Underworld Details
Take a trip back to the early adventure gaming days!
But there will also be allies. Elves, dwarves and a misanthropic gnome will help you make the difference. Items of power you will find or be awarded along the way, your priest, paladin and sorcerer’s 40 spells, your rogue’s ability to assassinate, your archer’s infallible accuracy with missile weapons, and your knight’s resistance and strength will ultimately enable you to match the demon’s power.
All of this, combined with a large underworld, three towns, fast game mechanics, traps, treasure vaults, crypts, lairs and other surprises along the way will keep you on edge for dozens of hours before the final showdown. There is also a twist in the end…
The following information will help you pass the starting curve quickly.

Creating your party.
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.

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.
Classes
Knights

Paladins

other level (level 2 spells are learned at level 7, level 3 spells are learned at level 9…).
Archers

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.
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

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

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

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

Elf

Dwarf

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.
Entering the Underworld.
Your journey begins in the Gladiator’s Inn at Highnest. Note that signing in to an Inn in one of the three towns saves the game (there is no other way to do that).

But if things get out of hand, never forget that there is always the option of running from a fight. It doesn’t always work but in some cases your best chances of survival lie in a strategic retreat.
Once you have gained some strength and are comfortable in Highnest, you can fulfill the first quests, and thus take your first steps that will ultimately take you to legendary fame and fortune… Or an untimely demise.
Quests can be viewed in the (Q)uest log. If you have trouble remembering where you got a quest, you will be able to find it on your (M)aps as important places and characters you run into are automatically flagged there and added to a legend on the right. The map that is opened by default is the one representing the area you are in. To view another map, (Z)oom out and select another with the arrow keys, then press Enter. Note that only maps representing areas that you have previously visited are available.

Combat

- other combat options only appear when the situation requires it. Awa(k)en is only available if one or more characters are asleep (due to an enemy spell / effect or an encounter that occured while your party was resting).
- other options still will appear but not be available (they appear in gray) if the required equipment or components aren’t available. (B)lock requires that a shield be equiped (blocking increases protection and passes a turn). (S)hoot requires that a missile weapon be equiped. (M)agic requires at least 1 SP. Although 1SP is enough to have access to the spell book, each spell has its own requirements and will be grayed if they aren’t met.
Characters with a dangerous or disabling condition are marked with a (*). More details are available if you (V)iew character when their turn comes. But if they are completely disabled, their turn never comes until the condition is cured. Viewing the (C)haracter list may be necessary if you missed what the character was affected by.
Spell Points, Runes and Holy Water
Spell casters have a maximum number of spell points (SP), which are entirely replenished during (R)est, given the caster has one food and one water unit available (the same goes for HP). Maximum SP is increased with each new level and depends on spirit points for priests and intelligence points for sorcerers.
Runes are required by many sorcerer spells. Sorcerers will find them on mystical creatures that the party has defeated. They are not physical items that can be stored, but rather mystical patterns that can be memorized. Sorcerers can memorize one rune per intelligence point. They therefore have limited storage capacity. Sorcerers should consider the cost of a spell before casting.
Holy water is to priests what runes are to sorcerers. Priests create holy water themselves, out of regular water, using the level 1 spell Holy Water (which costs 1 SP and 1water unit per holy water created). Like runes for sorcerers, there is a limit to how many units of holy water a priest can carry. All party members are limited to 40 units of food and water. Priests are no exception, and a unit of holy water counts as a unit of water.
Casting spells
The spell book is accessible to spell casters during combat, given they have at least 1 SP, or outside of combat through the character inventory panel. If your priest is 5th in line, pressing 5 while adventuring will open his / her inventory, and the (M)agic command will open the spell book.

The first step once the spell book is open is to select the spell level (this is the second exception mentioned above, – spell levels that aren’t selected are grayed but active whereas the selected spell level is white). You may either (C)ast a spell, in which case you will then be asked to choose the spell in the list of available spells, or (D)escribe a spell, which provides a short description of what each spell does, as well as what it costs.
The above screenshot shows the final stage when casting a level 1 healing spell, where you will be asked to select the character you wish to cast it on.
Experience and levelling

Once you have reached a certain level of experience, you can visit a training facility to obtain the next level given you can afford the cost. Note that spell casters learn new spells every other level (1,3,5…) until they have learned level 5 spells.
Inventory management
Characters can (G)ather food, water or gold. While food and water storage is limited to 40 per character, gathering may lead to having more. If such is the case, the party will not be able to continue travelling until each character abides by the limitation. There is no limitation to the amount of gold a character can carry.
Characters can (S)hare food, water and gold. Sharing distributes evenly (or as close to evenly as possible). Food and water are dispatched much like a deck of cards – one by one until all is distributed. Gold is split instantly. Sharing is a good way to ensure that no one exceeds the 40 food or water limit and enable the party to start moving again.
Characters can (T)rade food, water, gold or items. Trade is misleading in the sense that it is actually giving, and an actual trade is not required.
If an item is available in the character’s pack, the (E)quip, (D)iscard and (U)se options are enabled. Likewise, if an item is equiped, (P)ack, (D)iscard and (U)se are enabled.
Injury and Death
Characters that run out of HP will be knocked out. If any further damage is done onto them beyond this point, it will kill them. Death being much more difficult to cure than unconsciousness, be sure that you do not let your characters remain unconscious too long. Most foes will happily deal the killing blow if they are given the opportunity.
Also keep in mind that some conditions will harm your character during rest. If a character is unconscious and poisoned, he or she will not make it past the night.
If a condition is beyond your priest / paladin’s skill to heal, temples in towns will offer treatment for a price.
The Challenges You Will Face
Travelling

(Q)uests: A list of quests you have been asked to fulfill during your travels.
(M)ap: A map of the current area you are visiting. Only squares you have seen will be visible. When viewing the map, you may (Z)oom out and then select another map of an area you have previously visited.
(S)earch: A thorough search of the area.
(U)nlock: This option only appears if you have tried to go through a locked door. Rogues are best qualified to open locked doors.
(R)est: Characters with at least one unit of food and one unit of water will use them to recover all HP and SP, given their condition allows it (poison and disease will considerably harm characters during rest). Some conditions (both harmful and positive) will disappear during rest.
(C)haracters: an overview of your party and each character’s condition(s), as well as a list of spells affecting the party as a whole.
(O)rder: Use this to have two characters switch places. Remember that position 1 is most exposed to attacks, and that position 6 is least exposed.
(1-6): You can select a specific character to view attributes and values, how many food, water, runes or holy water the character has available, the inventory and its options, the spell book (if applicable) and the character’s primary and secondary conditions.

(ESC) starts closing the game (after confirmation). You will be able to come back to the point where you last saved the game by signing into an inn in one of the three towns.
Interaction

Remade, and the development of future projects!
You can also download a demo, but please note that you will have to start the game over if you buy the full version. I would love to make it free, but that would make future projects virtually impossible to complete!
Thanks in advance for your support!
Charles
www.classicgamesremade.com