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FAQ/Strategy Guide by Scared0o0Rabbit

Version: 2.00 | Updated: 11/23/14

Dungeons of the Unforgiven FAQ by Scared Rabbit

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

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Contents:
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#      Topic                            Status                    Quick Ref ID
1. Using this FAQ                     ***100%***                        [UFAQ]
2. Version History                    ***100%***                        [VERH]
3. About the Game                     ***100%***                        [ABGM]
4. Object                             ***100%***                        [OBJC]
5. Controls                           ***100%***                        [CNTR]
6. Setup                              ***100%***                        [SETP]
---A. Windows                         ***100%***                        [SWIN]
---B. Linux, Etc.                     ***100%***                        [SLIN]
---C. OS Independant Dosbox Tweaks    ***99%***                         [DBTW]
7. Building your Character            ***95%***                         [CBLD]
8. Getting Started                    ***100%***                        [STRT]
9. General Tips                       ***95%***                         [GTPS]
10. Sections of the Game              ***100%***                        [SCTN]
---A. Monster Information             ***100%***                        [MONT]
---B. Module I                        ***100%***                        [MOD1]
---C. Module II                       ***100%***                        [MOD2]
---D. Module III                      ***100%***                        [MOD3]
---E. Module IV                       ***100%***                        [MOD4]
---F. Module V                        ***100%***                        [MOD5]
11. Combat Mechanics                  ***100%***                        [COMT]
12. Quick Reference                   ***99%***                         [QREF]
---A. Puffballs                       ***100%***                        [PFFB]
---B. Potions                         ***100%***                        [POTN]
---C. Spells                          ***100%***                        [SPLL]
---D. Spell Descriptions              ***100%***                        [SPDS]
---E. Magic Items                     ***100%***                        [MITM]
---F. Boss Rewards                    ***100%***                        [BSSR]
---G. Leveling Tables                 ***100%***                        [EXPT]
---H. Weapon Tables                   ***100%***                        [WEPT]
---I. Armor Tables                    ***100%***                        [ARMT]
---J. Level Up Table                  ***100%***                        [LUPT]
13. How to Cheat                      ***95%***                         [CHET]
---A. Cheating with File Moving       ***99%***                         [CEDA]
---B. Cheating with Hexeditors        ***5%***                          [CEDB]
---C. Cheating with Memory Manip.     ***100%***                        [CEDC]
---D. Cheat Engine With Dosbox v.74   ***100%***                        [CEDD]
---E. Cheat Engine With Dosbox v.72   ***100%**                         [CEDE]
14. Contact Info                      ***100%***                        [CINF]

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[UFAQ]***1. Using this FAQ***  ***COMPLETED***
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This FAQ is setup in such a way that the sequence of characters in the
brackets after each topic should only be used in 2 places in the whole FAQ,
the table of contents and the heading for that section. If there's a specific
place you want to go in the FAQ you can do a search for the sequence of
letters after the topic in the table of contents and go straight there.

This FAQ is not a walkthrough. This is more of a guide on how to survive and
thrive in the dungeon as most of the game is very random (incidentally, the
game isn't random at all, as the maps are always the same for each character,
and if you cheat you will find that the monster map is always the same!)
Hopefully you, the reader, will find this helpful.

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[VERH]***2. Version History***
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2.00 11/22/2014 Finally incorporated a lot of information Tehtmi has provided
from disassembling the executable. This results in a complete rewrite of the
building your character section; some changes to the experience tables section;
and the addition of weapon tables, armor tables, and a combat mechanics
section. This has been a huge update. I'm thinking I might actually try and
beat the game legit this time. It can be done, I've heard from people that
have done it!

1.63 11/20/2014 Fixed a change of all double spaces after a period to single
spaces, bringing the style more in line with modern writing styles. This
version not uploaded to gamefaqs.

1.62 11/20/2014 Rewrote the whole cheating section. This is in preperation to
try and include info on hex editing as another method of cheating. This
version not uploaded to gamefaqs.

1.61 11/19/2014 Fixed a typo. Contact info updated. I've received a few emails
since my last update asking about things and providing additional information.
I'm going to work on including that in this FAQ over the next couple of weeks.
This version not uploaded to Gamefaqs.

1.60 01/16/2011 Spell descriptions. Did I mention spell descriptions?  Also,
there are now spell descriptions. I've also added a cheat engine memloc for
age. Also added a tip to the end of the tips section.

1.53 01/03/2011 Well I've found a whole slew of new memlocs for you guys to
have fun with, including several things that I didn't have in my original list
of cheats!  I've also cleaned up the setup section a little bit to get rid of
some details that weren't really necessary for the FAQ. Enjoy!

1.52 12/25/2010 Started playing again, *SIGH*, and as such I'm back to working
on this FAQ. I've cleaned a few areas up, reworded a few things that were a
little awkward, fixed some typos, made some references to dosbox 0.74 (the now
current version). I may even get around to posting some new memlocs in the
next version, if I don't get fed up with this game again too soon!

1.51 08/12/2010 I received an interesting bit of knowledge in my inbox from
Yoshi Dragon. It's now found in the general tips section, and will be the last
tip in that section as of this update. I'm also putting a few words of warning
in the running the game in Linux section. I fixed a couple more typos and I
reworded a few things.

1.50 12/10/2009 The setup section has undergone a complete rewrite to reflect
the fact that SVGA support can now be achieved with the official version of
DosBox as of version 0.73. Some additional instructions for getting the game
runnng in Linux (Ubuntu in particular) are now included. I've also included
several OS independant tweaks you can make to DosBox that help the experience
of playing DotU. I've removed all information, including the memlocs for cheat
engine, that pertained to running this game in the CVS version of DosBox
(which is how the game was run in SVGA mode before). Added another small
comment to the about the game section. I've also fixed some typos and spelling
errors I found in this document.

1.25 05/04/2009 Received some information from Omeganian that has lead me to
a forum that has instructions for getting the game running in SVGA mode.
Instructions will be added for doing so and I'll get the memlocs for the new
method of running the game started with this version. More memlocs in the next
version, I promise.

1.06 02/15/2009 Received some information has been contributed to the
experience section. I've added the first four level experience requirements
for the I can handle anything difficulty and the first 7 levels of normal
difficulty. This is a minor update.

1.05 01/06/2009 I received some clarifications and comments from Porticulo so
I'm including them in this update. Other than that, there have been no
significant changes in the contents or layout of this version.

1.0 01/03/2009 Well this is likely my last update unless someone else sends me
something to update. I've added some information to the cheats for use with
Cheat Engine. This update will have the spell information. It's been fun, this
was my first FAQ, and it's certainly been a learning experience. Thank you to
everyone who's read this, all 67 of you at this point lol!

.85 12/22/2008 It seems you can get this running fairly decently in dos box.
Read more about it in the setup section. This version is going to be uploaded.
Assuming no one sends me any contributions this will be my second to last
update.

.81 - 12/22/2008 This is an even more minor update detailing how windows xp
won't let you use cheat engine with this game. Version .82 will likely
concentrate on getting this game running better in dos box, with my last
update sometime after that to do spell tables. I will most likely not choose
to upload this revision to gamefaqs.

.80 - 12/22/2008 This is a minor update. The only change is the announcement
that I've figured out how to get Cheat Engine running with this game. I've
made a trainer using cheat engine that I can provide through email if anyone
wants it (I can also provide the cheat tables). Keep in mind this will only
work when running the game in dos box (mega slow), but it's progress at least.
The next update will have my last attempt at getting cheat engine working with
the built in dos emulator in windows xp and/or the spell tables.
EDIT: 11/19/2014 THE TRAINER IS NO LONGER AVAILABLE.

.75 - 12/21/2008 WOW, talk about a big update!  Basically the game is done.
What's left is to fill in the spell tables (which will be a chore). Anything
else that gets contributed to this FAQ will probably have to come from outside
sources, because I'm not going to do the whole Exp chart, I have no more tips,
I don't know any other methods to cheat, I've told the best way to build a
character in my opinion, and I don't know how to get this game running in SVGA
mode on a modern computer. I will of course include and credit anyone who
sends me anything I've missed in this FAQ. This version will be uploaded very
late at night, with the final version with the spells to come sometime over
the weekend.

.25 - 12/20/2008 Module 3 completed. Module 4 started.

.20 - 12/19/2008 Module 2 complete. Module 3 started. Neoseeker.com added as
an authorized host. More magic items and boss rewards added to the list.
Gamefaqs will be sent this update.

.12 - 12/18/2008 Module 1 complete. Module 2 started information.  Started
adding the magic items.

.11 - 12/17/2008 Potions and Puffballs sections are now completed. Basic data
for all sections of module 1 are in place, with some text from game added.
Boss details for all module 1 bosses are complete. Module 2 data will begin
to be added in the next update as well as the completion of module 1 data.

.10 - 12/15/2008 Format changed to reflect the changes gamefaqs.com requires.
Added various bits of information throughout the whole FAQ. Started an
Experience chart section. Update number changed to reflect a major release
(in that it's been accepted by Gamefaqs).

.002 - The first version of this file that is being made public. Some errors
fixed, some formatting done. Some additional sections partially filled in.

.001 - The first Version of this file. This is a rather ambitious FAQ, and in
this first release it will be nowhere near complete. Currently the only
sections with data are the contents (subject to change), Using this FAQ,
Contact Info, and How to Cheat. I will be updating this guide as I explore
the game more fully. This version will likely not be released as I'm going to
confirm a few pieces of data before releasing it in the next version.

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[ABGM]***3. About the Game***  ***COMPLETED***
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Dungeons of the Unforgiven is the third game in a trilogy of dungeon crawlers
by the company Moraffware. The game was released in 1993, and much like the
name suggests this game is rather unforgiving. Dungeons of the Unforgiven is
much more difficult than the previous two games in the series and can be
incredibly frustrating.

Essentially there is no story in this game. After creating your character you
pop into existence on the first floor of the dungeon with a brief blurb about
whatever class you've chosen. That's about it. As you wander the dungeon you
will get messages from the boss of whatever section you're in taunting you,
and when you enter town you'll get a message about how your level compares to
the rest of society (or the lack thereof in this game).

Additionally there is no sound or music in this game. The graphics are very
dated, even for when the game was released. Despite that, it's still a good
way to kill time and challenge yourself to a good old fashioned dungeon crawl.

I originally played this game back in 1993 as a shareware title I had
downloaded from a BBS. I assume if you're reading this FAQ, then you've got
some familiarity with DOS games, and therefore probably with shareware. I've
played it off and on that whole time, and never once finished it!  So
hopefully with this FAQ as something to help drive me, I'll finally finish
this game. Note: Yes I did finally finish the game because of this FAQ.

You can still purchase this game from Moraff at
http://www.softwarediversions.com/catalog/index.php (formerly moraff.com).
DotU goes for $10, but can be purchased as part of a multi-game pack
with its two predecessors for a significant discount if you want all three
games.

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[OBJC]***4. Object***  ***COMPLETED***
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While the true object of the game is to beat the final shadow monster on the
final level of the final module, the game doesn't really end there. Therefore
I consider the object of the game to be to explore and to get unbelievably
rich and powerful through the slaying of countless monsters... and rainbow
colored trashcans with legs.

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[CNTR]***5. Controls***  ***COMPLETED***
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This game can be played with the mouse and/or the keyboard. I'd highly
suggest learning the keyboard controls because it will be much easier to play,
and quicker to get around.

I believe these are all the keys that do something, but if they aren't please
feel free to let me know and I'll update the FAQ.

Movement:

Forward:                            Up arrow key
Turn Left:                          Left arrow key
Turn Right:                         Right arrow key
Turn Around:                        Down arrow key
Up Ladder:                          U
Down Ladder:                        D
Dig Tunnel:                         T

Interacting with Monsters:
Fight:                              F
Auto-Fight:                         Ctrl-F
Wait:                               Enter

Using Items and Magic (in and out of battle):
Cast Spell:                         C
Use Item:                           I
Select Armor:                       A
Select Weapon:                      W
Lose Item:                          L

Viewing status screens:
View Prep Spells in Effect:         1
View Money:                         M
View Stats:                         V
Experience Needed:                  E
View items (Pockets):               P
Expanded Map:                       X

Help Screens:
Help:                               H
Section Info:                       S

Options Menus:
Options:                            O
Graphics:                           G

Misc Stuff:
Zoom view:                          Z
Enable/Disable Mouse:               Escape

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[SETP]***6. Setup***  ***COMPLETED***
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This section of the FAQ is now divided into two separate sections. The first
section pertains to getting this game running in a modern Windows environment
and the second pertains to getting this game running in other environments
(with a heavy emphasis on distributions of Linux similar to Ubuntu).

No matter which method you use to play this game, do yourself a favor and
make sure you only play it in 256 color mode!  16 Color mode looks terrible,
though B/W mode looks acceptable if you're using a B/W monitor for some reason
(I did play this for a while on a 486 laptop with a monochrome display!).

This section will end with a section about modifications you can make to your
dosbox.conf file to help with issues present in the game and to make the game
run at an acceptable speed.

------------------------------------------------------------------------------
[SWIN]---A. Windows--- ***COMPLETED***
------------------------------------------------------------------------------

Back in 1993 when I played this game on my 486, I had a graphics card that
had one of the supported chipsets. This meant that I could play the game in
SVGA mode with high-res graphics and 256 color!  Awesome, right?  Well there
are now two methods for running this game in a windows environment, and only
one of them will let you experience the true glory (or lack there of) of this
games graphical prowess.

Method A (Windows XP and older only, Vista and Windows 7 32 bit haven't been
tested, the error message I receive in windows 7 64 bit leads me to believe
it might work in 32 bit systems, but why would you bother when you can use
method B, which is far superior?):

You can just run the unforgiv.exe file. That's right, the game will just run.
It will only run full screen, you won't be able to take advantage of some of
the methods for cheating (see the appropriate section), and you won't have
SVGA graphics. However, the game won't take up quite as much CPU to use, you
don't have to download and install any other programs, and you don't have to
edit any config files to get the game running using this method. The only
graphics modes you will be able to get working are 2-7, don't even bother
trying the other modes, you will only be wasting your time.

When you first run the game you're asked to choose a graphics mode. On a
modern computer, it's likely that only modes 2-7 will work. I typically
choose 5, because any of the higher resolution lower color options tend to
look terrible.

Method B (Preferred method!):

This method gives you the option of using a memory editor (such as Cheat
Engine), allows you to play in a window if you like, and is required to play
with SVGA graphics. This is the method I recommend if you aren't afraid to do
a little bit of easy leg work first.

You can download Dosbox (version 0.73 or higher if you want SVGA graphics)
from http://www.dosbox.com/ and install it. Once you've installed it you
will need to figure out where the dosbox.conf file is located (likely in 
the directory you installed the game to) you'll want to do the following:

DosBox does not mount any of your hard drives when it starts. This means
that every time you start DosBox, you need to mount your hard drive. You can
automate this by finding the section of the conf file that says [autoexec] and
specifying the following items below the comment right below it:

mount c c:
cd\<path to game, for instance cd\unforg>

then if you want the game to automatically run when you start dosbox you could
include the following lines after the previous ones:

unforgiv
exit

This will cause the game to run automatically when you start DosBox, and then
close DosBox automatically when you finish running the game!

1. Search (probably ctrl+f) for machine=svga_s3. You need to change this
line to say machine=svga_et4000 instead.

See section [DBTW] OS Independent Dosbox Tweaks for additional ideas for
improving your experience with this game.

------------------------------------------------------------------------------
[SLIN]---B. Linux, etc.--- ***COMPLETED***
------------------------------------------------------------------------------

Unlike in a Windows Environment, you will not (likely) be able to run this
game natively on your machine. WINE allows you to run the .exe file, however
it doesn't do much past the screen that allows you to select your graphics
mode. This is where DosBox comes in. At the time of this writing version
0.73 is available for Windows, Gentoo, Ubuntu, Mac OS X, and Solaris 10 -
sparc. Verison 0.72, which will work, just without SVGA support, is available
for FreeBSD, Fedora Core, and OS/2. The source code for 0.73 is available on
the website, so in theory you could compile it for your own system if you have
the know-how, but that is beyond the scope of this FAQ. Additionally, there
are even older versions available for some other operating systems. The game
MAY work in some of these older versions as well, but I have not tested it.
UPDATE: 0.74 is alive and kicking on Linux and Windows at the very least.
Outside of these operating systems your mileage may vary.

First things first, you need to get DosBox installed on your pc. Different
operating systems have different methods for doing this, in the event that
you're on Ubuntu you would simply install it with the Ubuntu Software Center
(Synaptics is what it was called in earlier versions I believe) or in a
terminal you can do a sudo apt-get install dosbox.

Once you have dosbox installed you may or may not have a config file. If you
do not have a config file, you can have dos box generate one for you in the
directory that it will attempt to load it from by default by doing the
following:

1. Open DosBox.
2. type the following: config -writeconf dosbox.conf
3. Exit DosBox by typing exit

Once you have found and opened your dosbox.conf file you should do the
following:

DosBox does not mount any of your hard drives when it starts. This means
that every time you start DosBox, you need to mount your hard drive. You can
automate this by finding the section of the conf file that says [autoexec] and
specifying the following items below the comment right below it:

mount c <path to game, for instance ~/unforg>

then if you want the game to automatically run when you start dosbox you could
include the following lines after the previous ones:

unforgiv
exit

This will cause the game to run automatically when you start DosBox, and then
close DosBox automatically when you finish running the game!

A word of warning though: I have started playing this game twice in dos box on
Ubuntu (Dosbox v0.73). Both times I have cheated to start with a high amount
of luck (so as to find a ring of regeneration earlier in the game). Both
times at some point I've had my experience change to NaN (Not a Number), which
basically means that my experience has for some reason either changed to a
number beyond the variables ability to handle it or more likely changed to
something that isn't a number at all. This may have been a result of my
having cheated for a higher luck (though I never encountered this issue in
v0.72 on windows while cheating or not, but I've never tried v0.73 with or
without cheating on windows), or it may be a result of just having used linux.
I would suggest that if you're going to play in linux that you download the
scanmem tool, and using that find the memory address for experience every time
you play, that way if it changes to NaN you may be able to reset your
experience to an actual number. If your experience changes to NaN you won't
be able to find it with scanmem to change after the fact. If you get NaN
experience you won't be able to gain more experience, and if you try and level
up at an inn, you will instantly die and get a game over. I'd also suggest
backing up your character extremely often. The first time it happened to me
I was in section 1 of module 1, the second time I was in section 2 of module
1. You have been warned!

------------------------------------------------------------------------------
[DBTW]---C. OS Independant Dosbox Tweaks--- ***COMPLETED***
------------------------------------------------------------------------------

The following list of tweaks have all been confirmed present and helpful for
DosBox version 0.73 and 0.74 (and later versions as well I would assume).
Some of these may be present in older versions, but I know for a fact that
tweak number 1 is not present in official builds prior to version 0.73.

1. Search (probably ctrl+f) for machine=svga_s3. You need to change this
line to say machine=svga_et4000 instead. This allows you to use graphics
modes 8, 9, and A. Once you select one of these modes you need to specify
your chipset. You want to select the first chipset option.

2. This game can use the mouse (I prefer not to however). One irritating
thing DosBox tends to do is trap the mouse (which can be useful for some games
just not this one). If you would like to stop it from doing this you need to
search for autolock=true and change it to autolock=false.

3. If you want to play the game in a windowed mode, but you don't like the
choices of resolution you can edit your dosbox.conf file to the following:

a. Find the line that reads windowresolution=original and change it to read
windowresolution=<resolution you want, for instance 800x600>.
b. Find the line that reads output=surface and change it to read
output=opengl or output=overlay it may take some experimenting to see which of
these settings works best for you. On my laptop I found surface to work much
better, but either change gave me a noticeable performance hit.
c. Find the line that reads scaler=normal2x and change it to read scaler=none.

My laptop has a screen resolution of 1024x768, so if I want 256 color graphics
that aren't tiny in a window, this is the only method that works. 640x480 or
800x600 are the settings I'd recommend as the game isn't exactly pretty. Your
mileage may vary.

3. For some reason the auto settings for CPU just don't seem to work that
well for this game. It tends to run poorly, and changing your output mode
from surface tends to make this even more apparent!  In the past (without
changing the output mode) I've suggested changing the cycles to a large
number, however I've played with things a bit more and figured out how to
squeeze much more performance out:

a. Search for the line that reads core=auto and change it to read
core=dynamic.
b. The next line down should read cputype=auto, you need to change that to
read cputype=pentium_slow.
c. Finally the line that says cycles=auto should be changed to
cycles=fixed <whatever number works for you, for instance 24000>

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[CBLD]***7. Building your Character***
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There are two difficulty settings. Only the I can Handle Anything difficulty
is able to access the last module of the game. This is largely irrelevant if
you're playing the shareware version of the game, as you can only access
module 1 in the shareware version. The differences in difficulty come down to
two different things. The experience curve is heftier in I can Handle Anything
and the combat is a little tougher. To see just what these differences are you
can look at the experience tables and combat mechanics sections.

There are essentially only 3 different classes to choose from when starting
a new character that aren't so ridiculously hard that it's pointless to play:
Wizard, Mage, and Priest. Mage and Priest are probably the easiest to play
because they've got some combat skills and can use decent armor. In the past
I've primarily played a mage, but have recently jumped to playing a priest
because of the availability of the resist disease spell and how early you can
get resist poison. For a first time player, I would suggest a priest.

Tehtmi has provided the following information about how starting HP and SP
are calculated for the various classes.

Starting HP is calculated as:
+Constitution
+Constitution / 2
+Luck / 2
+Random number between 0 and 6
If normal difficulty: +25
If fighter or sage: +random number between 0 and 38

Starting SP table:
Class:     |Starting SP
Fighter    |0
Worshipper |(Wiz * 2 + Int) / 4
Monk       |1 + (Wiz + Int) / 17
Wizard     |(Int * 2 + Wiz) / 7
Priest     |(Wiz * 2 + Int) / 8
Sage       |(Int + Wiz) / 18
Mage       |(Int * 2 + Wiz) / 12

You also get to pick from several races. Each race has it's own "base" stats.
I typically pick the midget because I like those stats the best. Many others
prefer the childman, but if you make it past the point where every single
fight is a life or death struggle it doesn't much matter in the grand scheme
of things which you choose to start with.

Porticulo contributes:
"The biggest difference I notice between the races is the height you view the
dungeon scenes and monsters from, although they all mysteriously see a wall
the same improbable way when beside one. I always think it's funny being a
giant and seeing the foes suddenly dip down when you get near them. Especially
when they have neighbors who continue standing normally."

Thanks to Tehtmi we can finally see the stat breakdown of the starting races.
Each race gets 60 points randomly distributed among the stats: Strength,
Intelligence, Wisdom, Constitution, Agility, and Luck.

Race:    |S: |I: |W: |C: |A: |L: |Height:|Weight: |Age:    |Total Stat Points:
Humanoid |5  |5  |5  |5  |5  |5  |84     |123-142 |15-24   |90
Ape      |1  |6  |5  |2  |6  |4  |64     |72-87   |10-19   |84
Childman |7  |0  |2  |8  |6  |1  |56     |90-109  |8-17    |84
Rodent   |2  |1  |1  |6  |12 |6  |24     |54-65   |30-39   |88
Hobo     |0  |7  |5  |2  |7  |4  |48     |54-65   |130-139 |85
Giant    |10 |0  |0  |8  |0  |3  |116    |360-490 |30-39   |81
Midget   |0  |15 |2  |0  |8  |11 |36     |19-21   |35-44   |96!!!!!!
Shrimp   |0  |11 |9  |3  |0  |4  |28     |90-109  |17-26   |87

As you can see, it looks like the midget is a good go to class. They rely on
dodging attacks instead of having high hp, but after surviving the initial
gameplay they look like they could be very powerful.

Re-rolling your character really only has 1 advantage: you can change the sex
of your character. Really, it doesn't matter, but that way at least you can
choose whether you're favorite name, say Fred for instance, will be male or
female.

Design your character essentially takes a few points away from each of the
stats in the most recent roll and lets you redistribute those points.

The general consensus seems to be that you want 22 strength or so, and then
the rest into intelligence and wisdom. I tend to disagree, I think Dexterity
(or Agility as it's called in other portions of the game) is extremely
important. Dexterity affects how often you get hit and how often you can hit
things. Despite being a magic casting class, I tend to pick strength and
dexterity over intelligence and wisdom when starting. Note: Since originally
writing this FAQ I've played around with the game a bit more, and I want to
make sure you don't discount strength as a necessity for survival. If you
have low strength you won't hit hard enough to kill anything, and your
equipment may weigh you down too much even! I think ideally you probably want
to shoot for at least 20 strength and 20 dexterity/agility, with then as many
points into luck and constitution as possible. Luck lets you find those
necessary healing items, and constitution starts you off with high HP. Luck
also plays a part in combat, which makes it doubly useful.

Starting Rubles are calculated as:
Random number between 5 * Luck and 6 * Luck - 1
If normal difficulty: +Random number between 500 and 599
If normal difficulty and Luck > 10: 
     +The product of three random numbers between 1 and (Luck - 10)

Starting Magic Crystals are calculated as:
If not fighter:  2 * Luck
If not fighter: +random number between 0 and (Lucky * 5) -1

It's worth noting that when picking a character, the Sage class is presented
in such a way that it looks like you gain experience just for exploring.
This is not the case. Also, it's worth noting that the Monk is probably
the hardest class due to the lack of items (including the rings of
regeneration), armor, and weapons (though they do get a minor bonus to
defense). The fighter may be the second hardest class due to the total lack of
magic (except from items).

\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
[STRT]***8. Getting Started***  ***COMPLETED***
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

As soon as you start playing it's best to pop up the nearest up ladder and
look for a store  (blue square). I typically buy a knife and then if I can
afford it some leather armor. After that I typically don't ever buy any more
armor or weapons. You'll find the short sword, long sword, and great sword
(only useable by fighters) from killing things before too long. The same can
be said for armor. There are no monsters in town so head on down a ladder.

Once you've got that, it's time to head out and try not to get killed. Until
you're confident about your ability to stay alive (through practice or
leveling) you should stick to this first level of the dungeon. It's probably
best to try and avoid any diseased or poisoned monsters until you have at
least enough money to pay to be cured at the temple (yellow squares in town).
This costs 300 or 500 depending on if you are poisoned or diseased. At such
a low level it's probably also a bit dangerous to be taking on any of the
enemies with super HP like the Garbage Cans and Giant Balls.

I typically wander around the first 2 levels of the dungeon until I've got
enough experience to hit level 5 before staying at the inn. During that time
I try and buy as many magic crystals and culture stock as I can afford. Your
first night at the inn does not require any culture stock.

\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
[GTPS]***9. General Tips***
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

While playing the game you'll encounter several different events after killing
a monster. The 3 most common events are finding a cup of health (which
restores some random amount of health), finding a shimmering ball of thought
(which restores 1 SP), and/or finding Greater American Dollars (which is
money). Sometimes you do find weapons or armor, or even more rarely you find
a magic item.

Cups of health are what will keep you alive until you find a ring of
regeneration. If you find that you're getting low on health, it's best to go
up a few levels and fight weak enemies to find the cups of health and
shimmering balls of thought. Then you can come back down and fight harder
things).

Money comes in 2 forms in this game: Greater American Dollars and Rubles. GAD
can't be spent on anything and must be converted to Rubles. This can be
accomplished at any bank (the orange squares in towns) by selecting option 1.
GAD is converted to Rubles in a 100:1 ratio. For most of the game you will
essentially be broke, get used to it. On the plus side, all the weapons and
armor are fairly cheap by comparison. It's worth noting that the amount of
GAD you get from killing things is tied to the level of the dungeon you're on,
the lower down you go the more you get. You're first big jump in the amount
you get is going down from section 1 to section 2.

When you gain enough experience to level up in this game you don't
automatically level up. You have to go sleep at an inn to level up. Choosing
when to level up can be a very serious decision. There are three things that
go up exponentially in price as you go up in levels: Cost of staying at the
Inn, Culture Stock, and Magic Crystals. When you stay at an inn you need
a certain number of culture stock to not age. Aging in this game causes
a lowering of stats. Additionally, for every SP you are missing you need
a magic crystal for it to be refilled over night. Most people suggest buying
up as many magic crystals and as much culture stock as you can as early as
possible, because it's going to get ridiculously expensive to buy as you go
along.

It's worth noting that the levels don't all line up. As a result, if you go
up or down a ladder there's no guarantee you're only going up or down 1 level.
Sometimes ladders are only 1 way also, so keep that in mind when changing
floors. Pitfalls and digging work the same way, and you can find yourself
falling several levels at a time. Monsters can walk right over pitfalls.

Helping children is important. You can help children at the temples in town
(green squares). The benefits for helping children maxes out at 100 children,
giving you a significant discount to items and staying at the inn.
Unfortunately, this discount is given in the form of a refund, so you still
need just as much money to sleep at the inn or buy an item, but you will get
a large chunk of that money back.

In a pinch, if you're playing the full version of the game, you can hop into a
teleporter for another module and it will teleport you to another module's
town. This can be a good way to get back up to the top if you need to in
a hurry. I've only experimented with Modules I and II, but there always
appears to be at least 1 portal to other modules from within town, so you can
use that to get back to the previous module if you weren't ready for the next
module yet.

If you are near an enemy always 'wait' for the enemy to come to you by hitting
enter. If you come to the enemy then it gets a first strike in. This is
even more useful if you have a ring of regeneration (or more than 1). The
game seems to only check to make sure you don't have more than the max amount
of health when you move or when you get healed. As a result, it's possible to
start a fight with more health than the max leading to a faster recovery
later. Pressing enter can be used as a nice breather for healing without
having to move around. If you are down health and having a RoR and don't see
any monsters around, it's usually safe to hit enter a whole bunch of times to
get your health back up to your max before moving on. If you hit enter while
next to an enemy the enemy will attack you!

Related to the tip above, if you walk through a door, there could be an enemy
on the other side of the door waiting to hit you when you walk through (and
up to it). Pressing enter several times before you walk through a door is
usually a good idea. Also, before you walk through a section with multiple
doors in a row, remember that if an enemy follows behind you, you could become
stuck and need to travel up or down to get unstuck!

If you have too many items for your strength enemies may be able to hit you
multiple times per your turn. It's usually best to keep no more than 1 armor
and 1 weapon around at a time. Extras can be dropped by using the Lose Item
command.

Once you get the spell power weapon 3, most of the enemies can be taken down
ridiculously easy.

Ascend spells don't work below the 64th level.

I pretty much find it a waste of perfectly good SP to cast an attack magic
spell. If you've got a power weapon spell you're going to get a lot more bang
for your buck out of that than casting a direct damage spell. Because of this
I like to pick a character that gets priest spells. The priest spell book
gets the power weapon spells sooner and has many more spells that aren't
direct damage than the mage spell book.

Yoshi Dragon has reported that life drainers outside of section 1 module 1
(Sustrontima) won't actually drain experience from you if you are level 0.
Using this knowledge you can go down and fight water elementals, which aren't
very strong, if you pump your agility up at character creation. This way you
can get a lot of money, potions, and experience early on. I would add that
you should be extremely careful using this method as there will be plenty of
other things down there that can kill you at early levels, so you will be
doing lots of running away.

There is no age death in this game. I've investigated this by using a memory
editor to set the age variable to the max that it can hold, and it's not any
different than when you are considered old for your race. Additionally, I've
set the age to numbers below zero and zero itself, which also didn't result
in death.

Finally, from Tehtmi we get the chances that any newly created monster will be
a specific type:

1/20 chance of a random puffball (all 12 are equally likely)
Otherwise, 1/7 chance of a blocker (garbage can or giant ball)
Otherwise, 1/15 chance of level drainer
Otherwise, 1/12 chance of generic diseased/poisoned monster (all 8 are equally
likely)
Otherwise, one of the 3 basic monsters for the section (all equally likely)

\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
[SCTN]***10. Sections of the Game***
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

In this section you can find information about the various areas of the game.
Additionally information on the various monsters can be found in this section.

Before we delve into the individual areas of the game, we need to define some
information about monsters and talk about monsters that can be found in all
areas of the game. Monsters are of a specific type, which can be seen below.

Monster
Type:    |Defense:|Power:|TypeHP:|Speed:|Text:
0        |26      |3     |200    |6     |"What an annoying monster..."
1        |2       |2     |200    |8     |"It is blocking your way"
2        |2       |2     |2      |16    |"This one will change you..."
3        |10      |5     |8      |10    |"You smell poison, watch out!"
4        |10      |5     |8      |10    |"This monster looks diseased!"
5        |30      |50    |50     |55    |"You found me! Can you beat me?"
6        |15      |10    |10     |15    |"This is an average Joe (Jill)"
7        |20      |8     |16     |55    |"Look out! This one is fast!"
8        |24      |40    |22     |5     |"Run away! This one is nasty!"
9        |15      |10    |10     |13    |"This one drains experience!"
A        |40      |15    |20     |5     |"This one is massively armored!"
B        |12      |50    |17     |25    |"This critter's weapon is evil!"
C        |30      |15    |20     |5     |"This one breathes fire!"
D        |20      |15    |30     |5     |"This one breathes ice!"
E        |20      |38    |26     |45    |"This is a powerful monster!"
F        |10      |5     |8      |10    |"This creature drains strength!"

Monster hit points are calculated with the following formulas:
[2 + rand(1 + {TypeHP * Level}) + rand(1 + {TypeHP * Level})] / 2
If shadow monster: + (20*Level)
If shadow monster and section >= XVIII: Double result

The following monsters can be found on any floor besides 0 (town):
Name:              |Type:|Exp:|Notes:
Giant Garbage Can  |0    |x3  |
Giant Ball         |1    |x3  |
Puffball           |2    |x1  |Special stat-affecting attack
Poison Flask       |3    |x5  |Poison Attack
Poisoned Druggie   |3    |x5  |Poison Attack
Chemical Bomb      |3    |x5  |Poison Attack
Poison Toxic Waste |3    |x5  |Poison Attack
Flask of Disease   |4    |x5  |Disease attack
Diseased Druggie   |4    |x5  |Disease attack
Biological Bomb    |4    |x5  |Disease attack
Can of Toxic Waste |4    |x5  |Disease attack

With that out of the way, we'll tackle each monster as we come to its section.

------------------------------------------------------------------------------
[MOD1]---B. Module I--- ***COMPLETED***
------------------------------------------------------------------------------

Section 1 of Module I is made up entirely of female warriors (besides the
generic enemies that are everywhere). The boss, despite some typos that
indicate otherwise, is the Shadow Gargalon. The Shadow Gargalon can be found
on the 5th level of the dungeon and defeating her rewards you with an item
that permanently increases your max HP by 30!  This section is by far the
easiest section. Every section of the game has at least 1 level draining
monster type in it. In this section, the level draining monster only drains
30 experience and not a whole level. Once you get beyond section 1 of Module
I all level draining monsters drain whole levels.

The in game description is as follows: "You've reached the Gargonian portion
of this dungeon... This area is dominated by tough, evil, part human, part
beast monsters which will try to defeat you!

Enemies unique to this section:
Gargalon: Part human part snake and all evil. This creature line in dark
 corners of the dungeoun [sic] awaits for its prey. Related to the harpey.
[sic]
Type: 6 Exp: x1

Lesdidian Warrior: This ferocious woman comes from a race of all women
warriors that live in the dungeoun [sic]. She is a quick, agile, and deadly
opponent.
Type: 6 Exp: x1

Harpey: This psychotic creature hails from an ancient race of a magical
inbreed of human-bird-animal. Harpeys are often found near Lesdidians.
Type: 6 Exp: x1 

Sustrontima (Experience Drainer): This nasty person thrives on other
creature's life force. Come to think of it, your life force will do nicely!
Type: 9 Exp: x4 Note: Drains 30 Exp

Shadow Gargalon (Boss): She is the leader of Section I. She commands all
other local inhabitants, and will be a worthy opponent if you succeed in
finding her.
Type: 5 Exp: x16

******************************************************************************

Section 2 is made up of elemental type enemies. The fire elementals have
a weapon that can REALLY hurt so watch out. Also, the water elemental is
a level drainer and will drain a whole level from you if they hit you. How
level draining works is that it knocks you back to the previous level AND sets
your experience back to the base experience for that level. If you're level
10, but have enough experience to get to level 15, then you're hit not only
will you then be level 9, but you'll only have the experience necessary to be
level 9, OUCH!

The in game description is as follows: "You are entering Elemental Section.
The monsters in this area are related to the old planet Eart [sic]. They were
born from Eart[sic], Wind, water, and fire.

Enemies unique to this section:
Fire Elemental: This flaming monster emits so much heat it is hard to get NEAR
it!  Its flaming sword is very harmful to humans like yourself.
Type: B Exp: x2

Stone Elemental: This creature is slow and overbearing, and its blows are
extremely powerful. It is at home in stone corridors and rooms.
Type: A Exp: x2

Wind Elemental: It is believed that this creature evolved from a thing called
a 'storm' on the old planet Eart[sic]. No one knows how it got here.
Type: 6 Exp: x1

Water Elemental (Level Drainer): Quite simply, your worst nightmare. This
evil being is strong, powerful, intelligent and worst of all, already dead.
Good luck.
Type: 9 Exp: x5 Note: Drains 1 Level

Shadow Elemental (Boss): This is the leader of the Elementals. This nasty
creature is capable of defeating even the most powerful adventurers, so be
careful!
Type: 5 Exp: x16

******************************************************************************

Section 3 is made up of "Evil Flying Creatures". The default colors in this
section are kind of hard on the eyes. This area is basically the same as the
previous section with different graphics and harder enemies.

The in game description is as follows: "Welcome to section III of Dungeons of
the Unforgiven!  This area is inhabited by evil flying creatures which hope to
carve you up and dispose of you!"

Enemies unique to this section:
Vulture of Death: This is a skillfull fighter, who will fly around at high
Speed, hacking away at its enemies. It is often found near were rat-bats.
Type: 7 Exp: x1

Flying Spectra: These monsters gain their magical flying abilities by the
Grace of the shadow vulture. This helps create loyalty in this section.
Type: 6 Exp: x2

Striker: This monster is called a Striker because of it's highly accurate
Striking ability. You should not let it gets it's claws into you!
Type: B Exp: x3

Were Rat-Bat(Level Drainer): This undead bird will make your skin crawl just
by its mere presence. When it is near, the temperature seems to drop about 20
degrees.
Type: 9 Exp: x5 Note: Drains 1 Level

Shadow Vulture (Boss): The leader of the flying creatures, this evil beast
Uses it's magical powers to control it's followers.
Type: 5 Exp: x16

******************************************************************************

Section 4 is more of the same in most ways, except that everything has
evolved to survive in a watery environment. It's worth noting that at some
point in this section it becomes impossible to dig a tunnel to a floor below
or to use the floor slosher. This can lead to you becoming very stuck if you
don't have a spell or spell item to cast an ascend, descend, or relocate
spell. This is the last section in module 1 and in the shareware version of
the game. The Shadow Demon Queen is on level 20, however there are 4 or 5
levels below her as well, making it slightly more difficult to find her.
Interestingly enough, it seems there are few to no pitfalls in this section,
possibly because of the watery floors or the very hard ground (quite the
contradiction) that prevents tunneling.

The in game description is as follows: "Section IV was flooded many ages
ago. Since that time, creatures have evolved to thrive in the watery
corridors. Be ready to do some wading and swimming."

Enemies unique to this section:
She-Demon: These creatures are servants of the Shadow She-Demon. They serve
her by providing the bodies of foolish adventurers. They do their job well!
Type: 6 Exp: x1

Couple from Hell: This fine married couple are generally found drifting in a
small wooden boat. They are friends with little birds. They don't like you
Type: 6 Exp: x1

Watery Graverd: When the rivers got really angry with the pollution back on
Eart [sic], this creature evolved directly from the water to protect the
rivers.
Type: 6 Exp: x2

Water Trogladyte [sic] (Level Drainer): Yet another water loving creature,
this one can breath both air and water!  Also watch out for it's very sharp
axe. Eats life too.
Type: 9 Exp: x5 Note: Drains 1 Level

Shadow Demon Queen (Boss): This unfriendly characters four hands would each
like to remove one of your limbs at the same time. Don't let her!
Type: 5 Exp: x16

------------------------------------------------------------------------------
[MOD2]---B. Module II--- ***COMPLETED***
------------------------------------------------------------------------------

Section 5 is the first section of the registered version of the game. There
isn't really anything special to note about this section besides that you can
dig tunnels again if you need to.

The in game description is as follows: "Section V is controlled by lizard-like
people who once were peace-loving nice folks, just enjoying civilization.
Then they met the Eartlings.[sic]

Enemies unique to this section:
Troggisher: This overgrown lizard loves the taste of flesh and will go through
your armor to get it. It is very quick with its weapon.
Type: 7 Exp: x1

Torman: This critter is cross-bred by an evil scientist who wanted to know
what a part-human, part-lizard, part-turtle would look like!  Now we know!
Type: 6 Exp: x1

Dozard: This almost humanoid lizard is feared far and wide. It has great
strength, and very thick skin. It is very loyal to the Shadow Troggisher.
Type: A Exp: x3

Crorder (Level Drainer): This is possibly the wierdest[sic] creature of all.
The Crorder (Crab-Horse-Spider) proves that everything is just a bit strange
in the dungeoun.[sic]
Type: 9 Exp: x5 Note: Drains 1 Level

Shadow Troggisher (Boss): This is the leader of the evil lizard creatures.
All lizardoids are totally loyal to it, and will give their lives happily for
it.
Type: 5 Exp: x16

******************************************************************************

Section 6 may seem like any other, but it will be over all too soon. Once you
reach the next section, you'll be wishing you were back here.

The in game description is as follows: "Section VI is littered with squishy
and slimy critters, who often slurp up nice people like you!  Note the body
parts protruding from their squishy figures.

Enemies unique to this section:
Giant Worm: These creatures are always looking for small creatures to use as
bait. Your lifeless body will serve that need perfectly.
Type: 6 Exp: x1

Oozing Blob: Blobs form from the slime and gunk on the dungeon walls.
Although they move very slowly, you could become part of the blob should
it catch you.
Type: 8 Exp: x2

Squishy Cube: There are not yet enough creatures stuck in this monsters oozing
jello-like cubes. All it needs is one more just like you!
Type: 7 Exp: x1

Shape Shifter (Level Drainer): This guy rises from the floor and attacks all
foreigners. The dungeon walls then absorb victim's life force.
Type: 9 Exp: x5 Note: Drains 1 Level

Shadow Giant Worm (Boss): Worms aren't fish bait any more!  Now they have
their own sovereign territory, and the Shadow Giant Worm is their leader!
Type: 5 Exp: x16

******************************************************************************

Section 7 is where the fun really begins. In this area you may find yourself
looking forward to the giant Giant Balls and trash cans, as they're pretty
much the only thing that isn't going to steal a level, poison you, or disease
you. Here's where you should be hoping you picked priest as your class for all
those protection spells. When I play I usually pick about this time to level
up past around level 8 or so for the extra spell points I get. Being able to
cast those protection spells are a huge help, and having a higher level makes
it easier to sleep enemies.

Porticulo contributes this tidbit of advice:
"Both the facks emphasize the need to resist poison and disease in section 7,
but I still think it's cheaper to just cure them when they're about to steal
your points. Especially so since it may be a while before one hits you. If
only the level draining worked the same way, ehhhh."

Another method that may get some traction for you is to sleep enemies, but you
have to be of a high enough level to pull it off often. I pretty much tried
to rush through this section to avoid the enemies.

The in game description is as follows: "Section VII is populated by huge
insect creatures from planet Eart[sic]. As hard as the Humanoids tried to
destroy all the insects, now they have their own land!"

Enemies unique to this section:
Giant Scorpian[sic] (Disease): All of the black scorpians are children of the
Shadow Scorpian[sic]. They will do anything to portect[sic] their mother.
Type: 4 Exp: x5 Note: Disease Attack

Giant Spider (Disease): The Giant Black Spiders are good friends with the
scorpians[sic], who liberated them during the race-wars of the past.
Type: 4 Exp: x5 Note: Disease Attack

Giant Rat (Poison): Giant Rats were created by mistake by a cosmetology
company. The Rats declared war on the Humans, confusing animal rights groups.
Type: 3 Exp: x5 Note: Poison Task

Giant Bat (Level Drainer): These were the first bats to adapt to space. They
were actually able to fly between colonies using lifeforce as propulsion.
Thus they drain levels.
Type: 9 Exp: x7 Note: Poison Task / Drains 1 Level

Shadow Scorpian[sic] (Boss): The great leader of the insects communicates
telepathically with all of the other insects in her section. Watch out for
her tail.
Type: 5 Exp: x16

******************************************************************************

Section 8 is a welcome sight. While the enemies are definitely harder than in
section 7, at least they won't all poison and disease you. This place has
watery floors just like section 4 found in module 1. The Hydra breathes a
fire attack at you that you cannot dodge and the Water Dragon breathes an ice
attack at you that you cannot dodge. Just like the last time we were in a
water section, there do not appear to be any pitfalls here. Also just like
before, at some point you lose the ability to tunnel! This is the last section
of Module II.

The in game description is as follows: "Section VIII is another flooded
section of the dungoen[sic]. It's inhabitants have learned to use the water
to it's fullest potential."

Enemies unique to this section:
Water Seeker: Each of these monsters wants to become the Shadow Skeeter. The
one who kills the most adventurers will have that honor.
Type: 7 Exp: x1

Hydra: This fire breathing monster will burn you if you let it. It is close
friends with the Water Dragons who breathe ice.
Type: C Exp: x2 Note: Fire Breath

Water Dragon: This sly monster quietly drifts through the water in search of
warm blooded victims like you!  It likes to breathe ice storms onto it's
enemies.
Type: D Exp: x2 Note: Ice Breath

Animated Waterling (Level Drainer): This monster's evil weapon thrives on
draining the life from its enemies. If it hits you, it will drain some of
yours.
Type: 9 Exp: x5 Note: Drains 1 Level

Shadow Skeeter (Boss): And you thought only the messiah could walk on water!
This creature is no messiah (don't tell him that), but he is quite powerful.
Type: 5 Exp: x16

------------------------------------------------------------------------------
[MOD3]---C. Module III--- ***COMPLETED***
------------------------------------------------------------------------------

Section 9 is the first section of module III. This section, just like section
5 was, is easier than the end of the previous module. I tend to spend little
time here due to the very minor amount of money you get here. Tear through
this section, beat the boss, and move on.

In game description is as follows: "Section IX is populated by strong
body-builder types, who tend to look alike. They are all searching for a head
for their leader. Hmm, what about yours?"

Enemies unique to this section:
Head Hunter: These followers of the Shadow Head Hunter all cut off their own
heads in order to be accepted by their leader!
Type: 7 Exp: x1

Pogerstead: These monsters were not quite brave enough to cut off their own
head like the Head Hunters, but they still serve their leader's cause.
Type: B Exp: x3

Grobler: Groblers are distant relatives of the Pogersteads. They also serve
the shadow Head Hunter, but not by choice. They are killed when they disobey.
Type: 6 Exp: x1

Wraith (Level Drainer): Wraiths are dead adventurers who were killed by Head
Hunters. They still wander the halls of this section in search of life.
Type: 9 Exp: x5 Note: Drains 1 Level

Shadow Head Hunter (Boss): Ever think you might lose your head?  This fellow
did!  Don't let that mislead you, however, he is still a very tough monster!
Type: 5 Exp: x16

******************************************************************************

Section 10 is a fairly normal section once again, with the exception of one
fire breathing enemy.

In game description is as follows: "Section X is populated by more pseudo-
humanoid mutants. They are purely evil, and they are always looking for more
adventurers to kill."

Enemies unique to this section:
Khagistoll: These followers of the Shadow Khagistoll, are able to attack you
with four weapons at once!  Running away is highly recommended!
Type: 7 Exp: x1

Flaming Idiot (Fire): While this monster can attack you with it's arms, it can
also lean forward and spurt flames at you!  Be prepared to be cooked.
Type: C Exp: x2 Note: Fire Breath

Triop: These guys also too the 'two heads are better than one' saying to
heart. They have three heads!  Note the middle one makes most of the
decisions.
Type: B Exp: x2

Mummy (Level Drainer): The inhabitants of this section sometimes go to
cemetaries[sic] and unearth dead humanoids and wrap them up and bring them
back to life.
Type: 9 Exp: x5 Note: Drains 1 Level

Shadow Khagistoll (Boss): These folks took the saying 'Two heads are better
than one' to its extreme as they have two bodies!  They work together well.
Type: 5 Exp: x16

******************************************************************************

Well by the time you've reached this point you've committed too much time to
quit!  So now when you see the enemy graphics of section 11 you won't be able
to stop, HA!  Seriously, the graphics take a serious turn for the worst in
this section. Otherwise, this area isn't much harder than the last (except on
your eyes).

In game description is as follows: "Section XI is ruled by strange critters
like Eyeballs, Flesh Eaters, and others. These strangers can not be trusted.
Do not be their friend!"

Enemies unique to this section:
Eyeball: These are the children of the Shadow Eyeball. If they see you, you
can assume that the Shadow Eyeball sees you too.
Type: 7 Exp: x1

Flesh Eater: Flesh is the only food for this hungry monster. This adds a new
and special meaning to the words, 'Don't feed the animals'!
Type: 8 Exp: x2

Foot Stomper: Ever wonder what an ant feels like when you crush it under your
heel?  This monster will help you to know exactly how that feels.
Type: 8 Exp: x2

Face of Death (Level Drainer): Death is a hobby for this nice-looking monster.
Your death is a particular focus of its hobby. Everyone has to have a hobby.
Type: 9 Exp: x5 Note: Drains 1 level

Shadow Eyeball (Boss): Try not to look at this fellow any more than necessary.
The shadow eyeball is very shy and tends to attack anyone it catches staring!
Type: 5 Exp: x16

******************************************************************************

The graphics haven't really become any better in this section, but the enemy
design appears somewhat better. Section 12 actually doesn't have water for a
floor, or does it?

In game description is as follows: "Section XII is awash in filthy slimy
sludge water. The inhabitants love to drink it!  They gain their evil power
from this special sludge.

Enemies unique to this section: 
Mr. Fang: The Shadow Mr. Fang learned to clone itself, and these critters are
the result. They all think alike, but are less powerful than their creator.
Type: A Exp: x2

Orc: Cross-breeding experiments between humans and pigs created this monster.
At first, the scientists tried to kill them all, but they failed.
Type: 6 Exp: x1

Gargoyle: A student of the occult found out that statues at the entrances of
buildings could be animated. Now they breed like rabbits!
Type: A Exp: x2

Vampire: These once proud but secret members of the Human race are now the
slaves of the Shadow Blood Sucker. They still drink blood and life for food!
Type: 9 Exp: x5 Note: Drains 1 Level

Shadow Mr. Fang: This evil leader controls all of the vampires, orcs, and
Gargoyals[sic]. It is a very dangerous monster, and is very hard to kill.
Type: 5 Exp: x16

------------------------------------------------------------------------------
[MOD4]---D. Module IV--- ***COMPLETED***
------------------------------------------------------------------------------

Well at this point I think we can determine that the graphics are going to be
bad for the rest of the game lol. In any case, just like last time, things
get easy again when you start a new module. Section XIII is host to many
medieval looking monsters... and a zombie in a Hawaiian shirt...?

In game description is as follows: "Section XIII is run by armored warriors
and other human-like creatures. Don't let that deceive you though, they would
knock off your head with no regrets.

Enemies unique to this section:
Armored Warrior: Plates of white steel guard this warrior's body. If you plan
to attack it, be prepared for a very tough battle to get through the armor.
Type: A Exp: x1

Very Mean Human: This friendly-looking creature is only interested in killing
its enemies. These monsters have no friends.
Type: 6 Exp: x2

Dwarf: Don't let this little guy's height deceive you!  He can fight just as
well as the next guy. Or Girl. Or it.
Type: 6 Exp: x2

Zombie (Level Drainer): These undead creatures are dangerous, even if they are
a few pieces of their bodies. The pieces that are left still work fine.
Type: 9 Exp: x5 Note: Drains 1 Level

Shadow Warrior (Boss): This tough monster is protected by invisible armor,
which makes it extremely hard to hit. Spells are highly recommended.
Type: 5 Exp: x16

******************************************************************************

So to get 1 step closer to being lazy, it looks to me like the demon monster
in this section is basically Mr. Fang from Module 3. Aside from this, section
XIV is basically more of the same.

In game description is as follows: "Section XIV is a veritable zoo!  Apes,
Werewolves, and Unicorns, wander about in search of food!  There are signs
everywhere that say 'feed the animals'!

Enemies unique to this section:
Ape-Man: Humans once thought the ape-man was an inferior creature. The ape-
men taught the humans a lesson in the battle of the moon.
Type: 6 Exp: x1

Werewolf: This powerful enemy is a good monster to run away from. It has
powerful attacks, fast strikes, and tough armor!
Type: E Exp: x8

Unicorn: Have you ever eaten a shish-kabob. Try to picture yourself with that
horn poking through your body and you will see your future!
Type: B Exp: x2

Demon (Level Drainer): This good friend of the devil been[sic] sent to the
land of the living to bring back souls. If it hits you, you will lose a level
and some strength.
Type: 9 Exp: x5 Note: Drains 1 Level / Drains Strength

Shadow Ape-Man (Boss): Just think of this one as the leader of the 'section of
the apes'. The Shadow Ape-Man is followed by various animal-types.
Type: 5 Exp: x16

******************************************************************************

Section 15 is the dragon section. What do dragons imply?  That's right, more
fire breathing enemies. These enemies are high level and breath fire, so
don't be surprised to see yourself get hit for well over 100 damage when they
decide to breath fire on you!

In game description is as follows: "Section XV is stuffed with dragons of
various sorts. Be prepared to be burned by fire breathing monsters if you
adventure in this section."

Enemies unique to this section:
Dragon Prince: Like politicians, all of the Dragon Princes aspire to be the
Dragon King. Watch out for their fangs and their bad breathe.
Type: C Exp: x2 Note: Fire Breath

Dragon: All of the dragons, of course, aspire to become Dragon Princes
(or princesses). They also breathe fire as well as their conventional attack.
Type: C Exp: x2 Note: Fire Breath

Dragonfly: Like the other inhabitants of this section, the dragonflies all
want to become dragons. But don't underestimate the Dragonflies!
Type: C Exp: x2 Note: Fire Breath

Chimera (Level Drainer): These evil creatures not only drain life from their
victims, They also breathe fire. They learned this trick from the dragons.
Type: 9 Exp: x5 Note: Drains 1 Level / Fire Breath

Shadow Dragon King (Boss): The leader of the dragons, the Shadow Dragon King
has evil powers, including it's ability to breathe fire.
Type: 5 Exp: x16 Note: Fire Breath

******************************************************************************

Well Section 16 is the end of the road for you if you are playing on normal
difficulty. If you're playing on normal then the Shadow Evil God will be your
last boss. Otherwise, if you picked ICHA difficulty, it's the last step
before you get to the last module.

In game description is as follows: "Section XVI is a sort of heaven in which
you feel very uncomfortable. The demi-gods that live here just don't seem to
like you much!"

Enemies unique to this section:
Zeus: Once upon a time Zeus was a very powerful god in his own right, but when
Zues's[sic] multiplied, they lost their power and now they follow the Evil God.
Type: E Exp: x8

Troll: Trolls are loyal followers of the Shadow Evil God. Their only purpose
in life is to destroy enemy adventurers who threaten their god.
Type: 8 Exp: x2

Titan: Close friends with the other residents of this section, Titans were
persuaded to turn evil by the Shadow Evil God.
Type: 8 Exp: x2

Devil (Level Drainer): And you thought the Devil was the most evil creature in
the universe. Actually, there are numerous devils who follow the Shadow Evil
God.
Type: 9 Exp: x5 Note: Drains 1 Level / Drains Strength

Shadow Evil God (Boss): This is the god of all the demi-gods. Don't let that
scare you though. The Shadow Evil God drains strength and breathes ice.
Type: 5 Exp: x16 Note: Drains Strength / Ice Breath

------------------------------------------------------------------------------
[MOD5]---E. Module V--- ***COMPLETED***
------------------------------------------------------------------------------

Well you made it, here's the final module. You're almost there if you've made
it this far. Section XVII is the beginning of the end. The boss will drop
potions and trap door keys, because he is a level drainer!

In game description is as follows: "Section XVII is another section that is
overrun with mutant humanoids. If they succeed in killing you, you can be
sure you will be experimented on!"

Enemies unique to this section:
Ogre: This powerful monster is very difficult to kill. It has powerful
attacks, and tough skin as well. Be ready for heavy battle with this one!
Type: E Exp: x8

Kobald[sic]: These are the little brothers of the Ogres. You may find it
possible to dispence[sic] these creatures easily, but do not expect the ogres
to just sit by.
Type: 6 Exp: x1

Goblin: Goblins are mischievous little critters who are often found near
kobalds[sic]. Their friendship goes back to the race-wars.
Type: 6 Exp: x1

Ghoul (Level Drainer): The ghouls gather life force for all the other folks in
this section. They drain your levels and pass them on the Ogres,
Kobalds[sic], and Goblins.
Type: 9 Exp: x5 Note: Drains 1 Level

Shadow Ogres (Boss) (Level Drainer?): The Shadow Ogre welcomes you to Module V
of the Dungeons of the Unforgiven. Do not be deceived by this friendly
welcome, though.
Type: 5 Exp: x16 Note: Drains 1 Level

******************************************************************************

This section, section XVIII, appears to be more dangerous than the previous
area, some enemies say they drain experience. I always take care to avoid them 
and not get hit, so I can't confirm if this is true currently. If one manages
to hit me, I'll update this. Just like the previous section, this section has
a boss that drains levels.

In game description is as follows: "Section XVIII is a strange alliance of
creatures who hate everything. If you can kill everything here, the universe
will be a better place."

Enemies unique to this section:
Stone Giant: The Stone Giants broke ranks with Eart[sic] elementals way back
during the ancient Race-Wars. Now the Stone Giants have their own territory.
Type: A Exp: x2

Walking Sword: Warriors have always believed that swords had their own
personality. This one walks around and attacks on it's own too!
Type: B Exp: x2

Pit Bull (Strength Drainer): Taking a cue from the humans, Pit Bulls killed
off all the other species of dogs. They are all extremely evil creatures!
Type: F Exp: x4 Note: Drains Strength

Skeleton (Level Drainer): These are dead people who never quite got properly
buried. They really want to be alive again, and they are sure draining you
will help.
Type: 9 Exp: x5 Note: Drains 2 Levels / Drains Strength

Shadow Stone Giant (Boss) (Level Drainer): This horrible evil monster is very
strong, very powerful, and also drains levels!  Don't let this one hit you!
Type: 5 Exp: x16 Note: Drains 1 Level

******************************************************************************

You remember section 7 right, the one with all the poisoned and diseased
enemies?  Well, guess what, we're doing it again. Get those protection spells
ready, because you're going to need them!  (Of course by this point if you're
a priest, you may have the cure spells meaning this isn't a big deal really at
all).

In game description is as follows: "Creepy clawly[sic] critters live in
section XIX. Watch out for poison, which seems to be everywhere!  Casting a
resist poison might be a wise idea!"

Enemies unique to this section:
Centipede (Poison): Oh boy! Another poisonous monster!  If this monster hits
you, you will have to deal with poison. Being poisoned is an unpleasant
experience.
Type: 3 Exp: x5 Note: Poison Attack

Giant Ant (Poison): These giant worker ants are controlled not by a queen ant,
but by the Shadow Centipede. Try not to get in their way.
Type: 3 Exp: x5 Note: Poison Attack

Giant Toad (Poison): The Giant Toads are often found near the Giant Ants and
the Centipedes. Watch out for the Giant Toads' poison tongues.
Type: 3 Exp: x5 Note: Poison Attack

Specter (Level Drainer) (Strength Drainer): Specters drain both levels and
strength. You must decide whether keys and potions justify the losses these
promise to inflict on you.
Type: 9 Exp: x5 Note: Drains 2 Levels / Drains Strength

Shadow Centipede (Boss) (Level Drainer): Another leader of an insect infested
section, the Shadow Centipede is a serious foe indeed!  It drains life among
other powers.
Type: 5 Exp: x16 Note: Drains 1 Level

******************************************************************************

Well this is it, the last section. This section actually seems to have pretty
decent graphics, especially considering many of the most recent sections
you've been to. Good luck, you're almost done!

In game description is as follows: "Section XX is the deepest section of
Dungeons of the Unforgiven!  Take this piece of advice: go home, stay there,
and never come come back to this section!

Enemies unique to this section:
Ogeroth: That gigantic fist is very very painful when it hits you!  And at
that size, how can it miss?  Be prepared for some serious battle!
Type: B Exp: x2

Water Rat (Disease): Your heard of rats in sewer pipes, well, this is the
sewer rat from hell!  These rats always carry diseases, so don't let them hit
you!
Type: 4 Exp: x4 Note: Disease Attack

Elf Surfer: This fellow descended from the beach bums of Eart[sic]. They can
do some amazing tricks with their surfboards.
Type: E Exp: x8

Rotting Swamp Plant (Level Drainer) (Intelligence Drainer): This evil plant
would like to invite you to rot with it. If it hits you, you will lose two
levels, and some
intelligence!
Type: 9 Exp: x5 Note: Drains 2 Levels / Drains Intelligence

Shadow Ogeroth (Boss): This is the commander of all the Dungeons of the
Unforgiven!  It drains lots of things, so be extremely careful!
Type: 5 Exp: x16  Note: Drains 1 Level / Drains Strength

\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
[COMT]***11. Combat Mechanics***
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

This information was provided entirely by Tehtmi from disassembled
executables. I have taken the liberty of arranging it in a little more
readable format. We'll start with player attacks.

PLAYER ATTACKS:
Two scores are calculated when the player attacks: a player attack score and a
monster defense score. If the attack score is higher than the defense score,
then the player hits the monster. For every 40 points higher the attack score
is than the defense score the damage roll happens an additional time. After
the damage roll(s) then there is a single bonus damage roll.

The player attack score is calculated from the following:
A random number between 0 to 80
+ (level * 2)
+ Strength
If normal difficulty: (+ Strength)
If normal difficult AND Strength is greater than 25: +25
+ Luck (Another reason luck is awesome!)
+ Weapon Hit Bonus (See Weapon Table)
+ Gauntlet Bonus
+ Permanent Weapon Enchantment
+ Preperation Weapon Enchantment
If deeper than floor 75 there is a 1/30 chance of: +40

The monster defense score is calculated from the following:
40
+ (level * 2)
+ Defense Score
+ Speed Score

Damage:
A random number between 0 and [Weapon Power] (If this is 0, then you miss)

Bonus Damage:
If random between 0 and 20 is less than level: +random between 0 and Strength
Otherwise: +random between 0 and (Strength / 3)
If level < 5: +random between 0 and (5 - Level)
+random between 0 and level

MONSTER ATTACKS:
Just like with player attacks, this is based upon an attack roll and a defense
roll. Also just like player attacks, for every 40 points higher the attack is
than the defense the monster gets an extra damage roll. Also like the player
attack, if the damage roll is 0, the attack counts as a miss. There are some
differences as well, but we'll go over those after we calculate the rolls.

Monster attack score calculation:
random number between 0 and 80
+20
+(Level*2)
If deeper than 75: +(Depth-75)/2

Player defense score calculation:
32
If monk: +random number between 0 and Intelligence
+(Level*2)
+(3*Agility)/2
+Luck (Luck again!!!)
+Armor (from equipped armor)
+Armor Enchantment (from preparation spell)
+Body Armor
+Ring of Protection Bonus
+"Protection" spell bonus (0,2,8,18, or 32)

Monster damage:
Random number between 0 and [Monster Power]

Here is where things change. Regardless of the monster hitting or not, there
is a Depth/500 chance of doing 1 extra damage. In the event of a miss, the
monster will do 1 damage. There is an additional 1/4 chance that the monsters
attack and damage rolls will be replaced with an auto hit for 3+(Depth/2)
base damage.

Monster bonus damage:
If deeper than player level:+random number between 0 and (Depth-PlayerLevel)
If deeper than 25: +random number between 0 and (depth*4)
If deeper than 100: +random number between 0 and (depth*5)
+random number between 0 and Monster Level

Finally, monsters who have a breath attack have a 50% chance of using their
breath instead. Breath attack damage is: 
MonsterLevel 
+Random number between 0 and MonsterLevel
If the player has a resistance spell active for that damage type then damage
is reduced by 50%.

The player does have some damage protection though:
Reduced Damage = Max(1, (Damage * (50 + Max(1, 100-Con))) / 150)
If the result is less than Depth*4, then Depth*4 is used instead.
If the player is Level 0 and the damage was more than 3, then damage is
replaced by a random number between 1 and 3. If the player is Level 2 or lower
and the base damage is more than 6, then damage is reduced by 50%.



\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
[QREF]***12. Quick Reference***
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

This will be filled with some charts that are handy to have around for your
dungeon crawl.

------------------------------------------------------------------------------
[PFFB]---A. Puffballs--- ***COMPLETED***
------------------------------------------------------------------------------

Puffballs are both a blessing and a curse. Some puffballs (typically the
light colored ones) raise a stat by 1 point, while the others (the dark
colored ones) typically lower a stat by 1 point. This change in your stats
only occurs if you get hit by a puffball though. Once a puffball hits you, it
then dies giving you experience and sometimes money or an item just like
a normal enemy.

Good Puffballs
Color:    |      Effect:
Yellow    |      Raises Con by 1 Point
White     |      Raises Dex by 1 Point
L. Blue   |      Raises Str by 1 Point
L. Red    |      Raises Int by 1 Point
L. Green  |      Raises Wis by 1 point
Gray      |      Raises Luck by 1 point

Bad Puffballs
Color:    |      Effect:
D. Green  |      Lower Wis by 1 Point
Sky Blue  |      Lower Str by 1 Point
Brown     |      Lower Con by 1 Point
Black     |      Lower Dex by 1 Point
D. Red    |      Lower Int by 1 Point
D. Gray   |      Lower Luck by 1 Point

------------------------------------------------------------------------------
[POTN]---B. Potions--- ***COMPLETED***
------------------------------------------------------------------------------

Potions raise one of your stats by 6 and lowers another 3. Because of this,
it's best to use potions in pairs to have a net effect of raising two of your
stats by 3 each. The pairs are as follows:  Green & White, Orange & Yellow,
Red & Blue


Potion Color:     |Stat Raised By 6|Stat Lowered By 3
Green             |Intelligence    |Dexterity
Orange            |Strength        |Luck
Yellow            |Luck            |Strength
Red               |Constitution    |Wisdom
Blue              |Wisdom          |Constitution
White             |Dexterity       |Intelligence

------------------------------------------------------------------------------
[SPLL]---C. Spells--- ***COMPLETED***
------------------------------------------------------------------------------

Spells come in 4 flavors: Permanent, Preparation, Wizard, and Priest.
Permanent spells can only be cast in town and permanently reduce your maximum
spell points and last forever. Preparation spells can only be cast when there
is at least one space between you and any monster and will last until you next
sleep at an inn. Wizard and Priest battle spells can be used any time, but
will only last for a certain number of turns. If you have a choice between
casting a battle spell and a preparation spell, it's always better to cast the
preparation version.

***Permanent Spells List***
A)Enchant Weapon Level 1 |B)Extra Health Point      |C)Write Scroll to Level 3
D)Enchant Armor Level 1  |E)Extra 3 Health Points   |F)Enchant Wand Level 3
G)Enchant Weapon Level 2 |H)Extra 5 Health Points   |I)Enchant Ring Level 1
J)Enchant Armor Level 2  |K)Anti-Magic Ring Level 1 |L)Write Scroll - Level 10
M)Enchant Weapon Level 3 |N)Enchant Ring Level 2    |Q)Body Armor Level 1
P)Enchant Armor Level 3  |Q)Anti-Magic Ring Level 2 |R)Enchant Wand Level 8
S)Enchant Ring Level 3   |T)Anti-Magic Ring Level 3 |U)Body Armor Level 2
V)Enchant Weapon Level 4 |W)Enchant Armor Level 4   |X)Enchant Wand Any Level
Y)Permanent Feather      |Anti-Magic Ring Level 5   |1)Extra 25 Health Points
2)Permanent Invisibility |3)Youth                   |4)Body Armor Level 4

***Preparation Spells***
A)Enchant Armor Level 1  |B)Enchant Weapon Level 1  |C)Little Cure
D)Enchant Weapon Level 2 |E)Relocate                |F)Detect Level
G)Cure                   |H)Enchant Armor Level 2   |I)Strength
J)Enchant Weapon Level 3 |K)Agility                 |L)Descend
M)Ascend                 |N)Detect Position         |Q)Feather
P)Big Cure               |Q)Double Ascend           |R)Enchant Weapon Level 4
S)Invisibility           |T)Enchant Armor Level 3   |U)Fast Move
V)Super Strength         |W)Enchant Weapon Level 5  |X)Major Descend
Y)Super Agility          |Z)Cure Poison             |1)Heal All Wounds
2)Major Ascend           |3)Cure Disease            |4)Enchant Armor Level 4

***Wizard Battle Spells***
A)Sleep                  |B)Magic Zap               |C)Minor Protection
D)Slow Enemies           |E)Strength                |F)Minor Shock
G)Lightning              |H)Magic Missile           |I)Speed
J)Go Away                |K)Relocate                |L)Power Weapon I
M)Minor Explosion        |N)Protection              |Q)Resist Poison
P)Magic Zot              |Q)Shock                   |R)Anti-Cold
S)Explosion              |T)Pass Wall               |U)Anti-Fire
V)Magic Bolt             |W)Resist Level Drain      |X)Power Weapon II
Y)Hold Monster           |Z)Drain Monster           |1)Major Shock
2)Major Explosion        |3)Autokill                |4)Power Weapon III

***Priest Battle Spells***
A)Sleep                  |B)Minor Protection        |C)Strength
D)Resist Poison          |E)Speed                   |F)Fast Cure
G)Resist Disease         |H)Relocate                |I)Slow Enemies
J)Anti-Cold              |K)Go Away                 |L)Power Weapon I
M)Protection             |N)Anti-Fire               |Q)Pass Wall
P)Resist Level Drain     |Q)Drain Monster           |R)Fast Big Cure
S)Hold Monster           |T)Power Weapon II         |U)Shock
V)Major Protection       |W)Explosion               |X)Magic Zot
Y)Autokill               |Z)Power Weapon III        |1)Strength and Speed
2)Ultra Protection       |3)Fast Heal               |4)Major Shock

------------------------------------------------------------------------------
[SPDS]---D. Spell Descriptions--- ***COMPLETED***
------------------------------------------------------------------------------
***Permanent Spells***
A)Enchant Weapon Level 1   - Turn normal weapon into plus 1 magical weapon.
B)Extra Health Point       - Permanently increases caster's maximum health
                             points by1.
C)Write Scroll to Level 3  - Create a scroll for any spell up to third level.
D)Enchant Armor Level 1    - Turn normal armor into plus 1 magical armor.
E)Extra 3 Health Points    - Permanently increases caster's maximum health
                             points by 3.
F)Enchant Wand Level 3     - Put five charges of any spell up to third level
                             into a wand.
G)Enchant Weapon Level 2   - Turn normal weapon into plus 2 magical weapon.
H)Extra 5 Health Points    - Permanently increases caster's maximum health
                             points by 5.
I)Enchant Ring Level 1     - Improves resistance to physical attacks by 1
                             point.
J)Enchant Armor Level 2    - Turns normal armor into plus 2 magical armor.
K)Anti Magic Ring Level 1  - Creates plus 1 ring to defend wearer against
                             magical attacks.
L)Write Scroll to Level 10 - Create a scroll for any spell up to tenth level.
M)Enchant Weapon Level 3   - Turn normal weapon into plus 3 magical weapon.
N)Enchant Ring Level 2     - Improves resistance to physical attacks by 2
                             points.
O)Body Armor Level 1       - Turns caster's skin into magical armor that is
                             equivalent to plus 1 magical leather armor.
P)Enchant Armor Level 3    - Turns normal armor into plus 3 magical armor.
Q)Anti-Magic Ring Level 2  - Creates plus 2 ring to defend wearer against
                             magical attacks.
R)Enchant Wand Level 8     - Put five charges of any spell up to eighth level
                             into a wand.
S)Enchant Ring Level 3     - Improves resistance to physical attacks by 3
                             points.
T)Anti-Magic Ring Level 3  - Creates plus 3 ring to defend wearer against
                             magical attacks.
U)Body Armor Level 2       - Turns caster's skin into magical armor that is
                             equivalent to plus 2 magical leather armor.
V)Enchant Weapon Level 4   - Turn normal weapon into plus 4 magical weapon.
W)Enchant Armor Level 4    - Turn normal armor into plus 4 magical armor.
X)Enchant Wand Any Level   - Put five charges of any spell into a wand.
Y)Permanent Feather        - Renders caster permanently weightless.
Z)Anti-Magic Ring Level 5  - Creates plus 5 ring to defend wearer against
                             magical attacks.
1)Extra 25 Health Points   - Permanently increases caster's maximum health
                             points by 25.
2)Permanent Invisibility   - Creates a field that permanently bends all light
                             rays around caster.
3)Youth                    - Reduces caster's age by 10 years. Does not
                             return characteristics to their higher levels,
                             but it does help prevent them from continuing to
                             decline. It also costs some experience.
                             (Changes your age to 20 no matter current age).
4)Body Armor Level 4       - Turns caster's skin into magical armor that is
                             equivalent to plus 4 magical leather armor.

***Preparation Spells***
A)Enchant Armor Level 1    - Improves armor of caster by 1 point.
B)Enchant Weapon Level 1   - Improves all of the caster's weapons by 1 point.
C)Little Cure              - Cures 1-20 health points, depending upon the
                             caster's wisdom.
D)Enchant Weapon Level 2   - Improves all of the caster's weapons by 2 points.
E)Relocate                 - Teleports caster randomly to another position on
                             the same level. Leaving the monster behind.
F)Detect Level             - Tells caster what level he is on.
G)Cure                     - Cures 20-60 health points, depending upon the
                             caster's wisdom.
H)Enchant Armor Level 2    - Improves armor of caster by 2 points.
I)Strength                 - Increases the caster's strength by five points.
J)Enchant Weapon Level 3   - Improves all of the caster's weapons by 3 points.
K)Agility                  - Increases the caster's agility by five points.
L)Descend                  - Drop down to the next level with open space
                             directly beneath the caster.
M)Ascend                   - Pass up to the next level with open space
                             directly above the caster.
N)Detect Position          - Reveals position of caster in terms of X and Y.
O)Feather                  - Makes caster completely weightless, making it
                             easier to run from monsters.
P)Big Cure                 - Cures 50-150 health points, depending upon the
                             caster's wisdom.
Q)Double Ascend            - Rise twice as far as the regular ascend spell.
R)Enchant Weapon Level 4   - Improves all of the caster's weapons by 4 points.
S)Invisibility             - Renders the caster invisible, making it more
                             difficult for monsters to pursue and attack.
T)Enchant Armor Level 3    - Improves armor of caster by 3 points.
U)Fast Move                - Increases the caster's running speed, enabling
                             him to escape more easily from dangerous
                             monsters.
V)Super Strength           - Increases the caster's strength by ten points.
W)enchant Weapon Level 5   - Improves all of the caster's weapons by 5 points.
X)Major Descend            - Drop down about 10 levels into the dungeon.
Y)Super Agility            - Increases the caster's agility by ten points.
Z)Cure Poison              - Cures poison if the caster has been poisoned by
                             any means.
1)Heal All Wounds          - Cures all wounds instantly.
2)Major Ascend             - Rise up about 10 levels.
3)Cure Disease             - Cures any form of disease.
4)Enchant Armor Level 4    - Improves armor of caster by 4 points.

***Wizard Battle Spells***
A)Sleep                    - Puts low level monsters to sleep, allowing you to
                             attack them at will.
B)Magic Zap                - Zaps any monster for 2 points per level of the
                             caster.
C)Minor Protection         - Reduces the likelihood that the caster will be
                             hit by any monster.
D)Slow Enemies             - Reduces the number of attacks which monsters may
                             make upon the caster.
E)Strength                 - Increases the Caster's strength by 7 points.
F)Minor Shock              - Does 25 points of to[sic] damage to monster.
G)Lightning Bolt           - Burns most monsters for 4 points per level of the
                             caster.
H)Magic Missile            - Powerful missile does 50 points of damage to
                             monster.
I)Speed                    - Increases caster's striking speed, allowing extra
                             attacks.
J)Go Away                  - Teleports monster away, allowing your easy
                             escape. Success is decided by the ratio between
                             the player and monster levels. Will not work at
                             all if ratio is worse than 1:4, 1:2 is
                             recommended.
K)Relocate                 - Teleports caster randomly to another position on
                             the same level, leaving the monster behind.
L)Power Weapon I           - Creates a shimmering magical weapon of
                             substantial power and plus 3 striking capability.
M)Minor Explosion          - Creates a small explosion at the feet of the
                             monster. Does between 75 and 175 points of
                             damage at random to the monster.
N)Protection               - Greatly reduces the likelihood of the caster
                             being hit by any monster.
O)Resist Poison            - Protects caster against poison 95 percent of the
                             time.
P)Magic Zot                - Gives monster an electric jolt, causing 4-8
                             points of damage per level of the caster.
Q)Shock                    - Does 125 points of damage to monster.
R)Anti-Cold                - Prevents damage to caster from damaging cold-
                             related attacks like that of the white dragon.
S)Explosion                - Creates a large explosion at the feet of the
                             monster. Does between 125 and 225 points of
                             damage at random to the enemy monster.
T)Pass Wall                - Moves caster to a safe place on the other side of
                             a nearby wall.
U)Anti-Fire                - Prevents damage to caster from damaging fire-
                             related attacks like that of the orange dragon.
V)Magic Bolt               - Gives monster an electric energy jolt, causing
                             7-11 points of damage per level of the caster.
W)Resist Level Drain       - Allows caster 90 percent chance of resisting a
                             level drain.
X)Power Weapon II          - Creates a powerful shimmering magical weapon of
                             great power and plus 9 striking capability.
Y)Hold Monster             - Stops monster from making any actions.
Z)Drain Monster            - Reduces the monster's level by the amount of the
                             caster's wisdom.
1)Major Shock              - Does 300 points of damage to the enemy monster.
2)Major Explosion          - Creates a huge explosion at the feet of the
                             monster. Does between 200 and 500 points of
                             damage at random to the enemy monster.
3)Autokill                 - Kills monster. Success is determined by a ratio
                             between the player and monster levels, wisdom,
                             and intelligence. This is not terribly reliable
                             but it is very effective!
4)Power Weapon III           Creates a highly powerful magical weapon of great
                             strength and plus 21 striking and damage
                             capability.

***Priest Battle Spells***
A)Sleep                    - Puts low level monsters to sleep, allowing you to
                             attack them at will.
B)Minor Protection         - Reduces the likelihood that the caster will be
                             hit by any monster.
C)Strength                 - Increases the Caster's strength by 7 points.
D)Resist Poison            - Protects caster against poison 95 percent of the
                             time.
E)Speed                    - Increases caster's striking speed, allowing extra
                             attacks.
F)Fast Cure                - Easy to cast cure for use in battle.
G)Resist Disease           - Protects caster against disease 95 percent of the
                             time.
H)Relocate                 - Teleports caster randomly to another position on
                             the same level, leaving the monster behind.
I)Slow Enemies             - Reduces the number of attacks which monsters may
                             make upon the caster.
J)Anti-Cold                - Prevents damage to caster from damaging cold-
                             related attacks like that of the white dragon.
K)Go Away                  - Teleports monster away, allowing your easy
                             escape. Success is decided by the ratio between
                             the player and monster levels. Will not work at
                             all if ratio is worse that 1:4, 1:2 is
                             recommended.
L)Power Weapon I           - Creates a shimmering magical weapon of
                             substantial power and plus 3 striking capability.
M)Protection               - Greatly reduces the likelihood of the caster
                             being hit by any monster.
N)Anti-Fire                - Prevents damage to caster from damaging fire-
                             related attacks like that of the orange dragon.
O)Pass Wall                - Moves caster to a safe place on the other side of
                             a nearby wall.
P)Resist Level Drain       - Allows caster 90 percent chance of resisting a
                             level drain.
Q)Drain Monster            - Reduces the monster's level by the amount of the
                             caster's wisdom.
R)Fast Big Cure            - Easy to cast cure for use in battle.
S)Hold Monster             - Stops monster from making any actions.
T)Power Weapon II          - Creates a powerful shimmering magical weapon of
                             great power and plus 9 striking capability.
U)Shock                    - Does 125 points of damage to monster.
V)Major Protection         - Greatly reduces the likelihood of the caster
                             being hit by any monster.
W)Explosion                - Creates a large explosion at the feet of the
                             monster. Does between 125 and 225 points of
                             damage at random to the enemy monster.
X)Magic Zot                - Gives monster an electric jolt, causing 4-8
                             points of damage per level of the caster.
Y)Autokill                 - Kills monster. Success is determined by a ratio
                             between the player and monster levels, wisdom,
                             and intelligence. This is not terribly reliable
                             but it is very effective!
Z)Power Weapon III           Creates a highly powerful magical weapon of great
                             strength and plus 21 striking and damage
                             capability.
1)Strength and Speed       - Helps both strength and agility of the spell
                             caster.
2)Ultra Protection         - Greatly reduces the likelihood of the caster
                             being hit by any monster.
3)Fast Heal                - Completely heals caster instantly, even during
                             battle.
4))Major Shock              - Does 300 points of damage to the enemy monster.

------------------------------------------------------------------------------
[MITM]---E. Magic Items--- ***COMPLETED***
------------------------------------------------------------------------------

There are several different magic items you can find when you kill any enemy.
These come in the form of either an immediate use item to raise a stat, an
item you can save and use later, or a passively used item.

Instant Use (add 2 points to the named stat):
Book of Wisdom
Book of Dexterity
Book of Strength
Book of Constitution
Book of Intelligence
Book of Luck

Passive Use (gets used every time you move or hit enter):
Ring of Regeneration - As time passes you will regenerate 1 health point per
ring of regen. These rings are left over from the post national-times of
Eart[sic].

Active Use (Use through the items menu):
Nuclear Hand Grenade (Doesn't work on bosses) - Nuclear hand grenades are the
most powerful attack device in existence. Use it by hitting 'I' then select
-Other'. It will kill the monster period.

Potion of Healing - This potion will heal all of your wounds instantly. You
may drink this potion so quickly that monsters will not get any extra strikes.

Stone of Teleportation - This stone will probably save your life!  Use it when
you are absolutely desperate and it will raise you to level zero.

Floor Slosher - The Famous Floor Slosher!  Each time you use this item,
the floor turns to mush, and you slip down at least one level. This item
may [used] limitlessly.

Stone of Seeing - Use this item to map an entire level of the dungeon. This
item is only good for one single use.

------------------------------------------------------------------------------
[BSSR]---F. Boss Rewards--- ***COMPLETED***
------------------------------------------------------------------------------
Module I:

Section 1:
Floor Number: 5
Boss Name: Shadow Gargalon
Item: Bio-Fluid from a mythical planet.
Effect: Increases health by 30 permanently.

Section 2:
Floor Number: 10
Boss Name: Shadow Elemental
Item: Moraff's Ring of Wisdom
Effect: Increases Wisdom by 12 permanently.

Section 3:
Floor Number: 15
Boss Name: Shadow Vulture
Item: Very Rare Bottle of Pogerstead's Milk
Effect: Increase Strength by 12 permanently.

Section 4:
Floor Number: 20
Boss Name: Shadow Demon Queen
Item: Wimpy Orb of Armor Enhancement
Effect: Turn any armor into plus 25 magic armor.


Module II:

Section 5:
Floor Number: 10
Boss Name: Shadow Troggisher
Item: Plus 9 Body Armor
Effect: Makes it harder for enemies to hit you

Section 6:
Floor Number: 20
Boss Name: Shadow Giant Worm
Item: Plus 12 Gauntlets
Effect: Your hand seems much stronger and more accurate.

Section 7:
Floor Number: 30
Boss Name: Shadow Scorpian[sic]
Item: Plus 15 Ring of Protection
Effect: Makes you feel like you can dodge attacks more easily.

Section 8:
Floor Number: 40
Boss Name: Shadow Skeeter
Item: Great Orb of Weapon Enhancement
Effect: Turns any weapon into a plus 25 attack weapon


Module III:

Section 9:
Floor Number 15
Boss Name: Shadow Head Hunter
Item: Rabbit's Foot from an old planet whose name I've forgotten.
Effect: Increases Luck by 10 permanently.

Section 10:
Floor Number: 30
Boss Name: Shadow Khagistoll
Item: Book titled 'Secrets of Vegetarian Health'
Effect: Increases Constitution by 10 permanently.

Section 11:
Floor Number: 45
Boss Name: Shadow Eyeball
Item: Bottle of Essen Liquid
Effect: Increases Intelligence by 10 permanently.

Section 12:
Floor Number: 60
Boss Name: Shadow Mr. Fang
Item: Pile of 10 Stones of Seeing
Effect: Each one lets you map a whole level.

Module IV:

Section 13:
Floor Number: 20
Boss Name: Shadow Warrior
Item: Plus 25 Body Armor.
Effect: Makes it much harder for enemies to hit you.

Section 14:
Floor Number: 40
Boss Name: Shadow Ape-Man
Item: Plus 50 Gauntlet
Effect: Your hand seems much stronger and more accurate.

Section 15:
Floor Number: 60
Boss Name: Shadow Dragon King
Item: Plus 50 Ring of Protection.
Effect: Makes you feel like you can dodge attacks much more easily.

Section 16:
Floor Number: 80
Boss Name: Shadow Evil God
Item: Mighty Orb of Armor Enhancement.
Effect: Turn any armor into plus 50 magic armor

Module V:

Section 17:
Floor Number: 25
Boss Name: Shadow Ogre
Item: Bio-Tech Fluid from the mythical planet.
Effect: Increases Health by 300 permanently.

Section 18:
Floor Number: 50
Boss Name: Shadow Stone Giant
Item: Soran's Ring of Speed
Effect: Increases Agility by 20 permanently.

Section 19:
Floor Number: 75
Boss Name: Shadow Centipede
Item: Popear's Spinach Juice
Effect: Increases Strength by 25 permanently.

Section 20:
Floor Number: 100
Boss Name: Shadow Ogreth
Item: Mighty Orb of Explosive Weapon Enhancement
Effect: Turns any weapon into a plus 101 attack weapon.


------------------------------------------------------------------------------
[EXPT]---G. Leveling Tables--- ***COMPLETED***
------------------------------------------------------------------------------

This is where the necessary experience to reach a specific level list will be.
You can only see portions of the list in game at a time, so it will be
populated as I go. From the looks of it early on it game though, it appears
that each level requires twice as much experience as the last, though I'm not
sure if that trend continues.

I Can Handle Anything Difficulty:
Level:                     Experience Required:
1                          125
2                          250
3                          500
4                          1000
5                          2,000
6                          4,000
7                          8,000
8                          16,000
9                          32,000
10                         64,000
11                         128,000
12                         256,000
13                         512,000
14                         1,024,000
15                         2,048,000
16                         4,096,000
17                         8,192,000
18                         16,384,000
19                         32,768,000
20                         65,536,000
21                         131,072,000
22                         262,144,000
23                         524,288,000
24                         1,048,576,000
25                         2,097,152,000
26                         4,194,304,000
27                         8,388,608,000
28                         16,777,216,000
29                         33,554,432,000
30                         67,108,864,000
31                         134,217,728,000
32                         268,435,456,000
33                         536,870,912,000
34                         1,073,741,824,000
35                         2,147,483,648,000
36                         4,294,967,296,000
37                         8,589,934,592,000

As can be seen, level 1 requires 125 experience, and then each level requires
twice as much experience as the level before it. This has been verified to
level 51 by Omeganian. That would make the formula to determine the amount of
experience required : experience = 125*[2^(level - 1)]. This formula is
identically equivalent to the actual formula used in the game code as verified
by Tehtmi.

Normal Difficulty:
Level:                     Experience Required
1                          99
2                          170
3                          270
4                          410
5                          606
6                          880
7                          1,265

Tehtmi has disassembled the executable from DotU and shares that this is the
formula used in the code: 250*[1.4^(Level-2)]-80 with some rounding.

Be aware that it is likely that at some point experience maxes out. This
cap on the experience could result in the number not increasing any further,
the game could crash, or your experience could be stored as NaN (which will
mean you can no longer accumulate xp and next time you sleep at an inn your
character dies), or even loop back around to zero.

------------------------------------------------------------------------------
[WEPT]---H. Weapon Tables--- ***COMPLETED***
------------------------------------------------------------------------------

Worshippers and monks can't equip weapons. Wizards and sages can only use
a stick or a knife. The only class that can equip the great sword is the
fighter. Tehtmi has discovered that there is a Power Weapon IV spell in the
game, but there doesn't seem to be any way to cast it. I wouldn't be surprised
if power weapon 4 was put in the game to help level up for testing.

Weapon:        |Power:|Hit:|Speed:|Weight:|Cost:
Fist           |2     |0   |6     |0      |FREE!
Stick          |4     |1   |9     |4      |1
Club           |7     |2   |13    |7      |15
Mace           |13    |3   |18    |11     |300
Knife          |3     |0   |8     |1      |30
Short sword    |5     |1   |11    |3      |250
Long Sword     |9     |2   |16    |6      |450
Great Sword    |19    |3   |25    |15     |Not for sale
Power Weapon 1 |69    |4   |8     |0      |N/A
Power Weapon 2 |129   |6   |8     |0      |N/A
Power Weapon 3 |199   |10  |8     |0      |N/A
Power Weapon 4 |399   |20  |8     |0      |N/A


------------------------------------------------------------------------------
[ARMT]---I. Armor Tables--- ***COMPLETED***
------------------------------------------------------------------------------

Worshippers and wizards can't use armor. Monks and sages can only use leather
armor. 

Armor
Name:        |Armor:|Weight:|Cost:
Skin         |0     |0      |FREE!
Robes        |?     |?      |1
Leather      |2     |14     |50
Chain        |4     |24     |300
Scale        |6     |40     |1500
Breast Plate |9     |60     |4000
Field Plate  |12    |72     |9900
Titanium     |16    |48     |Not for sale

------------------------------------------------------------------------------
[LUPT]---J. Level Up Table Tables--- ***COMPLETED***
------------------------------------------------------------------------------

While your level plays a big part in several parts of the game, when you level
up you only increase hit points and spell points. The rand() below means a
randomly picked number between 0 and the number in the parenthesis.

Class:     |HP Increase Formula:         |SP Increase Formula:
Fighter    |35+rand(Con*2 + Luck/2 + 10) |0
Worshipper |15+rand(Con/2 + Luck/2 + 10) |(Wis*2 + Int)/3
Monk       |14+rand(Con/2 + Luck/3 + 5)  |(Wis + Int)/13
Wizard     |13+rand(Con/3 + Luck/5 + 4)  |(Int*2 + Wis)/5
Priest     |14+rand(Con/2 + Luck/3 + 4)  |(Wis*2 + Int)/5
Sage       |55+rand(Con*3 + Luck + 17)   |(Wis + Int)/14
Mage       |14+rand(Con/2 + Luck/3 + 7)  |(Int*2 + Wis)/8

\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
[CHET]***13. How to Cheat***
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

There are two approaches to cheating in this game. The first method involves
manipulating files and the second method involves manipulating your computer's
memory.

------------------------------------------------------------------------------
[CEDA]---A. Cheating with Files---
------------------------------------------------------------------------------

To use file based cheats it is necessary to understand how the games files are
arranged. The files we will be manipulating are found in the games main
directory. Each saved character has two files associated with their save. The
first file retains information about the character and the second file
contains information about the map of the whole game and the monsters 
contained within the game.

Character Slot |Character File |Map File
0              |20             |dmon.map
1              |21             |emon.map
2              |22             |fmon.map
3              |23             |gmon.map
4              |24             |hmon.map
5              |25             |imon.map
6              |26             |jmon.map
7              |27             |kmon.map
8              |28             |lmon.map
9              |29             |mmon.map

Armed with this knowledge (that was provided by Porticulo) there are two very
important cheats that we can do without ever even trying to edit these files!

Cheating Death:
This game does the whole permanent character death thing. We can get around
this by keeping a backup of our character file. If for instance, you are
playing with a character in slot 5 you could copy the file 25 to a new file
named 25a. In the event something inevitable happens and you die, you can
simply delete the file 25 (if the game hasn't done so for you) and then
rename the file 25a to 25. Unless you create a new character your existing
map file will not be altered, so you should only have to keep a backup of
your character file. As a side note, you can also copy characters to other
slots using this method.

Whack-A-Mole:
Some monsters (I'm looking at you shadow monsters!) drop awesome loot when
vanquished. Other monsters do good things for you when they hit you
(puffballs). Using this method it is possible to fight the EXACT same enemy
multiple times. Let's say that we're using a character in slot 1 this time.
The first step is to find something that we want to fight repeatedly. As soon
as we've found our target, we quit and save. We then make a backup of our map
file, in this case emon.map. We'll call this backup emon.bak. Start the game
back up and either kill your target (if that's your goal) or let your target
smite you for some kind of increase in statistics. Before you move another
step you need to save and quit. At this point we're going to delete our
existing map file (emon.map in our example) and then copy our backup back in
(emon.bak in our example). This should leave us with a map file that shows the
monster still standing in the same place, but with a character file reflecting
the outcome of our glorious battle! If you find yourself doing this often you
may want to create a simple batch file to make this faster. It is possible to
make the game stupidly easy doing this. One note: After killing a boss, even
if you restore your backup, if you change floors it will no longer give you
directions to that boss.

Copycat Cartographer
The third technique you can use is only really useful if you get yourself
stuck somehow. You can copy your map progress to another character. That is
to say, if you can't get away from the square you're in due to a glitch, or
you have impending death, if you quit the game you can take the map data that
you've uncovered so far, and use it for another character!  The character in
slot 20 has their map saved in D00.DUN, the character in slow 21 is E00.DUN
and so on. If you are going to need to start a new character, as long as
your last one has not died, you can quit the game, and copy this file, giving
it the correct name for the character you want to copy it to!  You may notice
that there are additional .DUN files (D01.DUN) for example. It's unclear what
these files do currently, however if you delete your current .DUN file and
rename one of these others to be used instead, they do contain map data. If
I experiment with this anymore and find anything else out, I'll certainly
update the FAQ with whatever I find out. I would not be surprised to find that
these relate to the different modules...

------------------------------------------------------------------------------
[CEDB]---B. Cheating with Hexeditors---
------------------------------------------------------------------------------

This is an extension of the above topic. Please refer to the chart above to
locate the appropriate filenames to edit. I have confirmed that the position
of your character is stored within your character file. Unfortunately, the
best way to find the offsets to edit is to compare two save files, and there
is not a reliable hex editor available for linux with a compare function.

I will caution you that there does seem to be some type of checking in place
to make sure that you don't tamper with your save files. For instance, I've
found that somewhere in the 000007b0 area of the save the floor you are on is
stored, however attempting to change just this one location results in a
corrupt save. Changing floors results in 5 or 6 different changes in the save
file. Stats are stored somewhere around 000007fe if you feel like
experimenting.

If you happen to discover the trick to editing these files I'd love to hear
about it.

------------------------------------------------------------------------------
[CEDC]---B. Cheating with Memory Manipulation--- ***COMPLETED***
------------------------------------------------------------------------------

The last method for cheating, and the one that really turns the game into a
cakewalk is editing memory addresses. There are lots of tutorials for doing
this that vary depending on the operating system you use and tool you use to
do your editing. On windows a popular choice is Cheat Engine. On Linux I've
used scanmem. I'm sure there are choices for other operating systems as well.
No matter what operating system and tool for editing memory you use, you will
need to target dosbox as the executable to scan. On windows machines NTVDM
does not provide direct access to memory locations, so you can't use cheat
engine on windows without dosbox. On linux, DotU doesn't run at all without
dosbox.

The gist of how this method works is that you will scan the memory associated
with dosbox for a specific value, say current hp. Then you will cause that
value to become changed and scan for the new value. Each time you cause a
change and rescan the number of possible locations is reduced until you only
have one memory location. You can then set that value to anything you want.

I've included some cheat engine memory locations I've found in the past below.
I no longer run windows on any of my systems, so don't expect there to be any
new dosbox memory locations provided.

------------------------------------------------------------------------------
[CEDD]---D. Cheat Engine With Dosbox v.74--- ***COMPLETED***
------------------------------------------------------------------------------

The following codes have been confirmed to work in version 0.74 on windows 7
Home 64bit with Cheat Engine. I've been a little more ingenious with the
cheats I've looked for this time you will see. For instance, I've provided a
cheat that allows you to teleport to any floor you like.

Address: 0074B6B0
|Effect                          |Offset|Data Type|
|Max Health                      |3DCE3 |2 Bytes  |
|Current Health                  |3DCE1 |2 Bytes  |
|Max Spell Points                |3DCE9 |Float    |
|Current Spell Points            |3DCE5 |Float    |
|Current Experience              |3E454 |Double   |
|Rubles in Pocket                |3E104 |4 Bytes  |
|Dexterity/Agility               |3E4CE |2 Bytes  |
|Strength                        |3E4C6 |2 Bytes  |
|Intelligence                    |3E4C8 |2 Bytes  |
|Wisdom                          |3E4CA |2 Bytes  |
|Constitution                    |3E4CC |2 Bytes  |
|Luck                            |3E4D0 |2 Bytes  |
|Children Helped                 |3E118 |4 Bytes  |
|Culture Stock                   |3E114 |4 Bytes  |
|Magic Crystals                  |3E11C |4 Bytes  |
|Steps Before Disease Effect*    |3E47E |2 Bytes  |
|Steps Before Poison Effect*     |3E480 |2 Bytes  |
|Floor #**                       |3E464 |4 Bytes  |
|N/S Coordinate**                |3E469 |4 Bytes  |
|E/W Coordinate**                |3E460 |2 Bytes  |
|Age***                          |3E48A |2 Bytes  |
|Status Points***                |42342 |2 Bytes  |
|Race***                         |3DCD8 |2 Bytes  |
|Height***/%                     |3DCED |Byte     |
|Weight***                       |3DCEF |2 Bytes  |
|Age***                          |3E48A |4 Bytes  |

*Setting this to 32768 or above effectively cures you of this status ailment.
**These codes can be a bit buggy, and should probably not be used except in
dire need. Use of these codes WILL permanently mess up your map if you appear
in a space that isn't normally accessible. To fix your map, please see the
general cheating section [CHET]. YOU HAVE BEEN WARNED!
***I've noticed weird glitches while playing with these memlocs active. I
would suggest disabling these codes before leaving the character creation
menu.
%This value gets multiplied by 4 to come up with height. I've experimented
with it a little bit, and the game has serious graphical issues at a
setting of 100, I'm not sure what the threshold for these issues is, but I
intend to play with this to find out. Even without these issues, if you set
this value too high, you will tower over your enemies, but also have issues
seeing very far down hallways...

------------------------------------------------------------------------------
[CEDE]---E. Cheat Engine With Dosbox v.72--- ***COMPLETED***
------------------------------------------------------------------------------

The following codes all work for sure in game. They share an address and have
different offsets. These codes only work with Dos Box 0.72 and have only been
confirmed to work in Windows XP Professional.

Address: 006D16A0
|Effect                          |Offset|Data Type|
|Max Health                      |3D633 |2 Bytes  |
|Current Health                  |3D631 |2 Bytes  |
|Max Spell Points                |3D639 |Float    |
|Current Spell Points            |3D635 |Float    |
|Current Experience              |3DDA4 |Double   |
|Rubles in Pocket                |3DA54 |4 Bytes  |
|Dexterity                       |3DE1E |2 Bytes  |
|Strength                        |3DE16 |2 Bytes  |
|Intelligence                    |3DE18 |2 Bytes  |
|Wisdom                          |3DE1A |2 Bytes  |
|Constitution                    |3DE1C |2 Bytes  |
|Luck                            |3DE20 |2 Bytes  |

These codes are somewhat experimental. I got them to work, but leaving them
on during gameplay may cause some funkyness and possible crashing. They're
for use during character creation.
Address: 006D16A0
|Effect                          |Offset|Data Type|
|Age                             |3DDDA |8 Bytes  |
|Status Points                   |41C9A |2 Bytes  |

\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
[CINF]***14. Contact Info***
\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/

I can be reached at my email address nicholas@hunsicker.us. If you're
emailing me, please put the title of the game in the subject line.

Feel free to repost this anywhere as long as it's posted intact and in it's
entirety with my name attached to it.

This guide will originally be posted at Gamefaqs, but I may end up sending it
elsewhere too. The websites that this have been uploaded to me at OR who have
asked for permission to use this website include: Gamefaqs.com and
Neoseeker.com. Any other website currently using the FAQ has not sought
authorization from me for it's use. The most up to date version of this FAQ
can always be found at Gamefaqs.

Copyright 2008, 2009, 2010, 2011, 2014 Nicholas Hunsicker

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