Monthly Archives: November 2014

Messing around with the Realms of Quest IV Editor. (RoQIV part II, [maybe])

Here I am messing around with the editor, figuring out the workings and ongoings of the map editor. Final map for Realms of Quest IV part II level 11? Who knows?….It just might be, or maybe not. Either way, the map editor offers allot of the classic dungeon crawling options, darkness, pits, keys, teleporters, locked doors, stairs up and down, final battles, NPC interaction, and text display. Pretty much sums up what is essential in a dungeon crawling game. What a blast! Yay! :o)


Book of Spells 1-6 (Realms of Quest I)

There are 6 possible spellbooks in the Realms of Quest I, for your character to cast spells with [provided that your character has reached the required level to be able to cast the spells].

I had previously tried to access these spellbooks without avail as my character must not have been able to view them due to being of not high enough spellcasting level. Believe it or not, this is the first time that I have cast spells from a spellbook other than the first book of spells. I noticed that dungeon level 6 seems to contain a portion of the dungeon which is inaccessible unless you cast a certain level 4 “pass wall” spell.

Book of Spells level 1


Book of Spells level 2


Book of Spells level 3


Book of Spells level 4


If you cast the level 2 Invisibility spell, your character will turn the color red for the duration that your character is invisible.


If you cast the 4th level spell “Pass Wall” your character will appear the color purple as seen in a few screen-shots above, where Orangehat is in battle with a demon.

Take NOTE: That in order to cast spells from “Book of Spells, level 2”, you will need to use 2 Spell Units;

…to cast spells from “Book of Spells level 3”, you will need to use 3 Spell Units;

…4 Spell Units are required to cast level 4 spells, and etc…onwards…


Mapping in the (Realms of Quest I)

Mapping dungeons in the Realms of Quest I is a bit different than other crpgs which require mapping that I have encountered. Rather than having a coordinate via north/south + east/west, each dungeon level in the Realms of Quest has cell coordinates.

For example, in Realms of Quest I, dungeons are an area of 8×8.
Dungeon level 5 contains the following dungeon cells…
| 05,01 | 05,02 | 05,03 | 05,04 | 05,05 | 05,06 | 05,07 | 05,08 |
| 05,09 | 05,10 | 05,11 | 05,12 | 05,13 | 05,14 | 05,15 | 05,16 |
| 05,17 | 05,18 | 05,19 | 05,20 | 05,21 | 05,22 | 05,23 | 05,24 |
| 05,25 | 05,26 | 05,27 | 05,28 | 05,29 | 05,30 | 05,31 | 05,32 |
| 05,33 | 05,34 | 05,35 | 05,36 | 05,37 | 05,38 | 05,39 | 05,40 |
| 05,41 | 05,42 | 05,43 | 05,44 | 05,45 | 05,46 | 05,47 | 05,48 |
| 05,49 | 05,50 | 05,51 | 05,52 | 05,53 | 05,54 | 05,55 | 05,56 |
| 05,57 | 05,58 | 05,59 | 05,60 | 05,61 | 05,62 | 05,63 | 05,64 |

Something interesting in level 5 is that there appears to be a One-Way-Door heading south from level 5, cell 05,43, into the cell 05,51.

Cell 05,43 appears as follows…


and after heading 1 step south from the above location leads to 05,51 which does not allow you to move back north; only either east or west.


Onwards to dungeon level 5 (Realms of Quest I)

Progressing in Realms of Quest I gets a bit easier after you have trained a few levels which allow you to remain the dungeons for longer periods of time and rack up more gold. The deeper you delve, the more gold you will acquire, but it gets dangerous down there.

Back at the Smythe’s Shield Shop I purchased an Ancile Shield.


(The Ancile is a +3 shield)


I finally made it to dungeon level 5. When fighting tough monsters like dragons, and beholders, it helps to cast the sleep spell which if successful can eliminate the enemy outright.


(Killing a Beholder)

Orangehat isn’t in Kansas anymore.


♫ Follow the orange brick road…follow the orange brick road. ♫

Now that Orangehat isn’t dying upon every descent anymore, Realms of Quest I is starting to get exciting. I’ve mapped levels 1-4 and am mapping level 5 now.  20 levels in total.

Realms of Quest I (The Quest for Survival!)

If the Realms of Quest series of games each had their own specific name (other than I, II, III, IV etc.), I’d say “The Quest for Survival” pretty much sums up (Realms of Quest I). Either that or “The Quest for Gold”, as it is incredibly difficult to progress in Realms of Quest I, unless you can acquire the necessary gold to both rest at the inn, and train your character. (Resting at the Inn costs $50 GP per resting, The cost of training levels increases with every level, so more and more gold is needed to train).


When you train your character, you will get an available increase in Hit Points and Spell Units, however you won’t actually get the points of either until after you have rested at the inn. By the time you are ready to train, you probably also are in vital need of resting also so unless you have enough gold to do both (unlikely), then you may want to consider resting first so to at least re-coup the HP and SU that you currently have so you don’t end up in a situation where you are in vital need of gold while also being low on HP and SU. I’ve encountered this situation personally. Don’t make the mistake of saving your game when you have low gold, HP and SU, otherwise you will be patrolling the entrance to the castle in search of low level monsters to fight and defeat without losing HP’s and running back to the castle to save game until you can gather enough gold to actually rest/heal/train.

Battle with Demon


Battle with Dragon


Notice the increase in XP after defeating the Dragon


Unfortunately, Orangehat encountered a second dragon after defeating the first….


Orangehat falls to the second Dragon!


I got a bit discouraged early on during my playing of Realms of Quest I, and decided to test out Realms of Quest II for a bit.


Purplehat is my chosen gnome for the Realms of Quest II.

Realms of Quest II seems easier (from the short time I have tested it), but also more extensive.

Realms of Quest I seems more straight up dungeon crawler. Find the 4 parts of the amulet and defeat Nikaedor, while Realms of Quest II has you finding 10 orbs of power which are spread throughout multiple dunjons. Realms of Quest II has an overworld map to traverse with multiple dunjons to locate and also close up shots of the monsters that you encounter while Realms of Quest I has 1 dunjon.

Still…..although it appears that Realms of Quest II is more extensive, something is drawing me back to Realms of Quest I. Realms of Quest I may be a more simplistic dungeon crawler, but yet requires more determination and effort to progress. Or at least that is my summarization of the game at this point in time.

More to come….