Strong but could use a few tweaks
I'm a big fan of the text based games you mention as inspiration, but despite the lovingly crafted flavor text for each room, this didn't feel like those games to me. In those games every room was lovingly crafted and unique because there was something in each room to do or look for etc... and the ones where there wasn't were red herrings. In your game there are a TON of rooms but you can completely ignore the flavor text and just watch the right hand box for the "there's something to interact with in this room" text, which is completely counter to the spirit of the original genre where figuring out what to do in each room was crucial.
Towards the end, the run back to Fleen when I realized I needed to re-train stats to have a chance (needed more dex) was a chore, especially cause of the mind numbingly slow pace of combat and the frequency of random encounters.
Others have said Dex is too heavily weighted and I agree, but I'll further point out that if you need a certain Dex score to reliably hit a foe, that score should NOT make it nearly impossible for that foe to hit you as seemed to be more and more the case as the game progressed (the dragon for example, I needed 40 dex to reliably hit, but at that point he didn't land a single attack the whole fight) The dex scale seemed like there was only a few point range where both you and the foe could hit the other. Any lower and you couldn't land a blow, any higher and your foe couldn't hit you.
I've never been fond of purchase systems that force you to buy each level of upgrade. It seems smarter to me to be able to skip levels on a regular basis.
That's a lot of complaints, but overall the game was fun and I enjoyed playing it. I'm looking forward to your next entry in this genre.