I am suspicious of the lack of deaths of a treasure hunter with low vitality.
Don't worry, we will soon rectify this!
Now that RPB II can blow stuff up in halfway decent fashion it's time to explore a little (I've only ever played the console version which uses a different dungeon layout, so I'm pretty much new to this). There's a chain of tiny rooms right next to the entrance to the dungeon that tends to be full of monsters, which is all we've seen so far. Looking around, the first floor seems to consist of a big square bisected with two perpendicular hallways (i.e. a box with a + through it), and apparently some rooms in the quadrants thus created (this is where the aforementioned rooms we've been grinding by the entrance are). In the middle is some kind of temple like structure that gives us a plot of sorts:



If this was a console RPG from Japan we could make fun of the bad translation, but this is 100% pure American so they don't have any excuse, for their gratuitous use, of commas (and I thought
I was bad). I also like how they take three dialogues to display what could have easily been fit into one if they trimmed the rather pointless exposition dump a bit.
Anyhow, we don't really care about the plot for a while because we still have to grind a lot (although we probably wouldn't care about it in any event). Those damn spiders are everywhere around here; it's a good thing they're so weak because I'm pretty sure they're the ones that drain levels, although fortunately they still haven't landed any hits. After a spider or two we run into some of these guys:

I'm surprised we've gone so long without seeing any of these guys (pssst they are wizards if you did not figure that out!). They've been one of my major concerns up to this point, so it's good that we're only now seeing them. Here is a dramatization of what would have happened if we had run into any of them earlier:

(For those not familiar with Wizardry and its nonsense magic words, that last word is DALTO. It's a 4th level group damage spell that's nominally some kind of cold blast but elemental damage generally seems to do jack all in these games. I tend to prefer DALTO because it's quicker to type than the more or less identical LAHALITO spell which supposedly is fire-based.)
However, we are awesome so this does not happen.

We already have a priest that can cast MONTINO himself and a mage and bishop that can cast KATINO to incapacitate these guys and actually RPB II could probably really mess them up with his own DALTO spell so this is probably unnecessary, but I'm not taking any chances. We ambushed these mages and the game actually prevents spellcasters from using spells in surprise rounds, so using the granite stone lets us silence most of the mages before they even have a chance of rolling initiative (most expendables other than potions/scrolls and unique effect stuff has multiple charges, so we're not just blowing the stone on a random encounter on the first floor of the dungeon). Note that this right here is probably the most useful thing a thief will ever accomplish in battle prior to like Wizardry V or so. Thieves in Proving Grounds can only dream of being this useful.
The next fight we get ambushed by major daimyos, which aren't quite as bad as champ samurai except they do seem to have a little bit of magic resistance. Having dared to be productive Nirur Torir is struck down for his hubris, so we have to drag him back to the Temple of Cant. Which screws up and ashes him, then demands 3000+ gold we don't have. We've got some spare loot from the last trip to identify though.

Oh hey look! Surely we can sell this wand off for cash to resurrect Nirur hahaha no.
Actually I would if I could--if they're this easy to find in this version then we'll probably be up to our asses in them by the time we finish this game. These supercharge your spell slots, which isn't as useful as it sounds but is handy for emergencies. Instead we go beat some money out of a spider (luckily for our thiefless selves its chest only has a gas bomb on it), which combined with the sale of our accumulated miscellaneous junk is enough to resurrect Nirur. We do so, but he gets himself decapitated by werelions shortly thereafter. Not before we scrape together enough money for a basic raise, though, and this time the priests do it right the first time.
Somewhere along the lines we've picked up an ?AMULET. I like where this is going!

Although I wasn't really expecting it to be this good. For the uninitiated, the good news is that the amulet of skill can be used to grant someone 50,000 experience instantly (!) The awesome news is that it has multiple charges. The bad news is that it generally doesn't have more than a couple. The really crappy news is that the way you find out that it's out of charges is that it
disintegrates you beyond any possibility of resurrection.
I think I've read somewhere that the first use is always safe. So first off, who should we give the free 50k experience to? And second... any volunteers want to risk using it afterwords?

I'm too lazy to do any more screen captures, so here's a quick rundown of where everyone's at:
inaluct, level 9 N human fighter
Nirur Torir, level 7 E hobbit thief
Servant Corps, level 8 G dwarf bishop
Ceres, level 7 G dwarf priest
RPB II, level 8 G gnome mage
Priest or mage seem to be the best candidates as that gets us higher level spells faster, so that comes down to a choice between healing or explodeyness. More hitpoints for our loot-getter wouldn't be terrible either, but thieves level up relatively quickly on their own when they're not busy dying and even with Nirur's fairly decent vitality they don't get a
lot of hitpoints per level.