Tag Archives: adventure

Digital Versions of Realms of Quest III + IV are available again!

Digital Versions of Realms of Quest III + IV are now available again through Psytronik Software’s new Itch.io site, and they are on a name your own price! So get your VIC20 emulators ready, and head on over to Psytronik’s site to purchase/download these great turn based, party based dungeon crawlers and fight some monsters today! See links below for further emulator recommendations and system requirements, and information on all of the extra’s that come with the downloads.

Realms of Quest III https://psytronik.itch.io/realms-of-quest-trilogy

Realms of Quest IV https://psytronik.itch.io/realms-of-quest-iv

For more Psytronik software releases….https://psytronik.itch.io/

 

 

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Taking a walk in the dungeon -Realms of Quest V

Here are Mead and the crew, taking a leisurely stroll through one of the dunjons in Realms of Quest V.  Let there be color! This is great! In Realms of Quest V each dunjon in the game may have their own color styles.

For visual dungeon comparison with the previous 2 Realms of Quest games, below here is one of the dunjons in Realms of Quest III.

Realms of Quest IV had black and white wire-frame graphics, but much more features like traps, spinners, teleporters and other such things in their dunjons.

+ Here is the Dungeon Crawler version of Realms of Quest III with its blue dunjons.

 

New Realms Font & Race/Class Tables-RoQV

A new Realms font is now replacing the Legacy font and allows both upper and lowercase letters. It is the official default font that will ship with the game, but you can still select the other fonts; (deluxe, fat128, system) via the configuration screen.

Both the Race and Class tables have been updated. The Proteus Class (Jack of all trades, master of none) has been replaced with a War Mage class which is a Fighter/Wizard/Cleric type class and will require the most experience points to advance levels. Click the images to enlarge for better viewing.

Races that also appeared in and were specific to J.R.R.Tolkien’s and/or Thomas Covenant’s works have been replaced with unique races that you can only find in this “Realms of Quest”.

Treasure! – Realms of Quest V

If you’re lucky, you might find a treasure chest filled with gold and other valuable trinkets after defeating monsters in battle. Don’t just go opening up the chest without checking it thoroughly first.  Monsters are known to ensnare their locked valuables with sinister traps. You’ll need someone with thieving skills so be sure to bring along at least one (or more) of the following classes (Thief, Ninja, or Proteus). The more characters with thieving skills that you have in your party, the easier it will be to disarm the trap.

If you’re not so agile you might spring a trap. Watch out for poison darts, explosives, and sleeping gas triggers. If you get poisoned you can find aid at temples in the castle or have your priest or another class that can cast the priest’s cure poison spell. Rest at the Inn to recoup hit/spell points and to train, but try to stay at the more comfortable accommodations so you do not have to rest as long. It’s tough to get sleep when all you can afford is the stables and the animals that live there like to party late till the cows come home.

Also a new feature is the player hurt/wounded icon. When a monster hits a party member, a little icon of a medic kit will replace the checkmark. Small dot-like crosses appear when a party member is ready to train. There are other icons for poisoned, sleeping, stoned, and dead characters.

Realms of Quest 5 Combat Module testing

Realms of Quest 5 now has a new title screen with blue colors and you can use the directional/arrow keys to move up/down the menu screen options rather than hitting the F function keys.

At Bolzaim’s Marketplace you can inspect the equipment that you want to buy and it will list what type of player class can use the item, and the stats of the item. +Each time the player enters the castle and visits the marketplace Bolzaim will have one randomly generated special item at the shop, just like in the previous game. Today’s special is a Staff of Dimension Door for all of your teleportation needs. Only $15000. Buy it today (if you can afford it) for it surely will be gone by the next time you visit.

Initially you’ll just be purchasing some equipment for the party and with only 1000gp and up to 10 player characters, you’ll have to make do with mostly the basics. Here is Gnarshm with his trusty club and shield.

After purchasing equipment from the marketplace, make sure to equip your items, then you’ll want to travel through the land of Rivaria.

Ghislain is currently working on the combat module of the game. Here we encounter a battle of Kobolds and Quasits.

Currently only the Attack function is programmed, but you can attack monsters, do damage to monsters, kill+reduce monsters numbers, while the monsters can do the same damage to + make kills to the party.

Quoting a post from Ghislain at the Denial VIC-20 forums, here are some more new combat options to be implemented in Realms 5…

Attack – Perform a basic attack (melee or missile weapon)

Ally – Use your Ally (NPC/Summoned/Controlled monster) to perform an action in your stead.

Backstab – attack monster with extra damage with melee weapon but suffer an armor penalty (Thief, Bard, Courtesan, Monk, Ninja or Proteus action)

Beckon – A Demondim can attempt to control a demon (can be performed at the beginning of combat)

Cast – for spellcasing

Condemn – Monks have the power to destroy a single immortal monster at the beginning of combat.

Defend – Instead of attacking, the player can defend.

Disband – Sages can destroy a single row of “Misc Non-living” monsters (like Golems, Elementals, etc) at the beginning of combat.

Lay – Once per battle, the player can “lay on hands” to heal 2 hit points per level. (Paladin or Proteus action)

Seduce – A Courtesan can attempt to control a humanoid enemy (at the beginning of combat).

Sing – Bard action to distract monsters that can make them listen to the song instead of attacking. (beginning of combat)

Subdue – Lords can try to control a single Mythical monster at the beginning of combat (such as Dragons, Hydras, etc).

Turn – At the beginning of combat, Priests can attempt to destroy all of the enemy undead that are present.

Use – Use item for it’s power

View – View character to inspect

Whisper – Druids can attempt to control an animal enemy (beginning of combat)

Upon defeating the monsters… Victory!!

Player characters status is listed in light blue to the left of the character names. Checkmarks are players in good health. Skulls are the dead. Experience points and treasure etc, still being programmed at the moment, but it’s looking good so far.

Here is a status and icon chart for reference.

Keep tabs on the VIC-20 Denial Forums linked below for current/past/future updates on Realms of Quest 5.

http://sleepingelephant.com/ipw-web/bulletin/bb/viewtopic.php?f=10&t=8380

 

Realms of Quest II [spells, potions, and orbs]

realms2_select

Side 2 of the Realms of Quest IV disk contains the special anniversary editions of Realms of Quest I and II. You can select between the original game and the enhanced game. The original game is faster, but the enhanced version features in battle monster portraits which are nice.

Here is an Ettin in the original game

ettin

Here is an Ettin in the enhanced version with the monster portrait

ettin_battle_enhanced

I’m picking up the game where I left off, so here is a recap of the plot.

description

desc_nikaedor

orbs

We need to find the 10 orbs of power. Each orb will be located on the 9th level of each dungeon, and will each be guarded by a Demon. Once we have defeated the 10 Demons and recovered all the orbs, we must seek out Nikaedor’s lair and defeat him.

There are 6 spells that you can cast provided that you have enough spell points. The first spell requires 1 SP, the second spell requires 2 SP, and onwards etc.

Spells

1.) Cure

2.) Fire (medium damage to enemy)

3.) Heal

4.) Kill (lots of damage to enemy)

cast_4_kill

5.) Gate (teleportation)

6.) Word [of recall] (teleports party from wherever you are in the dungeon on whichever level, back to the overland map at the entrance to the dungeon). This is very useful.

cast_6_word

If you have enough gold and visit a castle to rest, you will be able to purchase healing potions which are vital to have with you when descending the dungeons.

potion_bought

Back in the Dunjons! -Realms of Quest III

dunjon2

To the northwest of the castle, and to the west of a small town, the party finds a bridge crossing a river to the south. An entrance to a second dungeon is set into the side of the mountain ranges to the west.

dunjon_down

The oft strange but highly charismatic gnome Greyhat leads the adventuring crew deep into the dunjon in hopes of finding the second orb of a total of eight needed to reach the evil wizard Nikaedor’s lair.

Mead pulverizes many wretched and cruel monsters with the heavy bolts of his +8 crossbow. The bow armed Orc recovers a crown of might upon defeating a hoard of blood ghoul’s that were defending a hideously sick queen Xorn.

crown_of_might

A Crown of Might is equip-able by fighters, rangers, paladins, or monks, and gives a +8 attack and defend bonus and a +2 bonus to saving throws.

—————–

Of additional Realms of Quest III interest, is alternate (edit: original 2009) premium edition cover art showcasing artwork which ended up covering the inside inlay (rather than the front cover) of the final Realms of Quest III premium edition casing. It is less crowded than the final piece, but just as equally visually amazing! Looks to be more of DarkATX‘s incredible work. :o)

Realms_Case

…and here is one of an alternate (edit: original 2009 cover art) disk.

Realms_Disk

+ Here is the final version of the Realms of Quest III premium edition cover art

realms_premium