Here is an interesting new feature in the upcoming Realms of Quest V
– Informational stats during battle so you can easily determine whether it’s in your best interest to fight or run. Cool stuff.
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.
Here is a sample mapped dungeon level. Orbs can be obtained from fighting demons on level 9 or below so I usually only map each level until I find stairs that will go to the next level below. I’ve mapped out this dungeon level 9, fought and killed an Orcus, Demogorgon, and Bailor while traveling further downwards in levels making it all the way to level 17.
Dungeon levels are infinite, however the lower you descend you will gain more and more magical weapons and gold.
I bumped into a skeleton and it attacked me. It must have been a skeleton of a long since dead king, as he was fully loaded with gold. I don’t know how a skeleton can carry around so much gold, but it’s mine now. :o)
All $20358580 of it. WOOHOO! Ca-CHING!
I still wasn’t able to find another ORB yet, but by the time I made it back to the castle I had acquired a significant amount of loot to cash in.
And cashed in all that lovely gold to gain 3 levels and pick myself up a healing potion, as I was now completely out of them.
I’m now at level 17, with SU 17, SWORD+19, ARMOR+22, SHIELD+23 and XP 60754472 with 1 HEAL POTION, and 2 ORBS.
We’re gonna need a bigger boat!
Seems like each demon battle in the search for the ten orbs gets more tough with each orb obtained. The first orb that I obtained was taken from an Orcus. I found a second orb when I defeated a Demogorgon. Now I’ve stumbled upon a demon that I hadn’t encountered before…a Balor. I killed the Balor, however no orb was recovered yet, so I’ll have to keep searching. In the meantime, it is cool to see some new monsters.
While wandering through level #9 of a dunjon, in search of another Orcus, I stumbled upon a Demogorgon, and knew right away, that this was it. It’s a demon, and it has an Orb. The orb is now mine.
2 Orbs recovered, and 8 left to go.
The dunjon to the right of the castle is where I found the second Orb. Now I’m off to find more dunjons.
When traveling the overworld map, close to one of the numerous rivers, I came across a ghost ship! There are other encounters along the rivers, where you may run into mermen and the famed loch ness monster.
After some extensive battling in one of the dunjons, I encountered another Orcus, however I was defeated. I stayed in the dunjons for as long as I could, reaching level 9 and even a few levels below and acquired a hoard of gold, and a whole lot more of +1 magical items. The lower you descend in the dunjons, the more gold and magic items you acquire.
$2707547 Gold Pieces. More GP than I had Experience Points. Sword+14, Armor+19, Shield+17.
I didn’t obtain a 2nd orb yet, but at least I knew I would be cashing in big time, this time around.
Up 2 levels +1 potion. The extra 2 spell points and additional Hit Points will help out allot.
While descending a dunjon, and on the 4th floor in search of the next set of stairs downwards to the 5th, I seem to have stepped into a trap. The walls caved in all around me, apparently.
Luckily I had 6+ spell units, so I was able to cast a Word of Recall and zap myself back up to the surface by the entrance of the dunjon. I suppose I could have alternatively cast level 5 spell “Gate” and teleport somewhere else in the dunjon, although I generally don’t use Gate as it teleports to a random location, and I prefer knowing where I am. Don’t know what I would have done had I not had at least 5 or 6 Spell Units. Reminds me of a wizard teleporting himself into a solid stone wall.
Word of Recall is a lifesaver sometimes. I even found the King’s Castle.
Another weird thing I found is a dungeon that seems to lead nowhere. You can descend the dungeon, and while in the dungeon, you can step one square south, but other than that, it doesn’t lead anywhere, unless there is something that I’m missing. It’s pictures below. Though I’m pretty sure Realms of Quest II overland map and dunjons are all procedurally generated. I hope there are more than 10 dunjons in the overworld map, as it’d be a shame if the dungeon to nowhere prevented obtaining the final 10th orb.