Getting Started in Digital Eclipse’s Remake of Wizardry, Part 2: The First Level

It occurs to me that it might be a good idea to explain what playing Wizardry is like. There was once a time when this basically was what a CRPG was. JRPGs obscured that greatly and became the new default, but before Final Fantasy took over the world, there was a whole pile of what we might now call Wizardry-likes: The Bard’s Tale series, Dragon Wars, Might & Magic, Dungeon Master, Eye of the Beholder among them.

All of these party-based CRPGs have a lineup, a list of characters that are generally considered to be in order. Dungeon Master arranges them in more of a 2×2 grid, but there’s still a front line and a rear. Key in all of these games is that the front line is where you should put your melee fighters, who are in substantially more danger and need more HP and equipment protection (often directly using the D&D term Armor Class). The rear is where the characters who can’t take a licking go: the thief and your mages. Clerics/Priests generally can go in either area. By tradition they they can still still use most armor, but the problem is they’re usually the party healer, so being in the front line also means they’re more likely to get taken out by Paralysis or Petrification, leaving the rest of the group in the lurch.

It’s vitally important that the front line holds. Characters who get knocked out will get automatically shuffled to the back of the group, putting the squishies in range of the monsters’ unkind claws and teeth. It might be possible to hurriedly cast some AC-increasing spells, but it’s usually just as fast to cast strong attack magic and end the fight, then cure the downed fighters in camp. If you can’t do that… well, then it’s best to find your way back to town by the most expeditious route.

What route might that be? Well that’s why you’ve hopefully been working on a map! You might have played labyrinth games before, or think you can rely on a spatial sense build from playing first-person shooters, but those are not going to suffice here, you need a map. The Digital Eclipse remake of Wizardry maintains one for you, but as previously said it can be “tricked” by two particular types of maze phenomena: spinners and teleporters. Spinners change your facing randomly but leave you in place; suitably, they’re almost always placed in four-way intersections, so it’s not obvious which why you’re now going, or even if you’re going back the way you came. Teleporters usually leave your facing the same, but now in a different location.

Once you’re in the dungeon, then what?

I said last time that you should make your own characters, but that will also leave them at experience level 1, which is really weak. Until you reach level 2, every expedition into the dungeon should contain a single encounter. The starting quadrant of the first level has just three rooms. Enter one of them, fight or run from the inhabitants, then run to the stairs. If you used any spells or took any damage, have the affected characters stay at the Inn. It takes a lot of stays to lose even one point of Vim, so it’s nearly free.

If you’re playing with the original Inn, then stays will be more expensive unless you stay at the Stables, which gets you your spells back and nothing else. But that’s okay, because you can then dip into the maze and have your priest cast DIOS on your injured. You can repeat that cycle as many times as you like, and it won’t even age your characters. It almost feels like cheating, but you want to push every advantage you have as far as it will go.

Get used to training up level 1 characters, you’ll be doing it several times. You’ll want a B-team of characters to rescue your main group if need be, a Bishop of moderate level to identify found equipment without paying Boltac’s insane prices, maybe a separate Evil/Good team if you want to try out a Ninja/Lord, and maybe characters to replace failed resurrections from ash. The only time you’ll have to train up a character unaided, though, is the first time.

It is true, one of the modernizations in the Digital Eclipse remake is the ability to outright hire characters of levels approaching your highest experience level reached, but it’s not free, and could end up being really pricey. If you’re broke, then you can’t hire anyone over level 1, and if you have no characters you won’t be able to earn more money. Also, you should know that there’s a limit of 20 characters you can have among all those you have at one time. I don’t know what happens if all of your characters are dead and in the maze at once. Seems like they should have accounted for that possibility, though.

How to handle those first fights

Use every advantage you have! Mages begin with the sleep spell KATINO, and while it’s almost useless later in the game it’s the key to surviving the first floor, that and the priest’s Dispel Undead ability.

There aren’t many monsters that can appear randomly on the first level:

Bubbly Slimes: the weakest monsters in the entire dungeon. They never flee and are immune to sleep spells, but are almost never a danger.

Kobolds: easy to beat unless they outnumber you. KATINO, the sleep spell, works quite well.

Orcs: Like kobolds but a little beefier. Both kobolds and orcs are very prone to running away if you’re even slightly above their level. Use KATINO.

Level 1 Rogues: Also weak and prone to fleeing, and vulnerable to KATINO.

Undead Kobolds: one of the very few (possibly the only) monster in the game with a description of “Skeleton.” For first-level groups kobold skeletons are pretty dangerous, all the numbers of kobolds but without their tendency to run away or vulnerability to sleep. You might be tempted to fight them hand-to-hand for the experience points, but this is just the kind of thinking that gets first-level parties slaughtered. You have a priest; they should be trying to dispel them every turn. (If you don’t have a priest then go right back to town and make one!)

Bushwackers: the horrors of the first floor, they do around a d8 of damage, making them deadly. If a group of first level characters encounters a group of Bushwackers without any KATINOs available it’s best to try to run. Bushwackers can be a problem even for 2nd level parties, but against higher level groups they’re just as prone to fleeing as their lower level compatriots.

Zombies: about one time in five, a group of Bushwackers will be generated with an assisting team of Zombies. This is by far the most dangerous encounter possible on the first floor, pretty much impossible for a first-level group to defeat without a lot of luck on their side. I’d have the priest try to dispel the Zombies, and use your mage(s) to cast KATINO on the Bushwackers. If you can get all the Bushwackers asleep, maybe use any remaining extra spell slots on HALITO on the zombies, but there is no really good way to survive this. Fortunately Bushwackers+Zombies is a rare combination, I’ve only seen it happen once on the first floor.

There is one more monster that can appear on the first floor….

Murphy’s Ghost

A beloved monster among Wizardry fans, and something of a legend in the annals of CRPGs, is Murphy’s Ghost. It’s a special encounter that can occur in one specific room on the first level of the dungeon. It’s in a region behind a secret door, so you might not find it until you learn the light spell MILWA, or possibly its longer-lasting version LOMILWA.

In the original, stepping onto its encounter spot was enough to make Murphy’s Ghost appear. Now you have to search to fight them. In both cases though the fight is easily repeatable.

On the first floor, Murphy’s Ghost can appear in groups of up to two. The fight isn’t that difficult, and even against low level characters it can’t do more than 4 hit points of damage every round. The main problem is that Murphy’s Ghost has a very low (that is, very good) Armor Class, at -3, and has many hit points. No attack magic works on the ghost, but spells that worsen its AC, or improve your characters’, work well. It takes around 40-50 melee attacks, on average, to fell a Murphy’s Ghost. One ghost earns 4,450 experience points, which split six ways it still over 700 XP apiece, and a pair of them can be enough to gain a whole level’s worth of experience at once. It is possible, rarely, to earn more experience from other groups on the first level, but Murphy’s Ghost has the advantage of only getting one attack per round, and of appearing every time its room is entered/it’s searched for, even if you just fought it a couple of moves before.

Murphy’s Ghost is slightly less useful in the Digital Eclipse version because the new unskippable battle animations take up a lot of extra time. It was always the combination of easy repetition, battle speed and relatively low difficulty that made fighting Murphy’s host appealing. After your group gets a couple of extra levels on their bones the first floor starts looking a lot less treacherous anyway.

Kimimi the Game-Eating She Monster: Brandish

I still have to figure out some consistent way to differentiate things we’re linking to, in titles, from our own content. It’s making me uncomfortable how things we link to on other sites are generally not distinguishable from things we make ourselves. The site: title construction is the best I’ve come up with for that, although I also use it for our own subseries, like Sundry Sunday. Please, except this rambly prologue as an introduction!

Kimimi the Game-Eating She Monster writes lots of interesting stuff, and we’ve linked to her several times before. In fact I have a whole Firefox window devoted to pieces she’s made. This one is about the Super Famicom (and others) game Brandish, one of Nihon Falcom’s many interesting RPG experiments.

Brandish is played in a dungeon where each level is a map, and monsters appear on it, and you attack them in real-time, without going to a separate screen. That is to say, combat isn’t “modal.” When switches change the state of the dungeon, you see their results happen immediately. Areas blocked to you are shown as just plain wall until you reveal them.

These things all make Brandish seem almost like (here’s that word again) a roguelike. But Brandish’s dungeon isn’t random, but set; the game isn’t a generalized system like roguelikes often are, but has set scenario. That makes it seem like a lot of other early RPGs. And one weird thing about it that’ll definitely require some adjustment is, Brandish is programmed so that your character always faces up; if you rotate to face a direction, the dungeon rotates around you. But the game doesn’t use the Super Nintendo’s “Mode 7” rotation feature: the dungeon turns immediately, which is disorientating until you get used to it, and even, it’s still a little disorientating. Brandish probably works that way because it was originally a Japanese PC game, and to implement Mode 7 rotation would mean having to rework some graphics to reflect the different perspectives.

Here’s a Youtube video of a playthrough. Skip past the intro, and what I’m talking about should become clear:

And now you’re ready for Kimimi’s own piece on Brandish. She likes it! And I agree, it’s a very interesting system. Brandish was popular enough to get multiple sequels. If you want to learn more about the series generally, Kurt Kalata’s Hardcore Gaming 101 has a good introduction to them.

Kimimi the Game-Eating She Monster Covers Brandish

A 30+ Year Old RPG System for the Commodore 64

It’s been months now since I announced my plans to release some project involving LOADSTAR, a 17-year computer magazine on disk, either here or on itch.io, or both. I’m still working on them.

In the meantime, I present this, a packaged-up release of Dungeon on itch.io, a complete old-school RPG gaming system for the Commdore 64, as it was released on the disk magazine LOADSTAR back in 1990.

Written by David Caruso II, Dungeon is a way of creating adventures for others to play, and a system of creating, maintaining and playing characters in those adventures. It was kind of a throwback even in 1990 (the SNES was released that year), but it definitely has charm, and an old-school kind of appeal.

You start out on the Guild screen, where you create a character from one of five fantasy races, then venture out on adventures stored on floppy disks, which in this release are provided as C64 1541 disk images. Fight monsters to earn experience points, find the object of the quest and then return to the Guild by the exit to have the chance to advance in experience level. If your character dies they’ll be revived, but only up to two times! If something happens and you don’t make it back, but don’t die either, your character will be marked as “GONE,” meaning they’re stuck in limbo until they make it back to the Guild on their own!

Your character advances in level between adventures, but they don’t get to keep any items they found on their journey. If they advance in level however, they get to permanently improve two of their stats. Getting to the maximum score of 25 grants them a special ability, but it’s really hard to get there!

This presentation of Dungeon is being made with the permission of Fender Tucker, owner and former Managing Editor of LOADSTAR. It isn’t free, but for $5 you get the Dungeon system and five pre-made adventures for it, culled from the 240+ issues of LOADSTAR. I include a stock copy of the open-source Commodore 64 emulator VICE, configured for playing Dungeon. (If $5 is too much for you, rumor has it Loadstar issues can be found online elsewhere. Dungeon was first published on issue #74.)

If you want to know more about it, I have constructed this 40-page PDF of documentation on Dungeon, from the disks of LOADSTAR in 1990, along with the instructions for the adventures and further notes on playing it from me. Here:

(file size: 2.6 MB)

The document refers to an itch.io release, that’s what I’m currently working on. Late in the document there are some spoilers for a particularly difficult adventure using the system.

Dungeon was created by someone named David Caruso II. Neither I nor long-time LOADSTAR managing editor Fender Tucker knows what became of him. I have what is almost certainly an old address for him. It’s been 33 years, and I suspect that Dungeon itself is a couple of years older than that, so it’s possible that Caruso has passed away by now. If he hasn’t, though, I’d like to talk with him. I think (hope?) he’d appreciate that people are still thinking about his creation even now.

itch.io: Folder Dungeon

Folder Dungeon, on itch.io, is a short and not-too-difficult game where an adventuring cursor has to dig through the folder structure of a hard drive to find an important file. Each window is a room of the dungeon; entering a Door folder takes you to another room down. You can go back the way you came using the back arrow icon at the bottom of the window.

In addition to doors, rooms can contain items, which can be picked up by clicking on them. Gold is among the items, the value of the coin indicated by a number. Some items cost money; if they do, they’ll have a coin and a number on the item. Some items, notably Health Potions and Ice Cream, take affect immediately; they never enter your inventory, but work immediately on your stats whether you needed it or not.

And, some of the things in rooms are monsters. If you do something other than attack a monster by clicking on it, then every monster in the room has a percentage chance to attack you; if you attack a monster, then it always counter-attacks if it survived the attack, but other monsters in the room don’t get the chance to attack.

Somewhere in each folder structure is an Exit icon. When you find it, you can only enter it once all the monsters in its room have been defeated. You don’t have to defeat all the monsters in a room to leave it, but it does give the monsters in the room a chance to attack you.

The most interesting play mechanic is, every action you take generates “heat.” You can only take so much heat. If heat reaches your maximum capacity, you take one damage per action until you leave the level (which resets heat to 0) or you lower your heat by collecting an Ice Cream.

Note, as you can see in the above screenshot, there’s a display bug in the current version that cuts off the left and right sides of the screen. Or is it a bug? It didn’t actually prevent me from playing? Maybe it’s an aesthetic choice? Anyway, I managed to finish the game on my first attempt, but it was close.

Folder Dungeon (by Ravernt, itch.io, $0)

Romhack Thursday: Ultima Underworld on Playstation, in English

On Romhack Thursdays, we bring you interesting finds from the world of game modifications.

The critical consensus on Ultima Underworld is that it was a high point of the Ultima franchise, a then-unique (and still fairly distinctive) kind of game, a 3D fantasy adventure released nine months before Doom, with a detailed dungeon and a high degree of player agency.

Ultima Underworld got a Playstation release, but only in Japan. It is not a straight upgrade from the DOS version, it’s got different cutscenes and anime character portraits, as well as interface differences. Still, it could well be worth playing for its own sake.

Often for these romhack posts I’ll try to apply the patch myself and take my own screenshots, but in this case the patch is over 120 megabytes, and itself to be applied to a CD game ISO, and a substantial game to learn and navigate in itself, so I’m going to pass this time and just use screenshots from the game’s romhacking.net entry.

Look at that anime-style character art. I guess this counts as the third JRPG post in a row.

English Fan Translation of Ultima Underworld for Playstation (romhacking.net)

Roguelike Celebration: Common Pitfalls With Roguelike Traps

From Roguelike Celebration 2022, Reed Lockwood’s talk on trap design in roguelikes. Traps are an essential part of a D&D-style dungeon exploration sim, but are very easy to get wrong, either by making them too strong or, conversely, too weak. Some interesting ideas here!

Robert Koeneke, Creator of Moria, R.I.P.

News comes from Ben S. on Twitter, and echoed by Temple of the Roguelike that Robert Alan Koeneke, creator of Moria, passed away on July 15th, at the age of 64.

TotR identifies Moria as the first follow-up game to Rogue. My notes have it popping up three years after the original, which seems like an impossibly long time now for no one to have made a copy, but even Advanced Rogue, which was built off of Rogue code, didn’t see the world until 1984. Moria, by contrast was written from scratch. Moria’s Wikipedia page notes that Koeneke originally wrote it in a form of BASIC, but rewrote it in Pascal, and I think that’s probably the version that first saw distribution.

(A good place to look for the relative appearance times of roguelike games is this page on the Tangaria website. There is also BALROG, which no longer exists on the living web but is preserved on the Wayback Machine, although a link to it currently eludes me.)

Moria was converted to the C language to produce UMoria, which the credits to Blizzard’s Diablo cite as a direct inspiration. A prototype of Diablo was found some time back that was turn-based, and was even closer to the Moria play style. There’s also GMoria, another variant of UMoria.

A browser-playable version of Moria is reputed to reside here, but currently seems broken. Moria itself wasn’t ported beyond Pascal, but UMoria was written in C and so managed to proliferate. User polluks at GitHib has preserved and cleaned up the source to UMoria and released a version 5.7 that remains true to early versions, and runs on Windows, Linux and macOS. Previous versions ran on VMS, DOS and Amiga. Their account also maintains several other versions of Moria, including the Pascal source of the VMS version.

The object of Moria is to descend into the titular mines and defeat the Balrog that gave Gandalf so much trouble. Some of its many improvements over Rogue include a town level where players can purchase and sell items, more types of equipment including helmets and boots, the need to carry a light source in the dungeon, and levels that could be much larger than one screen in size.

Angband players will find most of this familiar; while it has a much longer dungeon, in structure its apple doesn’t fall far from Moria’s tree. Both Moria and Angband place the game emphasis more on fighting and tactics than Rogue.

Rogue was popular in the culture of university computing, but its source was closed, and what variants it got were built off of leaked code. Moria was the first open source roguelike, which allowed for its conversion to C. This C version was renamed to UMoria. UMoria is the ancestor of mighty Angband, which is one of the most-permuted games ever made, with well over 100 variants, with even more appearing once in a while.

I can’t resist turning this into a parable about the virtues of cooperation and sharing. Because of Rogue’s closed source, its immediate variants are very hard to find now, with only the versions preserved by the Roguelike Preservation Project surviving, and Rogue itself has largely been overshadowed by NetHack and its variants.

For more on UMoria, back in 2015 Roguelike Radio did an episode on it. There is also a good Moria resource page.