Showing posts with label PLATO. Show all posts
Showing posts with label PLATO. Show all posts

Sunday, August 4, 2019

Game 84: Oubliette

Pronounced Oob-lee-et

It was a predetermined outcome that I wouldn’t spend a huge amount of time on Oubliette. I am approaching it as a stepping stone from Moria to Wizardry, but I go into it understanding two things from prior reading; that, like Moria, it is designed for a multiplayer scene that just isn’t there any more, and that, like Wizardry, you would be nuts to play it solo.

The first thing I did, as I always do when loading a PLATO game, was to check out the helpfile, which is as extensive and complete as we’ve come to expect of these games.



The introduction is a completely bland and generic “welcome to Oubliette” message informing me that I will have adventure, glory, and fun. No backstory or flavor text or anything like that.

Characteristics match D&D characteristics, including charisma, and the page also mentions the classes which favor said characteristics.
  • Strength – Favored by hirebrands, increases damage and ability to carry heavy items and incapacitated party members.
  • Intelligence – Favored by mages, increases likelihood of learning spells
  • Wisdom – Favored by clerics, increases success rate of casting cleric spells
  • Charisma – Favored by courtesans and Valkyries, says to increase “leadership” and “sex appeal” without further explanation
  • Constitution – Increases HP and success rate of resurrection
  • Dexterity – Favored by hirebrands, increases number of “swings” per attack and increases success rate of thievery actions

Alignment, hits, and naming work mostly as you would expect. Alignments are limited to Lawful, Neutral, and Chaotic, but may as well be Good, Netural, and Evil.

The equipment section begins by telling us that new players begin with nothing, and must purchase gear right off the bat. Races without infravision will also need torches before entering the dungeon. Equipment may have class restrictions, and/or strength requirements.

Seems very Wiz-like. But why is the sample samurai unarmed?


The Parties section straight up says that parties with fewer than four players will have a poor chance of survival. It recommends having fighters, clerics, and mages. It further recommends meeting party members in taverns, but that won’t help me much when I’m the only person even playing. Taverns can have up to 15 patrons, and there are multiple throughout the castle.

Types lists the races in Oubliette. There are 15, each gets a descriptive paragraph, and there’s a chart at the end with qualitative data.

I think that “base” concerns amount of XP needed to level up.


I did a bit of analysis here, on a few assumptions – the biggest that “base” is a fudge factor meant to rebalance the races, and that for a solo game it wouldn’t make any difference since I couldn’t expect even the quickly-levelling kobolds to live long enough to reach level 2. Likewise, I assumed that age wouldn’t make a difference here either; I had no expectation of even reaching Orcish old age. And lastly, I dismissed Infravision as nothing more than a convenience that just saves you from needing to keep buying torches.
  • Goblins are just bad, inferior in every statistical way to Elves, Uruk-hai, Ogres, and Orcs.
  • Kobolds are even worse! They’re categorically inferior to every race except Dwarves and Ur-viles (who have mostly better stats but worse charisma).
  • Dwarves are the only class with a dexterity penalty, which (along with base) is the only area that Kobolds, Goblins, Hobgoblins, and Halfdwarves beat them at.
  • Elves are better than Halfelves, who are better than Humans, who are better than Goblins.
  • Elves are also better than Pixies.
  • Uruk-hai are better than Halfdwarves, who are better than Goblins.
  • Ogres are charismatic. Huh?
  • Ur-viles are strange, nearly identical to humans, except wiser and much uglier.

It seems likely to me that the list of races expanded over time throughout Oubliette’s development, given that Dwarves through Uruk-hai are in perfect alphabetical order, but the list then goes to Ogres and Pixies. My proposed first-batch of races somewhat corresponds to the races in AD&D 1st edition, but with the addition of half-dwarves and Uruk-hai. Other races are monsters, which weren’t playable in D&D until the later 2nd edition and the Complete Book of Humanoids, and the last two, Ur-viles and Eldar, are nods to Stephen R. Donaldson and Tolkien. Wizardry’s list of races doesn’t seem to be based on any of this; all of its races come directly from AD&D 1st edition, including the Gnome race which is absent in Oubliette.

The Classes section, unlike Types, doesn’t give much description, merely listing each one’s stat and alignment requirements, the level at which they start learning spells, and an unexplained stat called “Multiplier” which I am assuming concerns XP needed to level up.



Here, there’s meat to chew on regarding the Wizardry connection. This is, to my knowledge, the first time a CRPG had a real implementation of D&D’s class system, and it goes well beyond what D&D of the time offered. Most of these classes did not exist in D&D by 1982.

The four basic Wiz classes, Clerics, Fighters, Mages, and Thieves all correspond to the D&D basic set, but its elite classes must have been inspired by Oubliette. Bishops are Sages, Lords are Paladins, and Samurai and Ninja are Samurai and Ninja.

Some other observations:
  • Demondim is another Stephen R. Donaldson nod, and probably wasn’t in Oubliette from the start. It’s a bit odd to see this as a class, as the Donaldson novels describe Demondim as a race. In any event, they're identical to Clerics except that they are always evil. Wizardry would simply allow Clerics to be good or evil.
  • Courtesan and Valkyrie seem to be a unique female-specific classes to Oubliette. Valkyries would eventually be found in Wizardry 6.
  • Hirebrands are just fighters.
  • Ninja, Samurai, and Sages also seem to be Oubliette introductees, which found their way into later D&D editions.
  • Minstrels are obviously bards, an AD&D1 class, making Oubliette the first CRPG to have them.
  • Peasant might be a Moria leftover; the default class when you have yet to join a guild.
  • Rangers are from AD&D v1.
  • Ravers are just evil Paladins.

The Castles section is really about just one castle, LIGNE, where all new players start, and the subsequent sections about the amenities offered there. It lists controls available in the castle, which include first-person navigation controls identical to the ones in Moria, and some controls specific to multiplayer. Whereas Moria allowed players in a party to wander independently, just not too far from the group leader, Oubliette uses the now more familiar blobber scheme where only the leader may go exploring, and everyone else follows.

Some other things of note here:
  • The helpfile recommends putting three fighters or clerics in the front and in the back, because monsters may attack from the rear.
  • Non-lawful characters may steal from their own party members, but will be kicked out if caught. Lawful characters can steal from dead party members.
  • The castle has a bulletin board where players may post or read notes.
  • Known spells may only be checked while in the castle, for some reason.

Corwin’s and Merlin’s are the general store and magic shop, respectively. At Merlin’s, items are unidentified. You may inspect items to try to determine what they are, or pick them up for a better chance, but if you pick up a cursed item, you’re compelled to buy it.

The Leisure Spa costs $100k for a room, but the helpfile doesn’t really explain what it does.

Guilds are a feature that seems to be lifted from Moria (or perhaps backported into Moria), but without making it into Wizardry. One of the perks of joining a guild is that they will provide for you a companion at your request, but if you lose your companion, you lose a rank.

Charmee shops buy and sell charmed monsters. I don’t know of any other game that does this.

Hotels allow you to rest and heal at a better rate, for a price.

Non-combat options lists the controls in the dungeon when not in combat. There’s a lot of overlap with castle controls, but there are a few extra options, including:
  • Paladin healing magic
  • Paralysis-curing Elven magic
  • Casting spells
  • Using items
  • Killing charmed or held monsters
  • Lighting torches
  • Picking up dead or stoned characters

During combat, these options are available:
  • Fight
  • Parry
  • Spell
  • Hide
  • Run
  • Seduce
  • Bard charm
  • Dispel
  • Call for help
  • Use item

Monster Types lists 16 categories of monsters and their properties. These correspond exactly to Wizardry’s monster classes, plus the categories of midgets, flyers, and aquatics. Afterward is a complete list of monsters and their vital stats.



The Treasures section looks very familiar to Wizardry players.



The trap types are wholesale borrowed by Wizardry too, plus a few unique to Oubliette.
  • Darkness
  • Polymorph
  • Sex-Change
  • Sprinkler - douses lit torches, no effect on magic light

The spell system is just like Wizardry, down to the majority of the spell functions. The names are all changed, except for dumapic, which in Oubliette is a light spell.

Katino, frankly, has a better ring to it

The helpfile perused, I entered the Oubliette to roll my character.



Being an ogre seemed like a good idea for the maximum strength boost, and a good boost to constitution and hits. Infravision would save some money on torches, the intelligence & wisdom penalty would not be missed if I didn’t bother with spellcasting, and, for some reason, ogres get a charisma bonus.



No backsies if you re-roll, so I went with my third roll, which seemed to be better than the first two. These stats allowed me to be a hirebrand, peasant, or thief, so I went with hirebrand, and named my ogrish hirebrand “Ahub.”

You can start in the castle or the dungeon. I’m not sure why you would want to start in the dungeon, given that you’d be alone and unarmed, but the option is there.

There are maps of Oubliette available on the Internet, so I won’t be providing any here, but I decided to map out the castle blind, just so that I’d be encountering its features naturally.



There’s the familiar wireframe perspective! Note the complete absence of any UI. I began my mapping under the assumption that you start facing north.

The map is pretty big, not as big as Moria’s in terms of raw square count, but it isn’t subdivided into 6x6 blocks, making it a lot more complex and less repetitive, and at 841 blocks, it’s more than twice as large as Wizardry’s 20x20 maps. The castle map has a lot of long, winding corridors that go nowhere, and I completed more than half a circumference of the map before finding any points of interest other than the dungeon stairs.



Wizardry’s castle served the same gameplay function, but was reduced to a branching menu (at least until Wizardry IV, where the castle became an explorable, albeit hostile zone). I don’t know if this was due to space limitations, or a deliberate streamlining, or that the format wouldn’t make as much sense in a game where one player controls the entire party, but it does effectively streamline play. That said, I can also see the value of Oubliette’s explorable castle. It helps train the player in first person maze navigation, without the threats of monsters, traps, or darkness.

The first landmark I found was the Patriarch’s Temple.



This institution wasn’t mentioned in the helpfile – I thought at first that this might be the healing house, but it isn’t.

I found the jail in the same maze-like city quadrant as the temple.



Just outside of the maze, I found an array of rooms, most empty, but some containing guild halls, each corresponding to a player class. Curiously, any guild lets you join for free, doesn't care what your class is, and you can leave without repercussions.

Promises of loyalty are cheap in Oubliette.


With more exploring, I found some inns, the most expensive of which was called “The Pauper’s Hostel.”



There was also a morgue in the area, which I guess is sort of like an inn.



In this same city block, I found Kesim’s Casino.



I played a round of each game. You can play Blackjack and Craps for free by betting nothing, which might not be a bad way to find the odds of winning.


I didn’t really understand the rules of craps here.



The Taverns were all empty.



The House of Healing offered services that I normally would expect of the temple.



There was a place that seemed like it might have once sold mercenaries, but was inoperative.



A potion shop sold some prohibitively expensive potions and scrolls.



Corwin’s General Store sold torches in regular and economy grades, and a sundry of armor, weapons, and other equipment.

I have got to know what the Golden Diapers do!


A charmed monster shop rented men and beasts at prices that I could never hope to afford.



Another one in the same block stated “You get what you pay for!” and suspiciously offered the same list, but for free, so I got an Orcus. What could possibly go wrong?

The magic shop stocked items grouped by category.



Within each category were items listed by price, and nothing else.



Nothing was even close to being within my means, so I wasn’t allowed to even inspect the items, let alone buy them.

There was a bank, but I can’t really see what its purpose would have been.



Plenty of rooms, though, were just empty. It’s as if they were planning to fill the city with more things, but ran out of ideas.

After I finished mapping the city, I went to Corwin’s, the only shop where I could afford anything, bought a dagger, and went into the dungeon.

A familiar scene


Exploring a bit, I found my first encounter.



What happened next was a bit hard to follow – combat is realtime, and messages go by pretty fast, but I survived, and I think that Orcus killed both burglars.

Also a familiar scene


I inspected the chest they left behind, and it told me the chest contained a poison-needle trap. I tried to disarm, and had to type in the name of the trap, but when I did, it said the chest wasn’t trapped after all.

My second encounter was just as easy, and produced a handsome reward.




With over 1,000 gold in tow, I went back to Corwin’s general store and bought a helmet, short sword, and plate mail. Then I went back into the maze and explored a bit, and stumbled into a teleporter which led to 12 skeletons.



Again, I wasn’t quite sure what happened, but I survived again. It didn’t seem like combat lasted close to 12 rounds, but maybe the skeletons ran away. I got their loot, once again untrapped.

I wandered around a bit, unsure of my bearings, and fell into a pit.



In the room to my left, a few hobbits finished me off.




At this point, I decided I wasn’t interested in trying again. This game just isn’t meant for solo runs. I’m not sure why I got a free Orcus, but I certainly couldn’t have survived as long as I had without him, and it wasn’t enough to survive for very long.

The direct influence on Wizardry and the blobber CRPGs beyond is pretty clear, even from what I’ve seen of it, and maps at Zimlab’s Oubliette fan page reveal some elements beyond what I could reasonably experience on my own. Moria before it set some groundwork, but has so little in it to make the dungeon crawling worthwhile, and the combat system is rather simplistic. Oubliette introduces far more elaborate dungeon maps with tricks and traps, and the helpfile and solo experience tantalizingly hint at a deep, tactical combat experience that the subgenre is known for. And Oubliette has several surface elements suggesting more breadth, if not depth, than the genre would know for years to come; its lists of races, classes, equipment, and monsters are just that extensive.

But Wizardry has significant advancements over Oubliette that proved integral to the subgenre. Most notably, it’s the first time we see the party under a single player’s control, and every aspect of the game except exploration is retooled to make this work. Furthermore, it features an end goal, a plot, and it put unique encounters and events in the dungeon, making it actually worth exploring.

I mentioned in July, at the start of this train ride of PLATO games leading to Wizardry, that dnd co-creator Dirk Pellett condemns it as a plagiarism. Although there is plenty of Oubliette that I can’t really evaluate – I’ll never truly appreciate how deep its combat is (or isn’t), I’ve seen enough that I can emphatically disagree. Specific ideas and even techniques are lifted wholesale, certainly, and follow Oubliette’s presentation so closely that we can’t reasonably grant the possibility of two independent interpretations of D&D ideas. I can understand his resentment at seeing PLATO-originated ideas having gone commercial without giving any credit where it was due. But Pellett gives the impression that Wizardry was nothing more than a copy+paste job, and that, simply, isn’t correct.

That’s it for the wave of PLATO games. I don’t know if I’ll be going back. PLATO’s most popular game, Avatar, amalgamates features from most of the games before it, and it anticipates features of games to come, but it isn’t clear to me that it directly and significantly influenced anything of note. Another notable PLATO game, Spasim, is often credited as an early space simulator, and sometimes even as a first-person shooter, but again, I don’t know of any sources claiming it as an influencer. For now, I’m finally moving on to Wizardry.

Wednesday, July 31, 2019

Sic transit Moria

I’ve had enough of this game.

It isn’t, as one might expect of early CRPGs, excessively frustrating. Even though death is permanent, I never once died in combat. I only had even one close call, near the beginning.

The problem is that Moria is boring. This is by far the biggest PLATO CRPG I've played yet, but it hasn’t got the content to justify its size. There are hundreds of repetitively-designed mazes, each with hundreds of squares to map out, and there’s not much in them to make exploration rewarding. You must map out the mazes as you explore them, and the only things worth finding are the staircases that lead to the next maze.

The game simply hasn’t evolved in several hours of routine. I’ve mapped out boring dungeon after boring dungeon, occasionally getting interrupted by simple combats that I can win without really trying, and sometimes I waited to recharge. Doing this multiple levels beneath the desert is exactly the same as doing this in the wilderness, only without the multiple exits to the city and dungeons to locate. Pedit5 was short enough that it never got a chance to be boring, and dnd didn’t get boring until I was grinding for the dragon. Moria gives me little to do but map out lifeless mazes, which stopped being interesting, and with no end in sight for months, why bother any more?

Before I had even entered my first dungeon, nothing really posed a threat as long as I played carefully. My golden rule had always been simple; once vitality drops below 60, take no risks. If in a fight, end the fight ASAP, whether by running away or by using a fighting technique known to work well against that monster. If not in a fight, then just idle 2-4 minutes until my vitality rises to 100. If I found a chest and had fewer than 60 vitality points remaining, then I’d just wait to regenerate before opening it - you can heal just fine with the chest right in front of you. I sprung a few traps, but none did anything worse than take off a few vitality points.

I’d fought multiple elementals in the wilderness without any trouble. Just a few dungeon levels down, I was routinely encountering Reapers, which were the toughest enemies in the game according to the helpfile. They went down easily with tricks.



I don’t know if the game gets meaningfully more difficult as you descend more levels, but it’s a little hard to imagine. Monster groups get larger as you descend, but you can run from partly defeated groups and return. Supposing I found 10 reapers? I imagine that even at my current stats, I could kill one with a trick, sustain some hits, run, wait to regenerate, and then re-engage the remaining 9 reapers and repeat.

I suppose that in a game this glacially paced I’d rather the combat be too easy than have it constantly kill me and force me to restart. But what I’d really prefer was that the dungeons were reasonably sized, and perhaps the combat a touch more difficult so that I would feel like there’s a risk of dying, and therefore have a reason to figure out optimal battle tactics against each monster type.

I did eventually join the Thieves Guild, once my Cunning reached 20 points.



I’m not really sure why you’d want to deposit money in the bank. There’s no risk of losing money on your person, other than dying. Does the bank bear interest? Is there a limit to how much you can carry? And if so, is there a reason you'd want to hold onto that much money and not spend it right away?

Without an active multiplayer, there’s not much point in posting bond. Speaking of which, you can try to rob guilds that you are not a member of, which I hadn’t tried out of fear of going to jail.

Raising the guild rank would take 40 cunning and a lot more gold than I ever acquired. Perhaps gold and stats come more easily in the deeper dungeons, but reaching them is just too much of a time sink to feel worthwhile.

Transport options are interesting. You can set up a “camp” anywhere in the game, and then teleport to it from your guild. You can also teleport to the location of another player.

Item lockers can store items that your next character may inherit upon your death.

Given that I decided I was done with the game, I decided to try robbing the Union of Knights, just to see what would happen.

Figures.

No honor among thieves.

At this point, I’m actually quite stuck here. You can’t even return to the main title screen to roll a new character; pressing BACK takes you directly out of the game. Re-launching sends you directly to jail, skipping the title screen. Maybe someday, someone else will play the game, join the Thieves Guild, and post my bail, but I’m not holding my breath. It’s almost forward-thinking, to have actual consequences that you can’t get around just by restarting.

Moria was, according to its developers, mainly influenced by dnd, and given the corridor/room dichotomy only found in pedit5/Orthanc, seems it must have been influenced by them as well. I had done a dndlike comparison last year, and thought this might be a good starting place to analyze the differences between Moria, the dndlikes, and Wizardry.

Dungeon size – There are five very large but finite dungeons. Uniquely to Moria, the levels are divided into blocks that alternate between rooms and corridors (pedit5/Orthanc are superficially similar this way), and also uniquely, Moria has a two-level overworld consisting of a monster-free city and a “wilderness” level which connects the four dungeons.

Goal – No express victory condition, but the helpfile identifies some achievements to aim for.

Gold – For the first time in a CRPG, gold is actually used to buy weapons and armor, rather than just being something you convert to XP. It is mainly found by killing monster. Wizardry was the same.

Dungeon exit – Staircases at the top of the dungeon lead to the overworld. Wizardry was the same, except that the city was a menu screen rather than an area.

Multi-level transportation – Your guild can offer teleportation to a camp or another player. Wizards can teleport right back.

Combat resolution – Realtime you-go-they-go system, with you and your followers fighting multiple groups of monsters. There isn’t really a concept of “rounds,” just a cooldown period after each attempted action by either party. Apart from being realtime, it’s a lot like Wizardry, just simpler.

Stats – Cunning, Piety, Valor, and Wizardry neatly correspond to dnd’s DEX, WIS, STR, and IQ, but are a bit more nuanced in their function, and unlike any dndlike, they increase independently with use.

Classes – As in pedit5/dnd, there are no classes; you have all of the abilities you would expect of a fighter, wizard, priest, and rogue. You may eventually join a guild to enhance one set of these abilities, but this is of no detriment to your other abilities.

Spell system – Resembles dnd, where mage and priest spells are distinct from one another and you may cast all of them from the start. Unlike dnd, spells cost vitality rather than SP to cast, and there’s a much greater emphasis on instant-kill spells than damaging spells.

Monsters – Many distinct monster types, but I couldn’t really determine what distinguishes them. They’re all kind of wimpy, have no tactics except hitting you for small amounts of damage, and before too long, fall quickly to your spells, prayers, tricks, or bludgeoning.

Scaling – The strongest monsters can appear pretty early on. Deeper dungeons have larger maximum monster group sizes.

Random encounters – Some squares in the dungeon are seeded with monsters when you enter, and will be there until you kill them or leave the level. There are no other random encounters.

Stationary dungeon features – Stairs and wells. That’s it.

Graphics – First person wireframe view, anticipating Wizardry rather closely.



Permadeath – Yep

Apart from the graphics, not a lot of this anticipates Wizardry. Quite a few points are innovations on the part of Moria that aren’t common in the genre.
  • Stats that increase as you use them
  • Food and water
  • Guilds
  • Multiplayer exploration – players can break ranks from the blob and explore the 6x6 block independently, but only the leader can decide to leave the block
  • Retaining stored items on player death

There are innovations that do anticipate Wizardry-like games, but also differ greatly from its implementation.
  • A city on top of the dungeon with stores, but consisting of an entire maze level
  • Party-based combat, but optional, multiplayer, and real-time
  • Aging, though based on ingame time rather than actions
  • A store for buying and selling weapons and armor, but the shop operates through barter rules
  • Varied combat tactics, more complex than dnd but simpler than Wizlikes
  • One-handed and two-handed weapons, but with the peculiar rule that one-handed weapons are generally better, but require better stats

And then there are innovations that match Wizardry closely or exactly.
  • The first person perspective, natch. The controls are very similar too.
  • A ‘light’ spell that reveals hidden doors for a duration
  • An inventory system with numerous equippable items, categorized by body part
  • Monster encounters that come in multiple groups
  • Teleport spell (two-way only available to members of the Wizard guild)
  • Gold rewards being divvied up to the party members

Moria deserves credit for its innovations and its legacy, and it should be interesting to compare it to Oubliette and beyond. But it’s the least fun I’ve had in a PLATO game yet. I’m not interested in ever playing it again, and quite possibly can’t.

Monday, July 29, 2019

Moria: O, wilderness

With a city map created and in hand for later use, I prepared to assault the wilderness. I’d need 15 valor to wield even the simplest 1-handed weapon, so I asked the shopkeeper what sort of two-handed weapon I could get for $150 (all I had).

My knowledge of the price system helped out here; it predicted that the club he recommended was worth $82. The shopkeeper asked for $152, even though he just told me it was the best I could get for under $150. I haggled him down to $96. The $54 left over wasn’t enough to buy anything else, so I went into the wilderness via the nearby stairs.

It didn’t take long to encounter my first monster.



Combat is semi-realtime. Do nothing, and the monster will hit you every few seconds. When you take an action, there’s a delay of a few seconds before you can act again, enough to ensure the monster will hit you during this time.

I chose to pray, in order to boost my pathetic piety. Holy Word failed several times in a row, getting my vitality gradually reduced, but Escape worked on my second try, and raised my Piety value to 6. These combat prayers had no vitality cost, except for getting hit in between unanswered prayers.

After the successful escape, I hadn’t moved from the encounter square, and could simply walk off and walk back on, where the leprechaun was still waiting for me. I grinded out two more points of piety in this manner, then fought it, which instantly killed it and raised my valor one point. Throughout this exercise my vitality never dipped below 50 points, and I found a treasure chest with $231 and no traps.

F6 calls for ingame help, -h- calls for players’ help.


This sort of leniency was almost shocking; in my previous PLATO adventures, new characters were at risk of being one-shotted right out of the gates. Wizardry, too, has a well-deserved reputation of early game brutality, albeit one that’s not quite as bad. Here, you’d have to try to get yourself killed against a leprechaun, which is a level 30 encounter according to the helpfile.

On my next encounter, against a giant lizard, I decided to try casting spells to boost my Wizardry stat. A single paralyze spell worked, got me a boost, and an even better reward.



The next encounter nearly killed me.

Manticores are level 55.


The manticore did no more than 9 damage per round, but resisted my spells and prayers, and running failed multiple times. My vitality was 5 when I successfully escaped.

Another monster in this block, an enchanter, fell easily to Holy Word, and dropped a handsome reward worth $2000.

I returned to town and bought some better gear.

An unusually successful haggle.

Broke but better equipped.

Returning to the wilderness, I found that the block I explored before had been re-seeded with monsters, in different places. Few that I encountered posed any threat, so I just continued using whichever battle tactic would raise my worst stat. Holy Word for Piety, spells for Wizardry, fighting for Valor, and eventually tricks for Cunning. On the occasion that an encounter just wouldn’t succumb to my tactics, I’d run once my vitality dipped below 60, and leave that spot alone.

Spells usually didn’t win fights; there are so many to choose from, and each attempt cost over 10 vitality at my level, plus whatever amount of hits the monsters inflict, so I could only try four times at most before running and waiting to regenerate. It was still worthwhile, because even failed spells can raise wizardry.

I did some more mapping, soon found another entrance to the city, and found it neatly corresponded to one of the city exits I had found earlier. The coordinates weren’t aligned on their respective maps, though.

Before too long, I stumbled upon the entrance to the mountains. Soon I started to run low on water, but I now had enough gold to max out my food and water reserves, and enough left over for a shiny new helmet.

On some more exploring and grinding, I killed a zombie, and was awarded a seriously high-end weapon considering the location.

The mace is only worth 5 offense. This bow would cost me over $28,561!


I spent the next few hours completing my map of the wilderness, which was smaller than the city; only 5x6 blocks, compared to the city’s 8x7. That’s still much bigger than a Wizardry level. None of the enemies posed any threat, and I accumulated over $20k through fighting them, which I spent on food/water refills and some new gear.

The Light Armor and Hood are better than the Armor and Helmet they replaced.


My map of the wilderness:

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