BOSS: Beyond Moria
United States
Independently developed and published
Released 1990 for VMS, 1993 for Macintosh, 2000 for Linux, 2010 for Windows
Date Started: 30 May 2025
There are so many variants of so many roguelikes that it seems arbitrary which ones get catalogued in various game databases.
BOSS, as its subtitle suggests, is a variant of
Moria (1983), and a fairly rare roguelike ported to the Macintosh but not DOS. It promises an easier, shorter experience, which is music to my ears after my attempts to win
Moria and
Angband (another
Moria variant) refused to yield success after frankly absurd investments of time. The original BOSS was written by Robert Gulledge and Jason Black, two University of Washington students; the Mac version was ported by a University of Linköping (Sweden) student named Mark Vesterbacka. In 2024, Richard Drysdall released a new version for Windows, Linux, and Macintosh, but RogueBasin calls it a "major rewrite," and I thought it was thus best to play the 1993 Mac version.
The authors changed the theme to a post-apocalyptic, science fiction setting, but in the type of superficial way that means I have to waste a bunch of time learning that "disks" are the same thing as "scrolls," "skills" are the same thing as "spells," and K-Mart has taken over the general store, and despite all of these so-called differences in setting, I still end up fighting with a sword and chugging potions. I suppose if they hadn't made those changes, though, I might find the game too undifferentiated from Moria to play it at all.
(If you're new to the blog and unfamiliar with games like
Rogue and
Moria, "roguelikes" are a sub-genre of CRPGs that go back to 1980's
Rogue;
Moria was the second. These games feature simple, ASCII graphics; complex inventories; randomly-generated content; a large array of commands that use almost every letter of the keyboard; and permanent death. See my entries on
Rogue and
Moria for more.)
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Some of the many commands available in this game. |
Where Moria has you specify a name, race, sex, and class during character creation, in BOSS, you specify a name, quality, sex, and class. These "qualities" give boosts to certain attributes, the same way that races do in other games. The qualities are: elite, hefty, mad, wise, lucky, healthy, sexy, and alien (major bonuses but need more experience to gain levels). Classes are wrestler, scientist, guru, ninja, soldier, wanderer, con-artist, thief, and journalist. Attributes haven't changed (strength, intelligence, wisdom, dexterity, constitution, charisma), but some skills have: "Fighting" is now "Melee Fighting," "Bows/Throwing" now "Guns & Grenades," "Magic Device" now "Weird Device." The rest are identical.
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Assigning points during character creation. |
The player gets 100 points to seed among the various attributes and skills (each upgrade costing a variable number of points). In a mechanic I don't remember from Moria, one of the character attributes is "experience factor," which is a multiplier against the normal amount of experience the character needs to advance a level. The player can increase this to gain more starting points.
The game continues Moria's tradition of giving you a little random backstory:
- "You are the rejected child of a Jarwangian scientist. You have made many enemies among the humans. You have orange eyes, straight blue hair, and a plastic complexion" (this for a character with the "alien" quality).
- "You are one of several children of a thief. You are the hero of your town. You have dark brown eyes, wavy brown hair, and an average complexion."
- "You are one of several children of a chimney sweep."
I rolled a random class and ended up with a ninja. As the game begins, it depicts the character riding a bus to Seattle, which is the consequent top-level city that he ends up in. The game apparently offers 8 such cities, each with a dungeon beneath. As usual with Moria games, NPCs roam the city and are easy to accidentally bump into and kill. They've made it annoying here in that killing some of them is a crime and may get you attacked and killed by police.
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Starting out in "Seattle." |
BOSS is a bit half-assed in its pretensions towards futuristic sci-fi. The weapon shop and temple are completely intact from Moria, the temple selling magic rings, holy books, and amulets as if it were a fantasy game. The general store becomes a K-Mart, selling raincoats, umbrellas, purses, lanterns, and crowbars (among others). The magic shop becomes a computer store and an "alien artifacts" shop, with disks taking the role of scrolls and ray guns taking the role of wands. The alchemist becomes a bar and grill but still sells potions. The armory is now "Leather & Chains." There's a club where the bouncer says I'm too poor to enter, and a guild where you have to bump into the exterior walls to find the door. An inn and a bank round out the city's offerings.
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Shopping at the computer store. We have technical manuals instead of spell manuals, disks instead of scrolls. |
The ninja starts with a katana, 2 throwing stars, a bathrobe, a set of leather gloves, 8 floppy disks of Identify, 2 potions of Cure Critical Wounds, 10 k-rations, and 5 flashlights. I figure that will get me through the first level and head down. There are two stairways down, and it turns out that one goes to Level 1 and one goes to Level 2.
Just like Moria, the dungeons are huge, sprawling, randomly generated, and impermanent (e.g., when you leave and return, a completely new level is generated). The instructions promise that there are seven cities with 10-level dungeons and a final city with a 25-level dungeon, making for a 95-level game. I don't think you have to explore all the levels. The instructions suggest that you have to "finish" each dungeon before moving on to the next, which includes killing each town's "local mob boss." I don't know what it means to "finish," but if the local boss is always found on the bottom level of the dungeon, I suppose that would make sense.
There's a certain variety to the levels that I don't remember from the DOS version of Moria at least. In my first game, Level 1 had proper rooms and corridors, like a game of Rogue:
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Finding a secret door on Level 1. |
Level 2 was more cave-like, with completely irregular wall patterns.
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The less predictable Level 2. |
Level 3 was completely open. Although unlit (I had to get close to enemies and objects to see them), its wall contours were completely sketched out at the start.
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Fighting a pygmy on Level 3. |
And so I began exploring, bashing into sleazy thieves, Scorpion Gang members, short pygmies, white fungi, mechanized Dust Busters, and mutant Keebler elves instead of the usual orcs and kobolds. I guess the game is easier than Moria, as I was up to Level 3 after only two victories (it slows down after that). The game likes to get cute with its attack messages, so in addition to things like "the pygmy rabbit bites you," you get silly messages, often customized to the specific enemy, often making pop culture references:
- "The short pygmy moons you."
- "The Vanilli lip syncs you."
- "The slobbering pygmy recites poetry at you."
Like Moria, the game makes a distinction between inventory and equipped items; equipment slots include head, hands, body, footwear, rings, an amulet, a computer, and a light source. Obviously, improving your items over the starting gear, by either finding or buying, is a key way to get ahead. There isn't a lot on the early levels, though, and I don't know what to make of some of it (e.g., bloody baseball cards, corpses, a hat rack). Instead of just finding money, for some reason you find "arcade tokens worth $5" or whatever.
Skills (spells) seem to be specific to certain character classes. The thief comes with a "Manual of Tricks," for instance, which includes such skills as "Spit Ball," "Evasion," and "Stink Bomb." The journalist's "Beginning Tech Manual" has options like "Find Story," "Interview," and "Flash-Photo." So far, these have all just resolved to mundane counterparts from Moria; for instance, "Find Story" is the same thing as "Detect Monsters." I'm not sure how the game decides how many of these skills you can use, and how often, since there's no equivalent to magic points or spell points.
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My journalist's "skills." from one book. |
Miscellaneous notes:
- As I noted, the disks take the place of scrolls, but you have to equip a computer to run them. I could only afford a Commodore VIC-20, and it ate about 40% of the disks I tried to run on it. When you find unidentified disks, instead of nonsense words like in Moria, they're titled with nonsense phrases like "Puzzles to Repair Trapped Eyes" and "Reasons to Maim Your Traps."
- The game offers a potion-mixing mechanic that I haven't explored yet.
- It adds the ability to get diseased. I had a pit bull give me a "social disease," which I had to have cured in town.
- I was poisoned a couple of times but it wore off in a few rounds.
- I checked the stores several times but never found anything like a "Scroll of Recall," so I suspect there's no way to fast-travel back to town.
- I got attacked by stairways a couple of times. I imagine they were mimics but the game didn't specify. I've seen mimics take the forms of treasure chests and doors in RPGs, but not stairways.
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I didn't trip! The stairway hit me! |
- Current hit points—the most important statistic in the game—is buried among the overall list of statistics and hard (for me, at least) to find when I need it. Moria had a break afterwards to make it easier.
- The game has an explicit "Speed" statistic that was hidden in the early versions of Moria.
- In addition to selling things, some of the stores offer "special training" to increase attributes and skills.
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Some of the options in the thieves' guild. |
My ninja got to Level 6 before I pushed down too far too fast and got swarmed by pygmies. I created a journalist character called Nellie, but she didn't get very far before she accidentally killed a vendor on the town level (they just walk right into your path) and got shot and killed by the police in retaliation.
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The authors really had it out for pygmies. |
Next character: A thief named Renaud. As he starts, the game says he can gain a skill, and he has a skill book, but for some reason, the key doesn't work. He also comes with 5 throwing knives, 10 K-rations, 2 points of Restore Charisma (which hasn't really been a problem so far), a bath robe, a set of black leather gloves, a towel, and 5 disposable flashlights. The towel is supposed to be his weapon. No sooner do I have him equipped with some better stuff than I accidentally slaughter a street beggar and get killed by police again. Aaargh.
Next: A lucky female wanderer named Zigwena. Wanderers apparently have access to prayers rather than skills, and they really are indistinguishable from a fantasy version: "Detect Evil," "Cure Light Wounds," "Bless," and so forth. She comes with 5 frisbees (missile weapons), 10 K-rations, 2 potions of Restore Wisdom, a bath robe, a pair of Nikes, a walking stick (melee weapon), and 5 disposable flashlights. The Nikes appear to be Nikes of Slow Descent. But before I even get out of the town, I manage to wield a cursed hairbrush (another melee weapon) and can't find anything in town that will remove it for me. To compensate, I sell my potions of Restore Wisdom and splurge on riot armor.
She makes it to Level 5 before I repeat my mistake of going down too far and getting swarmed. Oh, and she also kills someone by accident on the town level—I swear, it is way too easy—but I manage to get to a stairway before it happens, which resets the level and kills the APB.
That's about as far as I've gotten for now. I'm not really in the mood for this game, as should be obvious by the fact that I keep getting characters killed when it's not that hard to stay alive. I'd punt it down the pike for a later time, but I never want to get into the habit of doing that, as I'll just end up with a huge pile of unwanted games at some inevitable point. But if I can't at least beat the first couple of bosses for the next session, I'll probably put it on simmer and move forward with something else.
Here's a mystery to occupy us until next time: It's too early to be cheating, but my mind started thinking about how I could cheat if I got to the point that it was more important to show the endgame than adhere to permadeath. My first thought was, of course, backing up the character save file, but the game is on to that trick. It must write the character names to some other file and record that they've been killed. I don't see that file, but I don't know anything about how Macs store anything. In any event, if I try to restore the save file for a slain character, the game just gives a message that "this game file seems to be invalid."
Thus, my next thought: Back up the entire emulated hard drive. I store all my Mac games on a 500MB file called Game.dsk. While Zigwena was still active, I made a copy of that disk. When she died, I deleted the original drive and renamed the backup to the original's name. I launched it again, fired up BOSS—and it still somehow knew that I was cheaating. "This game file seems to be invalid," it said. Just for fun, I tried again with a new character (Jake). I saved him right after creation, then closed the emulator and duplicated the hard disk. I fired up the original. Jake loaded just fine. I saved and quit. I loaded the backup. Jake loaded fine. Saved and quit. Returned to the original, got Jake killed. Deleted the original, loaded the backup. The game somehow knew that Jake was dead. So there's no confusion, the game itself and all its directories are on the hard disk being backed up. I am truly baffled. Any ideas?
Absolutely no idea on the save file issues!
ReplyDeleteCouple of other points: I have definitely seen stair mimics in Nethack. In shops, even, where they stick out like a sore thumb.
The science-fiction skinning seems like it ramps up the goofiness--bath robe and a cursed hairbrush? I have a pretty high tolerance for goofiness in roguelikes where the game is more about challenge than plot, but this sounds like it'd be wearing even on me.
Is it possible that Flash-Photo blinds or scares enemies?
I'd suggest just making an Alien character and using regular backups - this will allow you to get their superior stat gains and invalidate the issue of them taking longer to get up to snuff.
ReplyDeleteIt will be interesting to see the various enemies, towns, dungeons, mob bosses, and other changed parts, but let's be honest - it's still a game that's as long as any ordinary RPG, except without respawning. Would you have finished Zelda 1 if you had to beat LEVELS 1-5 every time you died in the wizard level? Of course not. Let's just accept that you've already done your time on the original Moria and that not having to restart every time will allow you to appreciate the cool new gameplay features (multiple dungeons, multiple towns, new classes and races, more bosses) without getting tired of the new features you're not too keen on (the silly rethemes). Giving the game its due coverage and appreciation without having to cast pearls before swine on the silly aspects and reused aspects. One might consider it disrespectful to the author, but roguelike forks will always be game mods of sorts - there will always be reused content to an extent that you've already seen and didn't find fun the first time. Being able to just cover the game and appreciate its actual improvements feels like respect enough for the author's thoughtfulness in adding them. As a reader for over a decade, I deem you worthy of skipping the parts of the original that you didn't like - you've done your time.
How many vacuum cleaners and cookie mascots do you want to fight? Will doing that the right way really fill you with pride? I know you're an addict, but a cheatless BOSS:BM victory is like drinking rubbing alcohol.
Yea kinda seconded on not spending overmuch time on this game. With the sci-fi skin being both half assed and goofy, it'd try my patience as surely as it's trying yours.
DeletePerhaps more than a brief, less than a full game?
I could only afford a Commodore VIC-20, and it ate about 40% of the disks I tried to run on it.
ReplyDeleteThat matches my experience.
Audible laughter was produced.
DeleteIn the screenshot below where you mention the 'weird device' skill, I see that they spelled weird wrong - wierd. It's funny because of course the correct spelling doesn't follow the normal rules (i before e except after 'c'...) which makes it, appropriately, a truly weird word.
ReplyDeleteNeighbor, weight, eight, ceiling, heir, deity, rein...
DeleteFull mnemonic is "i before e except after C or when sounding like A, as in neighbor or weigh," so that's all those examples except maybe deity. Of course it's not exceptionless (my own name is Weiner pronounced with the eee sound).
DeleteI am reminded of the poem Dearest Creature In Creation, which is ALL about these exceptions... https://icaltefl.com/dearest-creature-in-creation/
Delete@matt - "ceiling" doesn't sound like A.
DeleteI'm fairly certain this "rule" caused far more spelling mistakes than it prevented.
@VK, ceiling starts with a C which is the first part of the rhyme.
DeleteRadiant: that's great! It reminds me of a limerick by Harry Mathews that works the other way round:
DeleteYoung Dick, always eager to eat,
Denied stealing the fish eggs, whereat,
Caning him for a liar,
His pa ate the caviar
And left Dicky digesting the caveat.
(For non-English speakers: the joke is that none of those words rhyme.)
This mnemonic has so many more exceptions than straight examples it's rather disproven by this point.
DeleteI before E, except after C, but seizure and seize can do as they please, or and when it sounds like an A, as in neighbor and weigh, and on weekends and holidays and all throughout May, and you'll always be wrong no matter what you say.
DeleteMost of the exceptions are some form of "Or when it sounds like an A, or used to several hundred years ago in an obscure regional accent no one speaks any more."
DeleteFrom the sounds of it your game drive is separate from your boot drive? [Boot Drive]/System Folder/Preferences tends to be where most programs store permanent things and deleting the relevant preferences file(s) in that folder usually resets the program to default, and is presumably where character deaths are saved. Though if they were thorough there's every chance the game will instead complain that it's got no record of the character being created if you delete it, so you may just have to back up both drives.
ReplyDeleteRegarding spells and spell point equivalents, in your Skills screenshot there's a column titled Rsrc which I'm parsing as either Resource or (I think less likely) Research, with your ninja having a RSRC stat of 'None'. Could that be what limits your skill use, or is that what governs how many you can learn?
Yes, the system (boot) drive is separate from the game drive. I've looked through the files and don't see anything (the "Preferences" folder only has Finder and StuffIt Expander), but maybe something is hidden.
DeleteI was under the impression that that "Rsrc" statistic was for learning new skills rather than using existing ones, but I'll play with it.
At the risk of asking a stupid question, are you sure that's the right drive? Basically most everything you've ever run should create something in the preferences folder so unless you're resetting it fresh each time it should have a lot of things in there (my BasiliskII environment has 389 items, my SheepShaver one has 83, either way 2 seems way too low).
DeleteI tested it myself with the download link Georges found in a latter discussion thread, and MacBOSS does indeed create a MacBOSS Settings file in the Preferences folder of the boot drive (I have MacBOSS on a separate drive as well). Deleting the settings file didn't help with save backups, but backing up the settings file itself seemed to do the trick without needing to touch the character file itself, so my guess is the settings file saves a list of valid, living characters.
Actually I wonder if that could be it - if it really isn't creating anything in your System Folder/Preferences folder for some reason maybe it never has a list of valid characters to load at all; are you able to save and reload a legitimately alive character?
I just remembered you mentioned testing backups already and read that you could load your Jake character, so the file must be being created somewhere. The exact file name is "MacBOSS Settings" (no quotes); Find File (command-f; probably alt-f on your keyboard if you've not changed the key mappings) should find it.
DeleteBack in the day, I figured out a way to restore a character that died. It had something to do with backing up the save file (before opening it?) and restoring it, but nothing quite as simple as that. I made two AppleScripts to automate the process, but I lost them long ago.
DeleteYes, the Mac can also create hidden/invisible files. There are tools/applications that can see them. I do not know if game uses them or not.
DeleteIt should be as simple as backing up the MacBoss Settings file in the MacOS 8.0 (or whatever your boot volume is named)/System Folder/Preferences directory.
DeleteI tested it thoroughly by creating a character, saving, backing up the preferences file & save file:
Loading the save (alive character) without doing anything worked.
Loading up the differently named backup save (while the character was still alive) didn't work.
Deleting the original save and renaming the backup to the original save worked.
Killing the character and reloading from either save didn't work.
Deleting the preferences file and loading either save didn't work.
Restoring the preferences backup and loading the original save from before the character died did work.
Restoring the preferences backup and loading the save backup from before the character died didn't work.
Restoring the preferences backup and loading the save backup after renaming it to match the original did work.
Killing the character and re-restoring the preferences file and repeating the above three tests worked/didn't work in the same way.
Creating a new character, saving without them dying, then backing up and deleting the up-to-date preferences file and trying to load the save didn't work.
Restoring the preferences file and loading the save again worked.
To my knowledge Preferences isn't a hidden folder nor are its contents hidden, and the MacBOSS Settings file appears for me without having to do anything special.
If that game saves a list of valid character names, wouldn't it be possible to just create a new character with the same name and overwrite with the old save?
DeleteOh huh, yeah, that's revealed a flaw in how I tested things. The game doesn't actually care what the save file's named, but because I was backing up the living character save, loading the original then saving and quitting (just quitting kills the character) and then trying the backup, the backup was no longer a copy of the same save file (despite the in-game state being unchanged), so it wasn't valid.
DeleteTurns out you can rename the save file whatever you want as so long as it's the most recent save/copied from the most recent save it'll load.
Creating a new character with the dead character's name and loading that doesn't work.
So I'm guessing it writes something more endemic to that exact save to the preferences file; given an unchanged game state but different save broke the older one, perhaps the system time at point of saving. Still, restoring the file in the preferences folder from a backup made after last saving that character still allows you to load from that save again.
Have you considered that the Beam-Me-Up disk is the Scroll of Recall equivalent?
ReplyDeleteFrom playing a bunch of Angband, those could also be Phase Door or Teleport, but worth investigating, certainly - making you walk all the way back up regenerating levels to get to town again would be a fairly cruel design decision (mitigated by there only being ten dungeon levels per zone, of course, and there are lots of *band players who never return to town after they leave for the first time, but still, fairly cruel).
DeleteHonestly, my eyes just passed right over that. I'll give it a try. Thanks for pointing it out.
DeleteI've never played this particular game, but I'm recognizing a lot from later *band games that divert from the generic fantasy setting. Ray guns replacing wands stands out in particular.
ReplyDelete"Instead of just finding money, for some reason you find "arcade tokens worth $5" or whatever."
The "X worth Y money" thing is common in the *band style RL games, as a way to create an illusion of greater depth without actually overcomplicating the player.
In fantasy variants, it would be things like "copper coins worth 3 gold" or "silver nuggets worth 12". This eliminates the artificial "everyone has always used the same identical coinage" thing that a lot of people find fairly annoying, but without the player actually having to deal with piles of functionally identical vendor trash.
The BOSS source code can be found on Github: https://github.com/dungeons-of-moria/boss-beyond-moria . It's a bit unclear what version "2.5" represents but it claims to be based on the earlier VMS version. According to https://www.roguebasin.com/index.php/BOSS, BOSS was developed up to version 5.0 on VMS, then forked and developed up to version 2.5. It reads like the MacBOSS 1.0 version was based on 2.5, but it's not 100% clear.
ReplyDeleteI did not see any special tricks regarding save files in the code above on a quick scan, so maybe you just need to restore all your drives?
Small correction: Moria was developed to version 5 on the VMS and then forked and developed as BOSS up to version 2.5.
DeleteThere's an instruction included how the admin can restore the save file: https://github.com/dungeons-of-moria/boss-beyond-moria/blob/master/etc/restore.doc . Clearly VMS specific and probably not much help for your Mac version, but interesting nonetheless.
Looking at the title screen above, chet seems to be playing BOSS Mac version 1.0B. It's not the same as the source code above, where the messages are different.
DeleteAfter some search, I've traced the source for this version to here: https://beej.us/moria/files/morialike/boss/
And it's the file MacBOSS1.0beta.sea.hqx.gz but it seems encrypted in hqx (BinHex 4.0) and online converters or Stuffit all return that the data is corrupted.
Maybe someone else can check. But indeed, it's probably writing something in whatever the "system" folder of Mac was at the time. If indeed your game is on a separate "disk", a backup/restore of the entire operating system drive of the emulator should normally cover all bases.
Yes, that much is clear. According to this (https://www.macintoshrepository.org/41043-boss-beyond-moria-aka-macboss-) MacBoss 1.0 is a port of VMS Boss 2.4. The source code above is either 2.4 (accoring to the code) or 2.5 (according to the readme). So they should be closely related. Since the "invalid" message isn't in there, either this was added with the Mac port, or the source code above contains modifications beyond 2.5 despite of what the readme says. Since there are two SUNY students (?) in the credits, I assume it's the latter.
DeleteI'm guessing the mac port does not have the wizard mode, where you can restore corrupted save file. faq.txt file explains the procedure on VMS.
DeleteOh Buck already mentioned that. My bad.
DeleteI was able to extract MacBOSS1.0beta.sea.hqx.gz and run the game in my emulated environment just fine (using Stuffit Expander 5.5).
DeleteThat github page mentioned by Buck at the top of this thread also has a quick reference guide (txt file) which might be useful.
DeleteThe original (1.0b) Macintosh version that Chet is playing does have a wizard mode. It's confusing, because pressing 'W' first prompt you for a character, and you can enter anything you want before then being prompted for a password. Neither of the Wizard passwords that I know of in the BOSS source will work.
DeleteI remember MacOs up to 9.xx had a bunch of hidden system files that were really hard to reveal. It annoyed me enough at the time that I figured out a way to show them, but I've forgotten how...
Delete"So there's no confusion, [...] I am truly baffled."
ReplyDeleteWhich way, western man?
I had a pit bull give me a "social disease," which I had to have cured in town.
ReplyDeleteThat certainly sheds new light on the phrase "Hey, give me everything tonight".
CRPG Addict, we're down on our knees /
Delete'Cause no-one wants a ninja with a social disease...
I wonder if enemies can give you industrial disease, too. I mean, even Jesus gets industrial disease!
DeleteBlack lung or something?
DeleteYou have to be in really dire straits to know.
DeleteThere's a bug in Boss 1.0b for Macintosh that will cause the 'you can learn new skill now' message to be displayed when it is not in fact possible to learn new skills. Once you level up a bit, you will be able to learn skills - the skills that become available are based on your level and profession. The number of skills you can gain at any one time are based on the 'primary' attribute (intelligence for scientists and soldiers, wisdom for wanderers and gurus, and charisma for con-artists and thieves).
ReplyDelete