Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

Friday, January 11, 2013

Gold Box: Spells and their Uses

I'm afraid of what loving this spell so much says about me.

Note: This was updated on 23 September 2014, after I finished Secret of the Silver Blades, to cover the spells in that game and Champions of Krynn.

In a comment on my "Behold" posting, PetrusOctavianus and Tristan Gall educated me as to the virtues of the "Enlarge" spell, which--oh, stop snickering--increases the size and strength of the subject. Unlike many D&D spells, it increases in potency with the mage's level, such that, according to the game manual, "if the caster is 6th level, the target becomes as strong as an ogre; if the caster is 10th level, the target becomes as strong as a fire giant."

It's an extremely useful spell--a bevy of them cast before a big combat can easily turn the tables--and yet I had entirely overlooked it. 

Because of this, after I finished with Dracandros, I forced myself to spend some time in random ruins, determined to cast every spell in the game and note its effects, not just for this game but for all future ones. (My research was helped considerably by a Ring of Wizardry that we found in Dracandros's tower, which doubles my mage's available first-third level spells.) These are the results of my investigations, with the understanding that I didn't cast all spells against all enemies. What I'm looking for are any comments about spells I may not be giving enough credit (or, I suppose, those that I'm giving too much credit). I'll carry this knowledge to the next game and update this list accordingly.

For experimentation purposes, my cleric memorizes an unconventional list of spells.

This is a long posting, and perhaps serves better as a reference rather than something that you read through all at once. I thought it was important to list all the spells because we're going to encounter this same list again and again--for I think 7 more games.

(I have some broader thoughts about the Vancian magic system, but I'm saving those for a later posting. For those unversed in the D&D spell system, suffice to say that both clerics and mages get a certain number of "spell slots" at each level and must "memorize" the spells during periods of sleeping. Thus, you can only re-stock spells at places and times where it's safe to rest.)

Cleric Spells

First Level

Bless. Increases the party's "to hit" rolls by 1. Not terribly powerful, but it also doesn't hurt to cast it just before combat to give the party a slight edge. I wouldn't waste a round on it in combat.

Curse. Reduces the "to hit" rolls of monsters by 1. Partly because the effects are so paltry and partly because enemies who start the game next to party members are immune, I don't think it's worth a combat round, and unlike "Bless," it can't be cast before combat. I'd rather the priest spent it attacking or casting a better spell.

Cure Light Wounds. Healing only 1-8 hit points, it loses its usefulness at higher levels, but it is helpful for getting unconscious characters on their feet before the end of a battle, mostly so they'll get the experience for the battle. En masse, it's useful outside of combat.

Cause Light Wounds. Damages 1-8. Useless now that my priest is capable of doing more than that with a melee weapon.

Detect Magic. Determines what items are magical. Useful at the end of combats to help figure out what to take. I don't waste a cleric slot on it, though; I have my ranger memorize the comparable mage spell.

Protection from Evil. Improves AC and saving throws by 2 against evil enemies, but only for one character. Theoretically useful, but obviated by the paladin's innate abilities and the fourth-level spell that protects the entire party.

Protection from Good. You rarely fight good characters in this series, even as an evil party. I can't imagine when I'd use this.

Resist Cold. Halves cold-based damage and improves saving throws by 3, but only for one character. I don't think Curse features a single cold-based attacker, but Secret certainly does. Like "Resist Fire," when I find I need it, I'll have my cleric dump everything else, memorize six of these, and re-memorize my older spells after the key combat.

As you can see, the cleric swiftly outgrows the first level. I generally keep a couple of "Bless" in memory and save the rest for "Cure Light Wounds."

Second Level

Find Traps. Does what it says, and with greater success than the thief. But traps are rare. I keep one for when I need it.

Hold Person. Paralyzes up to three humanoid targets. Extremely useful even though it often fails. 

Resist Fire. Halves fire-based damage and improves saving throws by 3. It's more useful in this game than "Resist Cold," since I've faced enemies like efreets and salamanders, but again it's something that you memorize in a hurry when you know you'll need it.

Silence 15' Radius. Prevents the target and those adjacent to him from casting spells. I haven't given this one the attention it deserves, preferring to hold or damage rather than silence spellcasters, though "Silence" seems to have a greater chance of success. You can also cast it on your own party members and then maneuver them into a radius of the enemy spellcasters.

Slow Poison. When a character is poisoned in the game, he immediately "dies." "Neutralize Poison" will cure the poison and revive him; "Slow" will revive him for a while, but when it wears off, the character dies permanently. I think it's too risky to use, and I haven't been poisoned in this game anyway.

Snake Charm. Charms snakes, which actually paralyzes them rather than turning them against the attackers. Why there aren't "charm" spells for other creatures, I don't know. It's useful for one battle in Pool, none in Curse, but quite a few in Secret.

"Snake Charm" came in real handy the one time I faced snakes.
 
Spiritual Hammer creates a temporary magic hammer that "does normal hammer damage." Rendered obsolete by any magic weapon, or a stock of regular hammers for that matter.

I thus spend almost all of my Level 2 slots on "Hold Person," with one "Find Traps" in reserve.

Third Level

Animate Dead. This spell appeared in Pool but didn't make the transition to the later games, perhaps because the second game didn't have the same NPC system. It basically turns any dead PC into a zombie NPC who no longer gains experience. It has a few potential uses: you could use it on an existing NPC to keep him from getting a share of the treasure, or on elf party members (who otherwise can't be raised, but since you generally have every incentive to keep a living, experience-gaining party (of both PCs and NPCs), it's hard to see using this much.

Bestow Curse. Reduces enemy THAC0 and saving throws by 4. I'm not sure why I'd use this instead of "Cause Blindness," which does the same things and affects the armor class besides. I guess some enemies are probably immune to blindness. Anyway, I rarely get into this kind of statistics-adjusting on the individual level. Maybe in a tough battle with a "boss-level" foe.

Cure Blindness. Does what it says. I've encountered nothing in any Gold Box game (so far) that blinds me.
 
Cause Blindness. Blinds one's enemy and thus "reduces the target's THAC0, armor class, and saving throws by 4." I'm assuming this is a typo, and that it increases the AC by 4, or I'm inadvertently helping them. In any event, I should probably spend a slot on it for those rare occasions when a single tank-like fighter gives me trouble, but generally I've ignored it.

Cure Disease. Does what it says, although I haven't found any disease-causing agents in Curse or Secret. I often keep one around, just in case.

Cause Disease. "Gives the target a disease that saps his strength and HP." Without knowing exactly how much, I'm not sure I trust the spell enough to spend a slot on it.

Dispel Magic. Removes the effects of general magic spells. Very useful, and I always keep a few handy for characters who get held or charmed. I found it was less useful in Secret, since almost anything it dispels is ineffective against my characters' heightened saving throws.

Prayer. Improves "to hit" rolls and saving throws of the party by 1 while simultaneously reducing enemies' by 1. Like casting "Bless" and "Curse" at the same time, but it actually stacks with "Bless" and can be cast outside combat. I always have at least one of these ready for pre-combat buffing.

Prayer is an important component in pre-combat buffing.
 
Remove Curse. Dispels "Curse" spells and cursed items. Enemies rarely curse me, but it's useful for the occasional cursed item. I find it easier to memorize and cast it when I need it rather than carrying it around.

Fourth Level

Cure Serious Wounds. Supposed to heal 3-17. I find that it almost always heals the low end of that range; otherwise it would be more useful than "Cure Light Wounds" in combat.
 
Cause Serious Wounds. I've decided to carry one of these around. It does 3-17 damage--often less than my melee weapon, but with a near-100% chance of working. Good for when you absolutely must cause damage, or finish off an enemy, this round.

Neutralize Poison. Obviously useful for when it happens, but I've yet to experience it in Curse. I got poisoned a lot more in Pool of Radiance, and it seems odd that it's such a high-level spell. (In Secret, poison came back significantly.)

Poison. Target has to make a saving throw versus poison or die. From my experimentation, I need to spend more slots on this. It often doesn't work, but when it does work, the instant kill is very satisfying.

Protection from Evil, 10' Radius. Like the regular "Protection from Evil," but affects everyone in a radius. I prefer this one for its mass effect, and I almost always use it as a buffing spell before combat.Yes, my paladin has it innately, but it's not easy to keep everyone next to the paladin. If I cast a couple of these on other party members, I increase the odds that everyone will benefit.

Sticks to Snakes. Perhaps the silliest spell in the cleric repertoire. The caster hurls a bunch of sticks at the enemy, which turn into snakes and occupy the target for a few rounds. It almost always fails, and even when it succeeds, it's not nearly as useful as "Hold" spells.

I've typically memorized only "Cure Serious Wounds" and "Protection from Evil" at this level, but thanks to my research, I'm spreading things out a little more.

Fifth Level

Cure Critical Wounds. It supposedly heals 6-27, but like it's predecessor, I find that it's almost always at the low end of the range. I like to keep one to heal melee characters in combat, though most characters who get so low they need it are highly likely to get knocked unconscious (or killed) in the following round anyway.

Cause Critical Wounds. Does 6-27 damage with no saving throw. Has similar virtues to "Cause Serious Wounds," but since it occupies the same spell level as "Slay Living," I think the latter is a better use of the slot.

Dispel Evil. An odd one. Supposedly, when cast on a party member, it improves the character's armor class by 7 "versus summoned evil creatures." When the character hits an evil creature in combat, "it must save versus spells or be dispelled." The problem is, I don't know what constitutes a "summoned creature." If it's limited to those summoned in combat, that literally has never happened, and I don't think the spells even exist in this game.

Flame Strike: 6-48 damage on one target with a chance that the target will make a saving throw and receive half damage. Sounds good, but I think "Slay Living" is a better use of the spell slot.

Raise Dead: Raises dead characters. Useful, of course, but raising characters in this version of the AD&D rules, whether by spell or temple, subtracts a point of constitution. Also, the system of "unconsciousness" in the Gold Box series (characters with between 0 and -10 hit points become "unconscious" instead of killed; if bandaged, they can be revived at the end of the combat) means that individual characters rarely die without taking the entire party with them. I don't keep it memorized.

Slay Living. The enemy target has to make a save versus death or die. But even if he makes the save, he still loses 3-17 hit points. Since even at its worst, it does almost as much damage as "Cause Critical Wounds" or "Flame Strike," and has a chance of causing instant death besides, I find it a better use of the slot than either of those.

I use fifth-level slots almost entirely for "Slay Living," with perhaps one "Cure Critical Wounds" in reserve.

Sixth Level

Heal. Cures disease, blindness, feeblemindedness, and restores all except 1-4 hit points. I don't know why it couldn't restore all hit points, but whatever. One of only two Level 6 spells, and it's too useful to bother with the other.

Harm. Does "terrible damage" to a living creature, leaving only 1-4 hit points. "Heal" is so useful that I haven't taken to memorizing "Harm," so I don't really know if the enemies get saving throws or what. If not, I suppose I could be persuaded to learn it once I have three Level 6 slots.


Magic-User Spells

First Level

Burning Hands. Does 1 point of fire damage per level of the caster. Even with no saving throw, underperforms "Magic Missile" at any level.

Charm Person. Turns one humanoid opponent to your side. It's awesome when it works, but it hardly ever does. I usually keep one around.

Detect Magic. Same as the cleric spell. It's worth having a few memorized to help sort through the post-combat equipment, but I prefer to have my ranger do it.

Enlarge. This is the spell that prompted my investigations. It basically makes every character a better melee fighter. I try to keep enough to cast on my weaker characters before a big battle.

Reduce. Negates an "Enlarge" spell if active, otherwise reduces an enemy in size and power. It seemed promising, but it disappeared after Curse of the Azure Bonds.

Friends. Raises the caster's charisma by 2-8. I have no idea when I would use this spell, or for what reason. I haven't seen any encounters dependent on charisma, and it's not like you have to eke every gold piece out of a shopkeeper in this series.

Magic Missile. An excellent offensive spell that just gets better as the mage increases levels. Each missile only does 2-5 damage, but a Level 11 mage casts 6 of them at once. It casts instantly, there's no saving throw, it has a huge range, and hardly anyone is immune to them.

Protection from Evil. Same as the cleric spell of the same name. No way I'm wasting a first-level mage slot on this.

Protection from Good. Just as useless as the analogous cleric spell, even for evil parties. It disappeared from the mage repertoire after Curse.

Read Magic. Serves as an "identify" spell, but only for magic scrolls. I rarely need to identify them so quickly that I can't just wait until the party gets back to town.

Shield. Protects against magic missile, increases armor class, and improves saving throws. This is another one that I've been completely ignoring and probably serves as a decent pre-combat buffing spell.

Shocking Grasp. Does 1-8 damage plus 1 per level of the caster. Thus, after Level 5, it underperforms "Magic Missile." I've never used it because "Magic Missile" casts at a range and you need to be next to the enemy for "Shocking Grasp." I suppose at low levels it might be a good emergency spell for when enemies charge the mage in melee.

Sleep. Puts 1-16 enemies to sleep. It was great in Pool of Radiance, but it only works on low-level enemies. It hasn't worked once for me in Curse. It mysteriously remains in the Secret manual despite being effective on none of the enemies in the game.

"Sleep" was fantastic against low-level monsters in Pool of Radiance

(As an aside, every time I cast either "Sleep" or "Hold," I can't help but think how horrible it would be to be a victim of one of those spells. In the thick of combat, arrows flying, swords singing, and suddenly your limbs or paralyzed, or you feel your self collapse lethargically to the ground. At that point, you know it's just a matter of time before one of your foes comes over to administer the killing blow while you're helpless, and you won't even be able to defend yourself. If magic was real, "Sleep" and "Hold" would be outlawed by the Geneva Convention.)
 
Lots of spells in Level 1, but I generally keep my slots filled with only three of them: "Charm Person," "Enlarge," and "Magic Missile."

Second Level

Detect Invisibility. Does what it says, allowing party members to target invisible creatures (who are normally untargetable). Few enemies have this ability, and it's tough to determine when an enemy is invisible (he still shows up on the screen; you have to notice that the game won't let you target him).

Invisibility. Makes the target invisible, reducing "to hit" rolls of melee attackers by 4 and making it impossible for enemies to target ranged weapons or spells. But as in most games, it disappears when the character makes an attack or casts a spell. I suppose it would be useful when fleeing (which I never do) or perhaps to protect a spellcaster for the first round.

Knock. Opens locks. There have been a few of these in the game, but the thief's picking skill usually does the trick, and "bashing" works when that fails. I often keep one in memory just in case.

Mirror Image. Creates 1-4 duplicates of the caster which disappear when attacked. A useful protective spell, and I keep one in memory to cast before difficult combats.

Ray of Enfeeblement. Makes the target weak to the tune of -25% strength plus -2% per level of the caster (that's -47% at my level). Theoretically valuable against tough melee opponents, but I've been ignoring it, particularly since you have to already be in melee range to cast it.

Stinking Cloud. Creates a 2x2 square of noxious gas. At best (but rarely), it paralyzes targets. At worst, it prevents them from casting spells and increases their armor class. As some commenters have pointed out, aside from its direct benefits, it's useful because monsters won't walk into it, so you can use it to shape the battlefield the way you want. I usually have one or two at hand for that purpose, or to cast on groups of spellcasters.

Strength. Raises strength by 1-8, but only to a maximum of 18(00). (Why this and "Friends," but not spells that increase the other attributes?) Before I found out about "Enlarge," I used it a lot pre-combat to make decent melee fighters out of my weaker character. But "Enlarge" doesn't have the cap, so it performs a lot better. I keep a couple of "Strength" spells memorized only so I don't spend six slots on "Enlarge."

There are fairly useful spells at this level, although I wish there were a couple of directly-offensive ones (when does "Melf's Acid Arrow" appear?). I keep the slots spread between "Mirror Image," "Stinking Cloud," and "Strength."

Third Level

Blink. Protects the magic user by having him "blink out" after he acts each round, making it impossible for anyone to hit or target him. It would be fantastic, especially for those rounds in which the mage goes early, except that there are so many other awesome third-level spells.
 
Dispel Magic. Removes magic effects from one character. Great spell, but I prefer to use the cleric version and save the Level 3 spell slots for other mage spells.

Fireball. Perhaps the most useful spell in the game, or at least the one I like the most. Does 1d6 per damage for every level of the caster, and over an enormous 37-square area indoors. When I face a large group of enemies all bunched together, I get tingles. Enemies often make saving throws for half-damage, but even then it can disrupt every enemy spellcaster and soften them up spectacularly. It never gets old.

An arrangement custom-made for a fireball.
 
Haste. Doubles the movement of the party, including the number of melee attacks per round. The effects are great, but it comes at the high price of aging the party one year every time it's cast. Only worth it for very difficult boss battles.

Hold Person. Same as the cleric spell, but affects 4 targets instead of 3. I prefer to leave this to the clerics.

Invisibility, 10' radius. Same as "Invisibility," but can affect every character if cast at the beginning of combat. It's a good way to start combat right, and to make the party immune to spellcasters who go before the party members. A good use of this spell is to "Delay" all character actions until the end of the round, after every foe has moved (and generally done something ineffective). I suppose you could memorize multiple iterations of the spell and ensure that your mage goes last every round, effectively giving your party unfettered ranged attacks for a few rounds.

Lightning Bolt. Another fantastic spell, vying with "Fireball" for usefulness. It also does 1d6 damage per level, but in a straight line of 4-8 squares (and it will even rebound off walls). It's great for when enemies line up instead of "bunching."

Protection from Evil, 10' Radius. Same as the cleric spell, and since there are so many useful Level 3 mage spells, I prefer to leave this one to the clerics.

Protection from Good, 10' Radius. I can't imagine a greater waste of a Level 3 mage slot.

Protection from Normal Missiles. Makes the caster immune to non-magic missile weapons. These are relatively rare in the game. The spell would perhaps be useful if enemies with missile weapons had better AI and tried to target the mage, but they don't. I can't see spending a slot on it.

Slow. Halves targets' movements and melee attacks. It affects one enemy per level of the caster. It seems like a useful spell that I've generally ignored in favor of "Lightning Bolt" and "Fireball." I should experiment with it more.

As you can see, Level 3 has some spectacular spells. I wish more of these had been available at Level 2 or Level 4. I generally prioritize "Fireball" and "Lightning Bolt" but keep an "Invisibility, 10' Radius" and "Haste" in reserve when I start to get more than 3 or 4 Level 3 slots.

Fourth Level

Charm Monster. Works like "Charm Person" but on any creature. It has a greater chance of success (though still not high) and affects more than one monster. It's always useful to turn an enemy to your side.
 
Confusion. Puts 2-16 targets in a confused state, which sometimes makes them flee, sometimes makes them attack their comrades, and sometimes makes them just stand around. Another spell that I haven't given as much attention to as it deserves. It often fails.

Dimension Door. Teleports the mage from one point on the battlefield to another. I can't think of any reason I'd use this except to escape, and intelligent movement of the mage means you'll never be in a position where it's necessary.

Fear. Causes enemies to flee. That sounds nice in theory, but you actually want to avoid fleeing enemies. At best, you have to chase them down or take them out with missile weapons. At worst, they escape off the screen, and you don't get their experience or items. "Confusion" is a better use of the slot.

Fire Shield. A neat spell that shrouds the mage in either flames or ice. Not only does it protect against attacks of the same kind, but creatures who hit the mage in melee combat receives twice the damage they cause in return. A nice punishing spell, and I like to cast it before battle. I'm not a big fan of enemies who cast it.

Fumble. Affects one target and causes him to just stand around. If it fails, the target still comes under the effects of a "Slow" spell. I guess it could be useful, but at this level we should be way past targeting one enemy at a time. [Later edit: In the comments below, PetrusOctavianus says that it works well against dragons, who have lousy saving throws, making them "forget" to use their breath attacks.]

Ice Storm. 3-30 hit points of damage to a 21-square area, with no saving throw. It's a useful mass-damage spell, but unlike "Fireball" it doesn't increase in damage as the mage increases in level. I like to keep one around for enemies immune to fire damage.

Minor Globe of Invulnerability. Protects the mage against first- through third-level spells. Potentially useful, but I don't often face enough enemy mages that I can't disrupt their spellcasting. Outclassed by "Globe of Invulnerability" later.

Remove Curse. Same as the third-level cleric spell. Since it's rarely needed, I wouldn't waste a mage spell slot on it.

Bestow Curse. Again, same as the third-level cleric spell. It makes a single melee fighter a little weaker and more vulnerable. It seems very weak for a fourth-level mage spell, and it's gone by Secret of the Silver Blades.

For fourth-level spells, I rarely go outside "Charm Monster," "Confusion," "Fire Shield," and "Ice Storm."

Fifth Level

Cloud Kill. Creates a 3x3 area of poison gas in which lower-level enemies instantly die. This is a great spell in the Infinity Engine games because enemies that don't die instantly take damage every round. I remember a few areas in which I had fun opening a door, firing off a "Cloud Kill," slamming the door shut, and watching my foes take continual damage for five or six rounds. The Gold Box version doesn't do damage to enemies it doesn't kill, though, making it much less useful. It also has a miserable casting range of only 2 squares, and it centers where you cast it.

Viola fails to kill an ettin with a "Cloudkill."

Cone of Cold. 2-5 damage per caster level to all targets in a "cone shaped area." I have a really tough time lining up the spell to hit the enemies I want (and none of my allies), but it's the only really sure-thing offensive spell at this level.

Feeblemind. Reduces the intelligence and wisdom of the target to 3, which makes him incapable of casting spells and worsens saving throws. I keep one on hand for boss-level magic users, although I find that they usually save against it.

Hold Monster. Works like "Hold Person" but on any monster, and up to 4 targets per casting. It often fails, but it's fantastic when it works, allowing any character to kill the monster with an immediate coup de grâce.

I tend to load up on "Hold Monster" at this level, perhaps keeping one "Feeblemind" and one "Cone of Cold."

Sixth Level

Death Spell. Immediately kills opponents in adjacent squares to where it's cast. Awesome when it works, but I find that high-level foes almost always save against it.

Disintegrate. Instant kill on one target. Doesn't work on some creatures, but a surprising number of high-level foes will fall to it.

Flesh to Stone. Petrifies enemies who don't make a saving throw. I guess what I need to do is work out whether this works more often than "Disintegrate" or vice versa, as they both have the same effect.

Globe of Invulnerability. Protects against all spells of Level 1-4. I think it's an absolutely essential buffing spell for mages, keeping them from getting disrupted by "Hold Peson," "Fireball," "Lightning Bolt," or "Magic Missile" before they can cast.

Stone to Flesh. Counters the effects of stoning, which happens so often in Secret of the Silver Blades that you need to keep at least one in memory.

Tough choices at this level. Each is useful enough to have one in inventory, but you only get 2 or 3.

Seventh Level

Delayed Blast Fireball. A more powerful version of "Fireball" that defeats globes of invulnerability. The "delay" part doesn't make any sense in the Gold Box engine--in fact, it casts instantly, which "Fireball" doesn't--but otherwise just as awesome as "Fireball."
  

Mass Invisibility. I guess this is useful to avoid having to keep everyone bunched together after casting "Invisibility, 10' Radius." Otherwise duplicates that spell, so I wouldn't waste what could be another "Fireball' on it.

Power Word, Stun. A curiously lame spell for such a high level. It effects only one creature, the caster has to be directly adjacent to the target, and unlike "Hold," stunning just makes the enemy inert; it doesn't freeze him for a coup de grâce like "Hold." The only thing I can think is that enemies need higher saving throws against it? Either way, "Fireball" is the better option.

No question here: every slot goes to "Delayed Blast Fireball."


Druid Spells

Although the Gold Box series doesn't allow a druid class, there are a small selection of druid spells available to rangers.

First Level

Detect Magic. Works the same as the mage and cleric spells. Since druid spells are otherwise less useful than the ranger simply attacking for a round, I have him memorize these exclusively.

Entangle. Keeps a target from moving, which sounds nice, but it only works outdoors, where I rarely fight. Again, I'd just have the ranger attack.

Faerie Fire. Creates a halo around the enemy and reduces armor class by 2. I can't see spending a round on it.

Invisibility to Animals. Does what it says. For those rare battles exclusively with animals (I literally can't think of one in Curse or Secret), you might as well use the regular mage "Invisibility" spell.

Second Level

Barkskin. A decent buffing spell that reduces AC by 1. It certainly doesn't hurt anything.

Charm Person or Mammal. Like the first-level mage spell but affects any mammal. By the time you get it, most foes have strong saving throws and the ranger is such a good attacker, it's hard to see him spending a round on this. But I should experiment more.

Cure Light Wounds. Same as the first-level cleric spell. Useful for an extra couple of castings.

I tend to memorize "Barkskin" and "Cure Light Wounds" exclusively.


Closing Thoughts

A lot of the spells I've tagged as "useless" are largely about micromanaging statistics: increasing hit rolls and saving throws for the party, decreasing them from the enemy, boosting immunity to certain spell types, and so forth. To me, such spells would make more sense if the combats lasted a lot longer, but the battle against the beholder corps aside, I can't think of one that has lasted more than four or five rounds.

I'm perfectly happy to do this tweaking in camp, just before entering a big battle, but not at the expense of a spell slot better used for an offensive spell, and certainly not at the expense of some action while in combat. I'd much rather just take a swing at an enemy, hitting or missing, than to spend a round casting a spell that might increase my chances of hitting by 20% in the next round.

My tactics might change in later games if the enemies themselves change. There was one memorable battle in Dracondrus's tower with a high-level Drow fighter with a very low armor class and over 100 hit points. Even though I was overpowered for the area, many of my attacks swished by him, and he did a good job pounding down my hit points with multiple attacks per round. If there were more battles like this--against small groups of very powerful foes--it might make more sense to me to have my priests and mages dancing in the periphery of combat, casting spells that slightly altered my melee fighters' odds. We'll see if that happens in later games.

I will update and re-post this entry after I experience Secret of the Silver Blades and Champions of Krynn in 1990, and I'll make edits based on comments that you leave below.

Tuesday, December 25, 2012

Game 82: Curse of the Azure Bonds (1989)


Okay, The Curse of the Azure Bonds is awesome. All of the "Gold Box" games are awesome. So let's get out of the way, right at the beginning, the one way in which they completely suck: level maximums for non-human characters. Pool of Radiance had them, too, but the max levels for everyone were low enough that you weren't really sacrificing anything by playing a dwarf or elf.

It gets considerably worse in Curse of the Azure Bonds. The max level for a fighter for a human is 12, but the class that can achieve the next-highest level is the dwarf, who maxes at 9. Gnomes and halflings max at 5--that's lower than most Pool of Radiance levels--in everything except the thief class. Certain races simply can't choose certain classes: no elf clerics, dwarf rangers, gnome magic-users, or anything-but-human paladins.

Level limits for Pools of Darkness, the fourth game in the series--a game where playing with a dwarf fighter who maxes out at 9 would be absurd.

Even if you'd be willing to play with that kind of handicap for this game, you'd be screwing yourself for the sequels.  Max mage level for elves in Curse? 11. In Secret of the Silver Blades? 11. Pools of Darkness? 11. Even if you could live with the stifling lack of character development for three games, you couldn't...well, live. The same is true of every non-human race/class combination except one: any race can max out in thievery.

The result is that you'd have to be crazy to include any non-human characters in your party, except for the sole thief. Why would they include such a dumb rule? Well, because the first edition of Advanced Dungeons & Dragons included it. But the way I understand it, those level caps were gone in the second edition, which came out in 1989. Even if we allow Curse the excuse, we can't extend that to Secret of the Silver Blades or Pools of Darkness.

My tragically-fated Pool of Radiance party.

So, let's take a look at my imported Pool of Radiance party and see what we have. A dwarf, two half-elves, an elf, and two humans. Petrus, congratulations: your avatar (a human fighter) gets to continue on in Curse. Koren the cleric (the only one I didn't name after a reader) also stays. Everyone else is fired.

In a way, it's for the best. Curse introduced two classes that Pool of Radiance didn't have: the paladin and the ranger. That makes exactly six classes for six party slots. Except that with these new classes, the plain old fighter seems redundant. I can't see any advantage that he has that the paladin and ranger don't have (weapon specializations aren't a thing yet). Thus, I think I'll dual Octavianus to something more useful--maybe a cleric--later, but that command isn't available from the starting menu. Everyone else is new. My final party is:

  • Bolingbroke, a lawful good male human paladin
  • Goldeneye, a chaotic good female human ranger
  • Octavianus, a chaotic good male human fighter (to be dualed to a mage as soon as I can)
  • Koren, a neutral good female human cleric
  • Pimm, a chaotic neutral female gnome thief
  • Yorsh, a chaotic good male elf magic user (elves can achieve the max mage level in this game; I'll boot him for the next one)

Character creation is much the same as in Pool of Radiance: you specify a race, class, and alignment, roll a set of attributes, name the character, and customize the icon. Afterwards, you have a chance to "modify" your character's statistics to "match a favored AD&D character," which legions of 1980s gamers simply used to jack up every statistic to the maximum. I resisted that temptation but it wasn't much of a temptation; none of my rolls came under 10, and with just two or three re-rolls, I had this for my paladin:


New characters start at Level 5, which does offer a significant advantage for the Level 6-8 characters that arrive from Pool of Radiance, but nothing a little grinding can't make up.

I always spend a little too much time on the icons. Since I can't see a lot of color variance, the "primary color" and "secondary color" selections don't mean a lot to me, and I try to just go with something solid that will make each character stand out. Far more important is the weapon selection; by choosing a different weapon for each character, it's easy to remember who's who on the battlefield.

A character with the two-handed sword icon always feels like he does more damage, even if the icon has nothing to do with it.

With the party created, Octavianus and Koren simply pretended that the other four had been with them in Phlan, instead of treating them like the rank newcomers that they were.

The Story

Curse of the Azure Bonds takes place shortly after the events of Pool of Radiance, with the action shifting to the southwest side of the Moonsea, in an area called the Elven Court--a region formerly populated by elvish civilizations before the elves got sick of all the humans popping up in the area, and emigrated off to some place called Evermeet. The area is now home to a series of petty kingdoms and monsters, all of whom have flooded in to fill the vacuum the elves created.


Having saved the city of Phlan from the menace of Tyranthraxus, the party of mercenaries has embarked for the city of Tilverton (southwest in map above) to find the daughter of King Azoun of Cormyr, Princess Nacacia, who a year ago fled an arranged marriage and ran off with a cleric named Gharri of Gond. But on the way to Tilverton, the party is attacked by invisible brigands and knocked unconscious. Awaking in Tilverton, the party members find that their equipment is gone (convenient, that), and their arms are branded with a series of five azure symbols.

Waking up in a strange place, bereft of equipment, with strange markings on my arm. This is eerily similar to my 2007 trip to New Orleans.

Their main quest, in the beginning, is simply to figure out what the hell is happening.

A quick look at the Forgotten Realms Wiki's entry for 1357 DR, the year in which the game takes place, illustrates how I'll never become very fluent in the lore surrounding the game. There's simply too much of it. Various game guides, books, modules, and magazine articles have established the extraordinarily detailed history, setting, and personalities at work here. The wiki tells me that Azoun is a warrior king who has ruled for 20 years and will be killed in another 14 in the Goblin Wars. Nacacia is short for Alusair Nacacia Obarskyr, a hotheaded fighter/ranger and leader in Cormyr's armies, the Purple Dragon Knights. Tilverton, where I've just awakened, is due to be completely razed in 15 years by the armies of some place called Thultanthar.

More important, the entire setting is drawn from a book called Azure Bonds by Jeff Grubb and Kate Novak, published the year before the game. It concerns the adventures of the similarly-azure-bonded Alias, a female sell-sword and walking example of both the "1980s hair" and "cleavage window" tropes:

Wouldn't want that armor to protect the sternum, would you?

I've purchased the book on my Kindle, but I'm honestly not sure if it's better to read it now, wait until the end of the game, or wait until I encounter Alias in-game (yes, that one was spoiled for me).

It's possible that this will change throughout the game, but at the beginning, I'm not quite as compelled by the main quest as I was in Pool of Radiance. Solving your own problems seems less heroic than saving a city. But maybe we'll get to do both.

Gameplay

The gameplay is instantly familiar to anyone who's played Pool of Radiance or any other "Gold Box" series game. It mixes first-person exploration with isometric tactical combat in an adept adaptation of the AD&D rules. Both views are turn-based and tiled.

Exploration view. Sunrise is oddly at midnight, and the sun stays in one place throughout the day.

The tactical combat screen, which I maintain is one of the best ever created for CRPGs.

I encourage you to read my Pool of Radiance entries, but as I go through the game, I won't assume you have. So far, except for the addition of paladins and rangers, and the ability to dual-class, I've only seen a few differences in Curse. One is a particularly welcome change: in the encampment menu, there's a "Fix" command that automatically goes through the process of memorizing "Cure Light Wounds," casting it on the characters that need it, and re-memorizing it. Unless you're in a safe area, there is a chance of a random encounter during this process. I used the command immediately to heal Octavianus and Koren, who had been imported from Phlan with less-than-perfect health.

Beyond that, there are bits of furniture in the tactical combat screen, and you no longer have to specify "move" before moving in combat--you just start walking. I'm sure I'll encounter a few more differences as I go along.

Like its predecessor, this game comes with a paper "Adventurer's Journal" to which you are referred throughout the gameplay, starting from the moment you wake up in the inn in Tilverton. This process minimizes the amount of text on screen and allows for images that the developers didn't want to have to program into the game.



It comes with a codewheel, too, but the game doesn't include the same codewheel-based copy protection as Pool of Radiance, so I haven't had a reason to play with it yet.

From the moment I started the game, I was having fun, and everything I loved about Pool of Radiance came flooding back, from the little minor role-playing options you frequently get....

 I don't know if I want to start committing crimes so soon.
If I were role-playing honestly, my party is in a pretty lousy mood...

I'm glad I went shopping before I came here.

Oh, no. I learned that lesson in Spielburg.

...to the absurdly large selection of every AD&D weapon in the shop...

I'll bet that no starting player, not once, has bought a "jo stick."

...to the descriptors that you receive as you visit certain areas...

This refers to a big dragon attack in the area a couple years prior.


But the graphical paucity remains notable. Coming off of Drakkhen and Hero's Quest, which had lovingly-crafted screens, the relatively blank tiles of Curse of the Azure Bonds require the player to mentally supply most of the details. I don't recall that the Gold Box series ever gets any better at this, although I barely remember this game, let alone any of the others.

I haven't decided how much attention I'm going to give to mapping this game. I like the process of map creation, but it does tend to slow things down, and my Pool of Radiance map book was full of areas that I never revisited. The "area map" supplied by the game doesn't show doors or very much useful, but it does help you keep track of where you've been in simple areas, and I might rely on that for a lot of zones.

An area map of Tilverton.

Tilverton

My party isn't the only hard-luck cases in the inn: the room next door is occupied by a dissheveled man ranting in his sleep about a flaming giant, "plants that walk," and other assorted nightmares. An inn employee tells me he was found that way by a sewer entrance.


A note in the journal said that despite waking up with no equipment, "we have found a stash of coins." The stash was equivalent to 1,500 gold pieces per person, more than enough to buy all the weapons and armor I could possibly want, so I feel bad for whatever poor sap left it in the bedside table. There was an armor shop across the street from the inn. I went with some standard choices, keeping in mind the usual class restrictions (magic users can have no armor and no throwing weapons but darts; clerics can't used edged or pointed weapons; thieves can't wear anything metal).

After my purchases, I returned to the inn and had my cleric and magic-user memorize their spells (I'll revisit Vancian magic in a later posting). I was pleased to see that my magic user started with "Fireball" as his single third-level spell; I accompanied that with a couple "Stinking Clouds," "Magic Missiles," one "Charm Person," and one "Sleep." As usual, I deemed it a waste of time for the cleric to memorize any first-level spells other than "Cure Light Wounds" except one "Bless" spell. I took several "Hold Persons," "Prayer," "Dispel Magic," and one "Cure Disease."


Leaving the inn, I tried to check out the city's exit, but it was blocked by the equivalent of the Cormyr Secret Service. I'm guessing that's a "Purple Knight" on the guard's armor--a fact that would have been meaningless without that wiki.


At the inn, I was booted out after one drink because a "special customer" arrived--a woman in a purple dress who I'm guessing was Nacacia. I heard a scuffle in the alley on the side of the inn, but when I arrived, the only evidence was an ornate knife that happened to look a lot like one of my tattoos.


Returning to the bar, I noted that the bartender now had a black eye and his arm in a sling. He got very nervous when he saw my sigils and claimed that he just tripped over the bar. It appears to me that whoever wielded those ornate knives kidnapped the Princess from the bar and injured the bartender in the process. But I couldn't get anything else out of him.

I  nearly skipped the training hall--after all, I had just started--but I was delighted to find that Koren (who had been collecting experience in Pool of Radiance beyond her level cap) was able to ascend to Level 7. She only gets three more levels in the entire game, though. I was displeased to find that Octavianus could only dual to a cleric (his stats weren't high enough for thief or magic user), and I decided not to push that just yet.

During a service in the Temple of Gond (God of the Smiths), I overheard a snarky comment about Cormyr's presence in Tilverton. I visited the high priest, thinking that he might be able to remove the bonds, but when he tried, everyone ended up writhing in pain. Clearly, it's not going to be that easy.


That left a sage named Tilvani. For a couple thousand of my gold pieces, she told me what the five symbols on my arms represented:

1. The Fire Knives, a group of assassins whose base was recently destroyed in Westgate. She didn't know where they were operating from now.

2. The god Moander, who was recently banished from the world but "reappeared as a pile of filth" and laid waste to the city of Yulash.

3. The Zhentarim (incorrectly spelled "Zhentrim" in the book), an evil mercenary company out of Zhentil Keep. I tangled with them in Pool of Radiance when one of the councilors tried to get them to kill me.

4. A crescent moon symbol that "bears a disturbing similarity to a powerful sage in Shadowdale," but "for her own safety," she wouldn't say any more. I assume the "powerful sage" is Elminster, one of the most famous Forgotten Realms figures.

5. An unknown flaming symbol that she knew nothing about but that gives me a bad feeling.

I didn't have long to wait to determine what the azure bonds actually do. When I left the sage and headed for the city exit again, the royal carriage appeared. My bonds started glowing, and I was unable to resist the compulsion to attack it!

Maybe the book will explain what this means.

Within moments, I was in battle with the Purple Knights. My first combat in the game was thus with a group of good guards who were only doing their jobs. Ouch. I used the occasion to test the effectiveness of my magic user's "Fireball" spell, and they went down very easily.

After the combat, a group of red-robed men jumped into the carriage, hauled out the scared young man, and dragged him into an alleyway. Before I could pursue, some more guards appeared and I surrendered to them rather than slaughter more innocents.

I didn't have long to spend in jail (and, oddly, they didn't take my weapons). Some thief opened a secret door in my cell and let me into the headquarters of the thieves' guild in the sewers.


The guildmaster explained that the Fire Knives had kidnapped the Princess and were hiding her in their base in the sewers. While he was talking, however, Fire Knives infiltrated the guild...


...and killed the guildmaster. Within seconds, I was in battle again. The combat was long, and exhausted many of my spells. At the end, all of my characters were alive. I retrieved a map of the sewers from the body of the guildmaster. Now, I have to get out of here, rescue the Princess, and see if I can find some answers.

Tuesday, May 31, 2011

Game 57: Pool of Radiance (1988)

     
Pool of Radiance
United States
Strategic Simulations, Inc. (developer and publisher)
Released 1988 for DOS and Commodore 64; 1989 for Apple II, Macintosh, PC-88, and PC-98; 1990 for Amiga and Sharp X1, 1991 for NES
Date Started: 31 May 2011
          
I only ever played about eight or ten sessions of pen-and-paper Dungeons & Dragons, and those were enough for me. On paper, there's no reason I shouldn't love it. I've played hundreds of hours of D&D-themed computer games. I love fantasy novels and fantasy movies. I really enjoy reading D&D rulebooks and modules. I just don't like playing with a real dungeon master and real players.

I spent a lot of time trying to figure out why, and these are the best theories I can come up with:

  • Pen-and-paper roleplaying takes too damned long. By the time you get to the location, get settled, open the chips, pour the drinks, get out the paperwork, roll characters for the new players, set up the campaign, and generally stop screwing around, hours have gone by. You can easily spend half a dozen sessions getting through a simple module.
  • Because you're playing with other people, you can't just get up and leave whenever you want. And you have to mesh your schedule with theirs. There's no suddenly deciding to play at 01:00 when you can't sleep.
  • It's tough to find a talented DM. If he's too imaginative, the game feels more like he's telling a story than you're playing. If he's too lenient, there's no challenge. If he's too inflexible, say goodbye to your character.
  • There are a million rules and calculations, and the game comes to a standstill every five or six rounds as you roll dice and try to figure out whether your saving throw really applies to this particular use of poison or whatever.
  • If you don't have three or four friends who like D&D, you end up playing with strangers. If you do have three or four friends who like D&D, you start to wonder about the choices you've made.

For all these reasons, despite its long history as a paper game, D&D has always struck me as a natural computer-based game system. A computer can do the calculations. You don't need friends with a computer. You can play with your computer any time you want. Your computer is an impartial DM. The only thing lacking with CRPGs over regular RPGs is a certain amount of open-endedness and flexibility. I can't suddenly decide to abandon Baldur's Gate and stalk off towards Silverymoon. But many CRPGs offer worlds that are enormous if not boundless, and this is usually good enough for me.

The game's first quest.

Pool of Radiance isn't the first D&D adaptation for the computer. Wikipedia says that was the PLATO-based dnd, followed by the PDP-10-based Dungeon, two handheld games from Mattel, and an Intellivision game. To a lesser extent, of course, practically ever fantasy CRPG listed on this blog is a D&D adaptation--just not an officially-licensed one. But Pool of Radiance was the first true CRPG adaptation of the specific D&D rules. (Heroes of the Lance, released the same year, was a side-scrolling action game.) It showed that D&D-style gameplay, character development, NPCs, and tactics could be adapted to the computer, and it introduced the idea of the "campaign setting" to CRPGs; games don't have to be direct sequels to each other to be set in the same world. Pool of Radiance and its three sequels are all set in the same realm as Eye of the Beholder, Baldur's Gate, Icewind Dale, and Neverwinter Nights, and once you know the geography, races, magics, religions, monsters, and politics of one game, you can use that knowledge in others.

None of this would be particularly interesting if the gameplay didn't work, but a few hours with Pool of Radiance confirms what I remember: this is an awesome game. It has a great plot, an extensive game world, and a lot of lore. It is tactically challenging and reasonably fast-paced. There are a few things not to like--sparse first-person graphics and a tiresome healing process among them--but they're certainly sufferable.

The Gold Box series perfects SSI's tactical combat system.

Part of the game's charm is the back story, which is satisfying in its own modesty. You're not out to save the world or become a god or anything. Rather, your job is to help restore a ruined city called Phlan, a minor port on the Moonsea. Once prosperous, it was overrun by monsters a few hundred years ago and fell into disrepair. But descendants of its old inhabitants have now reclaimed it, set up a City Council, hired guards, and walled off a "civilized" section, and they are now soliciting for mercenary bands to start cleaning out the monster-inhabited sections of the city.

An advertisement for mercenaries, from the Adventurer's Journal.

One of the satisfying things about replaying this game in the Internet age is that I can finally see where the Moonsea is, relative to other lands of the Forgotten Realms (technically called "Faerûn"). The Forgotten Realms Wiki has a full map, which I've included below along with some annotations as to the (rough) relative locations of certain games.


  
You begin by creating a party of six characters from all six core D&D races (human, dwarf, elf, gnome, half-elf, halfling), both sexes, nine alignments, and four classes (cleric, fighter, magic user, and thief). Normally, I would set out to create a set of characters that I could use throughout the four "Gold Box" games, but a somewhat clumsy implementation of the D&D rules in this first game means that I'll probably create a new set of characters for the next game, Curse of the Azure Bonds. First, there are no paladins or rangers in this game. Second, non-human races have level maximums and I have to make sure they aren't lower than the maximum level in the game. Third, there are maximum levels in the game, ranging from Level 6 for wizards and clerics to Level 9 for thieves. But these are level maximums, not experience maximums, so it makes sense to use multi-classed characters, thus ensuring that you never have the infuriating experience of not earning any more experience.

Thus, my party:

  • Octavianus: chaotic good male human fighter (possibly to dual to cleric later)
  • Karnov: neutral male dwarf fighter/thief
  • Lame Brain: neutral good male elf fighter/magic user
  • Duskfire: lawful good female [sorry about that man, but I needed another female, and frankly it sounds like a female's name] half-elf fighter/magic user
  • Zink: lawful neutral male half-elf fighter/cleric
  • Koren: neutral good female human cleric (possibly to dual to fighter later)

This leaves no halfling, but they suck at everything but thievery and I don't recall thieves playing a large role in this game.

Octavianus, I hope that works for you.

As you create your character, you get to select from a number of heads and bodies to create your character portrait. Most of the portrait choices look pretty dumb, and I think this is the only Gold Box game to include them. You also select from various colors and styles to create your character icon. I'm colorblind, so I usually just focus on the weapon and head style and randomize everything else. I'm sure it looks stupid.


  
Right at the beginning, the game gives you the ability to cheat wildly. After creating your characters, no matter what attribute statistics they originally received, you can choose to "modify" them and change the statistics to whatever you want. The ostensible reason for this, given in the manual, is: "You may want to bring your favorite AD&D character into Pool of Radiance. Create a character of the same race and class and then modify it to match your non-computer AD&D character." Sure. All around the world, Pool of Radiance players suddenly had paper D&D characters with every attribute set at 18.

When I played Pool of Radiance the first time, in 1988, and the second time, in probably 1995, I happily engaged in this type of cheating, but not this time. It's hardly necessary anyway. Rarely does the game offer you single-digit attribute statistics. These were the numbers I got for Lame Brain after only three or four re-rolls:

His intelligence belies his name. His face does not.

Your characters start with no equipment and roughly 100 gold pieces per person. The game begins on the docks of Phlan, your mercenary ship presumably having just arrived. You are greeted by a townsman named Rolf who proceeds to give you a quick tour of the city and the major edifices.

Hey! We must be related!

Rolf shows the Temple of Tyr, the docks, the training facility, City Hall, Sune's Temple, City Park, and the entrance to the "monster-ridden areas of the old city." He then leaves the party alone to begin its adventure. This posting is already getting long, so I'll get into the real meat of the gameplay tomorrow.


  
Before I go, though, we must discuss the game's documentation. The game comes with an interesting construction called a "codewheel" that serves as both a copy protection device and a translator. The codewheel has two overlapping rings--one inner, one outer--and at the beginning of each session, the game asks you to match up two runes and tell it what word is found along one of three paths.


  
Lacking a physical copy, I was in the middle of creating a complicated PowerPoint-based solution when it suddenly hit me that someone must have programmed a little applet for this somewhere. Sure enough, I found a web site that allows you to do the selections quite easily. And guess who created it. That's right: Andrew freaking Schultz, the "king of classic CRPG walkthroughs". Did this guy do everything? It's actually not hosted on his own site any more, and the current hosts note that they can't reach him. I couldn't reach him, either, when I wrote about walkthroughs. Where did he go?

The second piece of important documentation is the Adventurer's Journal, which is almost unique in CRPGs of the era, although the concept was seen first way back in Temple of Apshai and taken to something of an extreme in Star Saga. To account for the limitations in on-screen text and cut scenes of the era, the creators described key encounters, including visuals such as maps and diagrams, in a 57-entry Adventurer's Journal. At key points, the game cues you to open the journal and read one or more of the entries. Lest you be tempted to read ahead, they randomized the order of entries and included several red herrings among the real ones.

A random journal entry. This is the last time I look one up before the game tells me to.

The Journal also contains a collection of 23 "tavern tales" that you hear in bars. My first tavern tale was that "buccaneers operate a slave auction out of a hidden camp near Stormy Bay." Finally, it contains the quest proclamations that you find outside City Hall.

My characters have just arrived in town, so my first goal is to get some equipment. I still remember the first time I played the game, when I got embroiled in a huge tavern brawl before I had any weapons, and all my characters died. After that, I'll map the town and see what quests await me at City Hall. A warning for the next few weeks: I'm probably going to drag this one out.