paladins access level 1 priest spells when they reach level 5. From that point on they progress much the same way priests do, learning the next spell level with every other level (level 2 spells are learned at level 7, level 3 spells are learned at level 9…).

Archers

Archers have considerably less strength and resistance than knights and paladins do. Moreover, they are limited to chain armor at best (they cannot wear plate armor).

They compensate these shortcomings with extreme reliability with missile weapons. While their blade wielding counterparts will withtake and inflict more damage, archers never miss with their bows or slings. 

Shooting can furthermore inflict critical damage (while melee attacks cannot). 

In many close combat situations, they will prove themselves capable of making the difference. 

Note that archers are the only class that is capable of using a missile weapon against an opponent that is within hand-to-hand combat range. 

Rogues

Rogues have a very useful ability to become unseen during combat. This allows them to strike their target exactly where they want to as they will not be able to see the blow coming, and therefore will not be able to defend their weak spots.

This allows the rogue to circumvent the opponent’s armor. 

This isn’t always necessary, as some foes have little or no armor. But against some that others seem unable to inflict substantial damage to, rogues may be the only class capable of ensuring victory. 

Note that rogues must have all their health points to be able to enter stealth mode. If you’re bleedin’, ya can’t hide. 

Rogues are also very proficient lock pickers, which in the towns as well as the Underworld will prove more than useful. 

Priests

Priests wield  healing magic. This makes them very useful companions, as the Underworld is riddled with poison, disease, traps and foes that will readily kill or disable members of your party.

Their ability to understand and manipulate the essence of life also makes them formidable foes to the undead. 

The priest is, however, a weak combattant, and a fragile one. They
are to be located near the back of the party, where they are least likely to be targetted by enemy blows. 

Sorcerers

Sorcerers, like priests, are petty combattants and fragile targets. They wield the arcane arts and manipulate the elements, as well as the fabric of time and space.

They are, by far, the most powerful asset to deal damage against enemy targets. But they can crumble like a deck of cards at the slightest blow. 

Races

Human

Humans, being the most down-to-earth of the four races, excell in their ability to resist magic that affects the psyche.
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Elf

Elves, creatures of nature, resist poison and disease. They are least likely to be affected, and if they are, will suffer less damage from the affliction.
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Dwarf

Dwarves are accustomed to long nights of ale drinking and copious feasting. This makes them particularly resistant to sleep.
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Gnome

Gnomes, being the shy creatures that they are, are most prone to dissimulation and thievery. 
There is also gender, but that has no incidence on character statistics.

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