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- ULTIMA V - GETTING STARTED AND COMMANDS - DOCS - DECKARD: LE 16/10/88
-
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* GETTING STARTED *
Insert disk 1, the Ultima V PROGRAM DISK, label side up into your disk
drive.
Turn on your computer and monitor. You will see the opening graphics.
Press
the SPACE BAR to exit this view and bring up the main menu. Use the
arrow
keys and RETURN to select an option.
The first time you play Ultima V, select "Transfer from Ultima IV" if
you want
to use your character from that game, otherwise, select "Create a
character".
From this point, you should follow the on-screen instructions. Remember
to use
the ESC key to acknowledge all disk swaps. After creating or
transferring a
character, you will return to the main menu.
Next, select the "Introduction" option in the main menu before
continuing to
the main part of the game. After completing the introduction sequence,
select
"Journey onward" to proceed to the main part of the game.
In all subsequent sessions, you may skip both the transfer/create
character
step and the introduction sequence by either selecting "Journey onward"
from
the main menu or pressing the "J" key while the disk is booting.
If you have at least 128k of memory and a Passport Systems MIDI
interface,
Phasor, or a Mockingboard that you wish to use, see "Music with Ultima
V".
MOVEMENT
--------
Except in dungeons or while engaged in combat, your party is
represented by
a single figure. During combat, each party member is shown and allowed
to act
independently. Pressing the following keys will move your party or
party member
in the designated direction:
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directional keys
/|\
[
{
RTN
|
|
|
N
; N
'
N
<--W E--> OR -W
E- OR
<--W E-->
S
: S
"
S
|
|
|
\|/
/
?
/ ?
In dungeons, the period will turn you around.
-------------------------------------------------------------------------------
These keys are also used to indicate direction when attacking and
casting
spells.
MENUS
-----
In a game menu, use the directional keys to move the cursor bar and
highlight
your choice.
When you are satisfied with your selection, press the SPACE BAR. To
leave a me-
nu without making a choice, press the ESC key. If you are selecting a
member of
the party from the party roster, you may alternatively indicate your
choice by
typing in the number of the player's position in the roster.
An arrow symbol just below a menu indicates that the list extends to
include
more items in one or both directions.
* COMMANDS *
Following is a list of commands that can be executed by pressing the
designated
key.
A - Attack. Attempt to engage a person or creature in combat. Must be
followed
by a
direction. In combat, you can aim weapons in any direction, at
any
target within the weapon's range by using the direction keys to
move
the crosshair on top of the target. Press the A key again or
the
SPACE BAR to fire.
B - Board. Board a frigate, skiff, or other conveyance, or mount
a horse. If
you
board a ship from a skiff, the skiff will be stowed and kept
ready for late use.
C - Cast. Cast a spell. Must be followed by the first
letters of the spell's
syllables. Only works when the proper reagents have already been
mixed and the spellcaster has enough Magic Points remaining. Some
spells require additional information (direction or target).
E - Enter. Enter townes, castles, and other structures. Party
members must be
standing directly on structure to enter.
F - Fire. Fire cannons. Must be followed by a direction.
Ship cannons may
only
fire when the ship's broadsides are facing the target.
G - Get. Take possession of gold, food, and other
items you find. Must be
followed by a direction.
H - Hole up.In dungeons and wilderness, hole up and camp once a day to
rest,
heal
wounds, and recover magical strength. In cities, hole up in an
unoccupied bed to quickly pass time. On the sea, Hole up to make
minor repairs to your ship.
I - Ignite a torch. Light a torch, if you have one, to see at night or
in
dungeons.
J - Jimmy lock. Unlock most doors and safety open chests with a
skeleton key.
Keys
are re-usable, but often break if the person jimmying is not
nimble enough.
K - Klimb. Climb up or down ladders in buildings and dungeons,
down steel
grates, or over small rockpiles, fences, and other objects.
L - Look. Identify any object or terrain feature or read
signs one step away.
Must
be followed by a direction. May allow further interaction with
some
objects, such as wells and fountains.
M - Mix. Prepare spell reagents for late use. Enter
the first letters of the
spell's syllables, then select the appropriate reagents from the
menu. Press M again to mix.
N - New order. Exchanges the position of any two party members,
excluding the
leader. Select the two members to be exchanged from the roster menu
with
the cursor bar.
O - Open. Opens an unlocked door or chest. Opening a locked
chest will set
off
a trap if the chest has one.
P - Push. Allows small objects, like tables and chairs, to
be moved around
the
room. May be used to block doors.
Q - Quit and save. Save the current game status. If you do not use this
command
to
end a playing session, any progress made since the last save
will
be lost.
R - Ready. Equip a party member with personal items from the
party's stores.
Use
the arrow keys and space bar to select or de-select an item in
the
menu bar. Press ESCAPE when finished.
S - Search. Search the location or object in the direction indicated.
Seaching
may
detect traps on chests, concealed doors, or dungeon floor
traps, or reveal hidden items. Use the south direction key to
search the immediate area in dungeon halls.
T - Talk. Converse with merchants or townfolk in the
direction indicated.
Conversation is possible over counters, tables, fences, and through
windows and doors with windows.
U - Use. Use a potion, scroll, or other special item
found during the game.
V - View. Reveals a bird's-eye view of the surrounding
countryside, city, or
dungeon floor currently occupied. View requires a special item.
X - X-it. Exit or dismount current form of transportation,
leaving it behind
while continuing on foot. Horses not left by a hitching post may
wander off. Exiting from a ship is possible only if there is a
skiff available or if the ship is next to land.
Y - Yell. On a ship, Yell will hoist or furl sails. In
other situations, Yell
will
allow you to enter up to two lines of text to be spoken
loudly.
Z - Z-stats.Displays the status and attributes of your party members,
including
several screens of information such as supplies, weapons, and
spells. Use the East and West directional keys to change pages. Use
the
North and South directional keys to scroll up and down long
lists. Pressing ESC or SPACE BAR will exit the Z-stat screens.
1->6 and 0. Designate/Clear Active Player
Several commands require that one party member be designated to
perform the action. When this is required, an illuminated cursor
bar
will appear over the names of your party members. Use the
directional keys to highlight the name of the character you wish to
designate and press RETURN. Or, abort the command by pressing ESC.
Instead of designating which party member is to perform a command
each
time you invoke it, you may set any living player as the
"active player". Until you select another party member or disable
this
feature by pressing 0, this player will be the default player
for
those commands which require a single party member for execu-
tion
(i.e., jimmy, get, search, etc..). This player will not serve
as
the default during combat, although you may separately assign a
party member to be the active player during combat. To assign a
player as the active player, press the number key from 1 to 6
representing that player's position in the party roster.
SPACE BAR. Pass a turn, allowing time in the game to proceed.
Also aborts any
command requiring a directional key.
ESCAPE. Aborts or exits commands which use
scrolling menus. ESCAPE speed
exit
from combat scenes after all foes have been overcome, and
allows you to abandon any charmed creatures in combat and dungeon
rooms.
CTRL-S. Toggle Sound. Turns sound effects on or
off.
CTRL-T. Toggle Speed. Toggles speed between
fast and slow on the Apple ][GS
or
any Apple ][ equipped with an Applied Engineering Transwarp or a
compatible accelerator card.
CTRL-V. Set Mockingboard and Phasor Volume.
Must be followed by a digit
from
0 to 9.
* TO MAKE A BACKUP DISK *
To keep a backup copy of your characters' status or to play more than
one game
simultaneously, use any ProDOS compatible utility to copy both sides of
the
Britannia/Underworld disk onto a blank floppy disk.
* HINTS *
Conversation is integral to Ultima V. Only by piecing together clues
from the
different inhabitants can you complete your quests. You may ask
inhabitants
about a number of topics. Often you will need to know what to ask a
specific
person to glean interesting information. Everyone will talk about their
job and
give you their name, and asking about these will often help you learn
who else
to interview and what questions to ask them.
As an example of conversation, you might Talk with Dupre. First you
type "JOB".
He responds, "I am hunting Gremlins!". Type "hunting" and he may
respond with
an interesting insight. Or Iolo might have suggested that you ask
Shamino about
his sword. If you have already spoken to Shamino, you would not have
known to
ask him that, and must seek him out again. You may be asked questions
by some
of those you meet. Consider carefully before responding; your life may
depend
upon it. How you converse with others will determine how willing they
will
be to share any new information they have when you next meet them. Do
converse
with people more than once. Some people you will meet may be willing to
become
your traveling companion. If you wish them to do so, invite them to
"JOIN"
your party.
Press RETURN or type "bye" after an inhabitant's response to conclude a
conversation.
Keep a journal of your travels. Keep a list of the clues you pick up;
there
will be too many for you to simply carry in your head.
Thoroughly explore the realm. Exploring each towne, castle, keep and
other
populated spots will prove to be time well spent.
* MUSIC WITH ULTIMA V *
Warriors of Destiny includes over a dozen musical compositions ranging
from
village dances to castle fanfares. To hear the music, you need an Apple
//e
with 128k of memory and any of the following boards:
SWEET MICRO SYSTEMS
APPLIED ENGINEERING
A.Mockingboard
A
F.Phasor (must be set to "Phasor Mode":all four
B.Sound
I
switches in closed position.)
C.Mockingboard C
D.Sound
II
PASSPORT DESIGNS
E.Sound/Speech
I
G.Apple MIDI Interface (For use with MIDI synthe.).
To start the music, select "ACTIVATE MUSIC" from the Title Screen menu.
From the Music Configuration menu, select "CHANGE MUSIC CONFIGURATION".
For each of your music boards, place a letter (from the list above)
under the
number of the slot in which the board is installed. Only one MIDI board
can be
used, and the total number of voices for all other boards cannot exceed
twelve.
Press RETURN after making your music board selections.
To save your settings for later recall, select "SAVE MUSIC
CONFIGURATION." To
exit from the Music Configuration menu, select "RETURN TO THE GAME".
* MIDI INTERFACE *
If you selected a MIDI Interface, a MIDI Information screen will
appear. Set
"MIDI CHANNEL" to match your synthesizer. Set "NUMBER OF VOICES" to the
maximum
number of notes which your synthesizer can play at one time.
The name of each Musical Selection will be displayed with a
corresponding
Instrument Suggestion. Use the cursor or type the first letter of the
title to
select a song. Enter MIDI Numbers using either of the following methods:
Select an instrument from your synthesizer keyboard. The MIDI Number
will
automatically be entered on the Apple screen. (This method works with
most, but
not all MIDI synthesizers.)
- OR -
Type in the MIDI Number (MIDI Program Change number) on your Apple.
Synthesizers use various numbering schemes, so check your manual.
Instrument 1 is usually Program Change number 0. Hit RETURN to hear the
song
played in that voice.
When finished entering MIDI information, press ESC to return to the
Configuration Menu.
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- ULTIMA V - FOLKLORE - DOCS - DECKARD: LE 19/10/88 -
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Long before the ascendance to power of Lord British, Sosaria, as it was
then
known, was made up of numerous citystates. The eight largest and most
enduring
of these are today the eight leading townes in Britannia.
Each citystate had its own ruler and some semblance of laws. However,
there was
constant bickering for power and resources, which meant that the
smaller states
often fell prey to the aggressions of the larger.
* THE CROSSING *
During this time, in another world, an idealistic youth was growing
discoura-
ged. All around him, he saw people pursuing personal wealth and power.
Where
were the heroes fighting for justice and prosperity for all people ?
Was there
no leader willing to seek the way to a better world for everyone ?
The youth took to spending his days roaming the hills. One autumn day,
he came
upon a rock-bordered clearing surrounded by towering oaks. From a bed
of dry
leaves, the glint of metal caught his eye. It was a silver medallion in
the
shape of a great serpent. In his hand, the medaillion felt unusually
warm.
Suddenly a line of blue light rose from the leaves, expanding into a
door of
shimmering light. The youth stared, astonished, then stepped through.
The door disappeared and autumn with it. Green fields now surrounded
the youth.
Feeling the medallion still in his hand, the youth slipped it into his
pocket.
He detected a wisp of smoke rising above a grove of trees in the
distance, and
headed towards it. There he surprised a slender, blond man chopping
wood. As
the man looked up, the axe struck the wood awkwardly, glanced off, and
opened a
gash in his leatherclad leg.
The youth rushed forward to help but the man put his hand up.
Concentration
replaced the pain that had flashed across his face. He knelt, touching
his
injured leg with one hand, tracing intricate patterns in the air with
his
other, and softly murmured. The bleeding stopped.
The man stood up, brushing woodchips from his clothes. He smiled
broadly at the
youth's amazement, then spoke with a deep voice.
"Aye mek mye leg feelle na panne, and ayee haellede it, too. Aye ought
ha'kwit
myne axynge. But aye dinna ken thou'rt icumen."
The youth's eyes grew huge. He actually understood this strange, new
language.
"But how did you heal your leg ?"
The man's eye's twinkled. "Why, 'tis th' simplest of spelles. Nay ?"
The man's name was Shamino. That night, the youth stayed in Shamino's
house.
The youth told Shamino about the land from which he came. Shamino could
not
fathom such a land, but believed the lad was sincere and telling the
truth.
"What again was the name of thy birthplace ?"
"Cambridge," the youth replied, "in the British Isles."
Shamino thought for a minute, "I like that. I shall call thee British."
The youth laughed, but accepted his new name.
Initially, British looked dilligently for a way to return to his
homeland, but
over time his need to return to his own people lessened. It was only
after he
gave up looking for a way back that he discovered one. British made the
journey
several times. In fact, it's believed he brought back close friends to
dwell
with him in his chosen world-Iolo the Bard and the knight Dupre are
almost
certainly his landsmen. Among the evidence of this is the aging
process. It
appears that a decade in our world is equivalent to a single year in the
homeland of British. He and his countrymen age at one tenth the rate at
which
we age.
Through the years, British's deeds demonstrated both wisdom and
bravery. As
respect for him grew, British became the leader of a region of Sosaria
including many citystates, and was awarded the title of Lord British.
* THE FIRST AGE OF DARKNESS *
At the time British arrived at Shamino's, a native lad was growing up in
Sosaria, being trained in the ways of sorcery. He was a moody youth,
given to
sudden rages and fits of despondency. To offset the latter, he would
take his
dagger into the woods and hunt, leaving his prey to rot where they
fell. He
would return to his manor restored, strong in the confirmation of his
power
over life and death.
His name was Mondain, and Mondain's strange ways were a constant worry
to his
father, a busy, much respected mage. When Mondain was fifteen, his
father took
a stand.
"Thou shalt take a year off from magic, Mondain," his father said, "to
improve
thine attitudes and develop thy virtues. I have arranged for thee to
live with
the brothers in the abbey, where thou shalt practice compassion and
humility."
"Learn thy lessons well, my son, and this ruby gem, which harnesses the
power
of the sun, shall be thine."
Mondain said nothing. The next night he slew his father and took the
gem, for
he was ready for power and his father was in his way.
At the same time as Lord British was gaining a reputation for fair and
honest
government over his provinces and attracting attention for his
startlingly
innovative ideas, Mondain was using his father's gem against itself to
produce
a black jewel that would render him and his evil immortal. Success meant
gaining even greater power over the minions of darkness.
As terrors wrought by Mondain caused increasing unrest and dismay
across Sosa-
ria, British's ideas for unity of the citystates became more and more
appea-
ling. But the time was not quite ripe, for the widespread evil was
beginning to
take a tremendous toll. Something new was needed, thought British. He
absently
reached for the silver serpent he wore about his neck.
Touching it in contemplation, he envisioned the kind of hero Sosaria
needed to
deal with Mondain.
Within days, a stanger arrived in Sosaria. With utter devotion to truth
and
good, the stranger grew into a hero capable of facing Mondain.
Eventually, the
heroic stranger found the malevolent gem and destroyed it, along with
its
creator. With Mondain's destruction, the forces of evil began to wane.
* THE SECOND AGE OF DARKNESS *
But good was not to rise victorious for long. Mondain's apprentice in
sorcery
was a beautiful young woman. Underestimated because of her youth, Minax
was
furious at the defeat of Mondain and at the destruction of the gem,
whose
existence she had surmised, and which she had intended to study and
replicate
for herself.
Setting her fury aside, Minax decided to take control of the evils of
the world
without the gem. She succeeded. Through her network of beasts and her
own
frightening power, she rained evil upon the world.
Again Lord British sent out the call for a hero. Again a stranger
appeared.
Again the evil was hunted down and destroyed. And with the destruction
of
Minax, this stranger was able to alter the future of the world from
destruction
to peace.
* THE THIRD AGE OF DARKNESS *
Decades passed in relative peace. Good leaders of the citystates turned
more
and more to Lord British for guidance, and Sosaria became a united land
under
his rule.
Then, one day, a sailor reported to Lord British the appearance of a
hitherto
unknown island, fiery and emanating terrifying evil. Scouts began
reporting
malevolent occurrences that seemed to be the work of a great evil mind.
Once more, Lord British sent out the call. This time, four strangers
appeared.
They survived the horrors of great dungeons and, with the help of the
mystical
timelord, the heroes found the secret island fortress of Exodus, the
only
progeny of Mondain and Minax, and annihilated it.
The Triad of Evil was destroyed, and great celebration ensued. In honor
of the
day, they called the new world Britannia.
* THE AGE OF THE AVATAR *
Tremendous growth and prosperity characterized the Age of the Avatar.
The
pursuits of scholarship, arts, and physical perfection flourished. The
great
castles of learning were established to study the principles of Truth,
Love,
and Courage. The eight citystates, now townes united under Lord
British, were
each dedicated to fostering the study and spread of a single virtue.
Thus,
virtue blossomed and spread, science was born and began to grow at a
healthy
pace, and happiness became a reality.
Now Lord British called for a single individual to be an example for his
people. A champion of great devotion and dedication, the stranger who
answered
discovered the Codex of Ultimate Wisdom within the Great Stygian Abyss.
* THE CLOSING OF DOOM *
After the downfall of the Triad of Evil, and even after the Age of the
Avatar,
eight terrible dungeons survived: Deceit, Despise, Dastard, Wrong,
Shame,
Covetous, Hythloth, and the Great Stygian Abyss.
When Lord British summoned the Great Council, they determined both to
raise and
enshrine the Codex of Ultimate Wisdom and to seal the dungeons, those
pits so
conducive to the breeding of evil. And so they did. Thus ended the
influence of
great evil in the world.
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- ULTIMA V - GEOGRAPHY - DOCS - DECKARD: LE 19/10/88 -
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Britannia's terrain is rich in variety, from while sandy deserts to
thick, lush
forests to icy crags of towering mountains.
* LAND TERRAIN *
The largest portion of Britannia is GRASSLAND. Vast rich green
grasslands and
fertile farming land stretch the vision and fill the heart with
promise. For
travelers, grasslands are fast and easy going. Although grasslands
afford no
cover against the hostile creatures that roam them, they enable thee to
see
danger approaching and prepare for it.
In the BRUSH, seas of tall grass and scrubby shrubs, everything is as
visible
and as vulnerable as on the grasslands; only the going is slower and
tougher.
There is no advantage to traveling through the brush over grasslands,
unless
thou dost need to reach a point within it or it is well out of thy way
to
circumvent it.
FORESTS cover nearly all of northwest Britannia. The cool, redolent
softness of
the leaf-covered earth and the sweet air of the deep forests have
enchanted
many a traveler into a false sense of well-being in one of the most
treacherous
terrains. Dense, dark, and mysterious, the forests are haven to all
sorts of
creatures. Nor is the forest kind, for it allows no warning; a foe
might be
upon thee too quickly for thee to react.
The DESERTS of northeastern Britannia are hot, dry, and easy to lose
one's way
in. Besides all sand looking much like all other sand, the heat is apt
to play
tricks on the eye, misleading travelers with landmarks that are not
really
there.
The HILLS are rustically beautiful, but climbing is time-consuming,
even when
the rise is gentle.
MOUNTAINS are rugged natural barriers for anyone without proper
equipment.
Beware, however, of certain wild creatures to whom the rocky crags are
home.
The highest peaks are simply impassable.
SWAMPS are generally poisonous, yet some life-giving herbs grow nowhere
else.
Some use the deadly mire as fortress against intrusion, for even
monsters
dislike venturing into the putrid muck. At least, some monsters dislike
it;
there are rumors of rare and strange monsters that thrive on the swamps
and use
them to devour their victims.
Besides the toxicity, slogging through the slime and hip-deep ooze of
the
swamps is an extremely slow business.
* WATERS *
Britannia's vast OCEANS are fed by many RIVERS and STREAMS that find
their
origin in mountain lakes and jungle swamps.
There are two major LAKES: Lost Lake, in western central Britannia,
feeds Lost
River, which empties into the delta on the northwestern shore, by means
of a
network of tiny estuaries; Lock Lake, in north central Britannia, is
actually a
cutoff inlet from the sea and still has a mix of salt water.
Britannia's third
large lake, the one-time picturesque Lake Generosity, was a casualty of
the
great drought of the northeast and is now simply a bed of dry sand.
Whether river, lake, or sea, SHALLOWS are bubbly and impassable for
large
ships; COASTAL WATERS are ripply, deep enough for tall ships, calm
enough for
small boats; and DEEP OCEAN WATERS are rough, bumpy, and dangerous for
any but
the largest frigates.
-------------------------------------------------------------------------------
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- ULTIMA V - GOVERNMENT - DOCS - DECKARD: LE 20/10/88 -
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* GOVERNMENT *
Under Lord British, Britannia has undergone a great transformation from
totalitarian monarchy to representative democracy in what is called a
monarchic
republic. Instead of the single rule of the King, Lord British,
Britannia is
ruled by a combinaison of Lord British and a council comprised of
representati-
ves from each of the eight major townes. Although his intent for the
future was
that each towne elect its representative to the council, the first
council was
determined by appointment. British traveled to each towne, spending
long hours
with its leaders to determine the right choice for the first council.
The historic first meeting of the Great Council consisted of two parts.
First,
Lord British met with the council members and outlined his vision of
participa-
tory government. It was as follows:
This council and Lord British would begin to build a document, based on
nature
and reality, that set forth those rights of the people that should
never be
usurped. British believed that the eight virtues of the Avatar would
play a
major role in the nature of the document. Once adopted, the document
would be
binding on everyone, including Lord British himself.
Each year, a council member would be elected by each towne. That
council member
would conduct towne meetings at regular intervals to determine problems
in the
towne and to become acquainted with the needs and interests of the
people.
Several times a year, at regular intervals, the council member would
travel to
Britain yo sit on the Great Council.
The council would ponder problems that occurred in Britannia and decide
if the
problems were in the purview of government. If so, they would determine
the
course of action government should take, perhaps writing a law, perhaps
repealing a law, perhaps altering ways and means.
Council recommendations would then be represented to British, and he
could
accept them or object to them. If he objected, his own rules would
require him
to sit with the council to try to work out solutions acceptable to all.
Nevertheless, Lord British reserved to himself the power of veto in the
event
that agreement could not be reached.
At that first gathering of the council, Lord British withdrew from the
meeting
after presenting his plan, directing the council to discuss the ideas
and his
rule in general.
After several days, the council was ready to present its findings. Its
members
were unanimously in favor of the new government plan Lord British has
presen-
ted, and so it was enacted.
The first meeting continued for one month. Half the time was spent
pounding out
the new constitution and half the time was spent discussing affairs in
what was
to become normal council fashion. Since that time the council meets for
two
weeks four times a year, beginning on the solstices and the equinoxes.
The monarchy continues in some respects. The crown jewels, for example,
conti-
nue to define the office of ruler, both figuratively and, by their
magic con-
tent, truly. These precious emblems consist of the jewel-encrusted gold
crown,
believed to contain a perfect ray of sunlight; the pure gold sceptre,
topped by
the crystal orb of power; and the silver amulet, in the shape of the
mighty
earth serpent, said to have come from another world.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
- ULTIMA V - ECONOMY - DOCS - DECKARD: LE 20/10/88 -
-------------------------------------------------------------------------------
The chief industry of britannia is farming, but it is the distribution
of farm
products and other goods through a wide network of merchants that is
most
visible. Pubs and inns thrive throughout Britannia, forges of weapons
and
armour for stalwart adventurers are common, and healers and the sellers
of
herbs and reagents flourish.
* FARMING *
Farming is the major occupation in most rural areas. Farms produce
wheat, corn,
barley, and, in season, all the sumptuous fruits and vegetables
Britannians
love.
* MERCHANTS *
Many shoppes and enterprises are available to citizens and knights
throughout
the land. ARMOURIES provide a market for both weapons and armour. Most
armou-
ries will consider buying used equipment, as they recognise the
likelihood that
one will then need new. The prices they will pay vary, but expect not
nearly
full value, as they must make a profit on resale. The types of goods
sold also
vary among armouries; shoppers may have to visit many armouries to find
the
wares they seek.
STABLES are not found in many cities, but there are a few in castles
and pri-
vate residences that will consider selling to the public. Most stables
deal in
strong plough horses, rugged mountain horses, swift steppes horses, and
a few
even have Valorian steeds, which are most excellent war horses. All
carry full
supplies for the well equipped rider.
Meals purchased at MARKETS or in restaurants are often delicious and
comfor-
tably filling, but will not sustain travelers long on the road. Most
markets
offer travelers packs of rations in quantiy. Prices vary greatly from
towne to
towne. PUBS are oft found in markets and inns. Good ale and stout is
complemen-
ted by a well-cooked leg of mutton, a fresh pheasant, or a juicy side
of beef.
A good customer may find the chef offering a taste of the day's special
and of
the local gossip as well.
Some of the best eating houses and pubs have music provided by
minstrels. Do
not hesitate to speak to the musicians and let them know how much their
work is
appreciated. Some musicians may have something interesting to tell, or
may
become friends or supporters.
Pub owners are a friendly lot. They chat with their clientele and they
listen
well. A good tipper may learn something very interesting in a pub.
HEALERS have shoppes in many cities and villages, and in some castles
and
keeps. Bold knights frequently incur serious wounds. Poison and plague
also ta-
ke their toll. Fortunately, medicine is advanced in the treatment of
just these
problems. While it is hard to say any price is unfair for saving a
life, some
healers are known for their reasonable prices and others are not. Skara
Brae's
healer has been known to heal even those who cannot pay at all.
Few health problems are beyond the ken of the healers, whether diseases,
wounds, or poison. Some healers are even experimenting with the concept
of
resurrection. There have rumbled persistent rumors of magical
resurrection
techniques being used by extremely adept mages within closeknit, secret
groups.
There is still some controversy over whether such techniques should be
pursued,
but Lord British is known to have supported the research at every turn.
APOTHECARIES are experts in growing and preparing herbs and reagents
for use in
magic. Shoppes generally offer mostly locally available reagents,
although some
apothecaries have better facilities for importing than others. Climate
and
terrain have a lot to do with plant availability and the consequent
variable
prices. Shop carefully, for the shoppe that has the best price on one
herb or
reagent may have the worst on another.
INNS are a source of pride for several Britannian townes and villages.
They are
comfortable and reasonable and usually provide a good, healing night's
rest.
The inn in the island city of Skara Brae even boasts a magnificient
view.
Most inns also provide for long stays. If a party member has a
long-term need
for lodging, the party can rent a room by the month and pick up the
friend at a
later date.
SHIPWRIGHTS are found in several port cities. These are where frigates
and
skiffs are built. Since shipbuilders are usually busy building ships,
their
shoppe hours are often short and sporadic. When the shipwright is in,
one can
buy skiffs alone, which are not very expensive, or frigates, which are
very
expensive and generally come with skiffs on board.
GUILDS carry the ancient symbol of the thieves' trade, though many a
good
adventurer oft has need of their goods. In holden times, guilds sold
such items
as lockpicks, various kinds of glasses for seeing what the naked eye
cannot,
equipment for working clandestinely in the dark, and the like.
THE GOVERNMENT, symbolised by the crown and the scales of justice, has
its seat
in the castle of Lord British, the king. But the government offices,
where the
day-to-day administration takes place, reside in Yew, the towne of
justice.
This centre houses the high court of justice and the public prison for
all
Britannia.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
- ULTIMA V - SETTLEMENTS/POPULACE/TRANSPORTATION - DOCS - DECKARD: LE
21/10/88-
-------------------------------------------------------------------------------
***************
* SETTLEMENTS *
***************
* THE CASTLES *
THE CASTLE OF LORD BRITISH
--------------------------
Headquarters and home of Lord British, located on Britanny Bay. Those
aspiring
to the Way of the Avatar should become very familiar with this
landmark. The
marble and tile castle has been enlarged and improved since the Age of
the
Avatar. Now five stories, the castle has among its many features two
kitchens,
an excellent armoury, a rooftop observatory, and the finest stable in
the land.
THE LYCAEUM
-----------
In the northwestern corner of Verity Isle, ever searching the skies, the
observatory tower that crowns Britannia's center of learning can be
seen from
many leagues across the ocean. Libraries and laboratories, writing
desks and
discussion rooms, and every known tool for the discerning of truth are
housed
here.
EMPATH ABBEY
------------
Nestled quietly against the sheltering trees of the Deep Forest, just
southwest
of Yew, this cloister of love lies open to all of good heart. Here, by
the
shores of the calming sea, the sisters and brothers of Empath Abbey
retreat to
meditate, growing ever nearer to understanding and answers that will
benefit us
all.
SERPENT'S HOLD
--------------
Staunchly guarding the deep harbor of the Isle of Deeds, itself
bulwarked by
mountains and streams, the Serpent's Hold stands as a monument to the
courage
of all those who fight for good. In this stronghold are gymnasiums to
hone thy
body and training fields on which to hone thy battle skills. Here also
are
healers to tend thy wounds, and sunny strands to heal thy soul. And
finally
here too are comrades in arms sharing stories of honour, valor,
triumph, and
restraint which are perhaps the greatest teachers and healers of all.
* THE TOWNES AND VILLAGES *
BRITAIN
-------
Principal towne of the Empire of Britannia, the busy seaport of Britain
lies in
central Britannia on Britanny Bay. Because of the large number of
visitors to
Lord British's castle who pass through or headquarter in Britain, the
bards
headquartered in this towne of compassion and the arts put their
emphasis on
hospitality. Britain has a large hotel and outstanding pubs and food.
There is
also an armoury wherein thou canst buy the finest bows made.
THE BRITANNYS
-------------
These three important suburbs recently sprung up around Lord British's
castle
provide many of the goods and services needed by the court of Lord
British.
East Britanny specializes in shipbuilding and boasts a fine healer.
North
Britanny offers a small, rustic inn and fine stables among its several
farms.
West Britanny is a farming towne, supplying its own needs and those of
the
four surrounding settlements, including the Castle of Lord British and
Britain.
BUCCANEER'S DEN
---------------
This island village lies due east of Paws. Said to be a centre for
thieves and
blackguards to this day, Buccaneer's Den is a thriving towne that
offers some
exotic shopping, as well as an inn, restaurant, armoury, and
shipbuilder.
COVE
----
The magical village of Cove nestles among the mountains south of Lock
Lake.
Cove's healers and alchemists are among the best in Britannia. Here too
is the
magnificient temple of virtue, built to honour those on the quest of the
Avatar.
JHELOM
------
Far off the mainland, among the mountains on the central and largest of
the
Valorian Isles, the bustling towne of Jhelom provides food and lodging
to
visitors as well as to its fighters and students of valor. A fine
armoury and
shipwright ensure safe access to the mainland.
MINOC
-----
This towne in north central Britannia is renowned for the fine
metalwork and
armour of its tinkers. Minoc is the centre for studying the virtue of
sacri-
fice. The homeless of Britannia are welcomed in Minoc; here they find
refuge
in the Mission of the Helpless, with ready access to a fine and
charitable
healer. Located on the northern coast, Minoc has a large shipwright as
well
as its famous armoury.
MOONGLOW
--------
Honesty and the quest for truth is foremost to the mages of Moonglow;
in fact,
they abide no dishonesty and have no room for those who do. This towne,
tucked
on a southern tip of Verity Isle, has good food, reasonably priced
herbs, and a
fine observatory. There are rumors that thou mayst see thy future here.
NEW MAGINCIA
------------
A towne built on the ruins of old Magincia by a colony of humble people
who
understand well the dangers of false, self-serving pride and the beauty
of
humility. New Magincia has a healer and a restaurant tucked among its
numerous
modest farms and orchards.
PAWS
----
A village nestled on a cove near the southern edge of the Fens of the
Dead,
midway between Britain and Trinsic, Paws provides food and shelter for
the
traveler, as well as a change of horses.
SKARA BRAE
----------
A centre for rangers, Skara Brae is a city immersed in the study of
spirituality. The city lies on the southernmost of three isles just
west of
Spiritwood. A gentle towne of kind, thoughtful, and generous people,
Skara Brae
houses a fine but inexpensive inn, an excellent apothecary, and a
healer who
uses physical, magical, and spiritual medicine. Those in need are always
welcome at the Skara Brae healer, and can be healed regardless of their
wealth.
TRINSIC
-------
On a grassy plain on the southeastern shore of Britannia, Trinsic's
honourable
paladins impress visitors with their courage and devotion to truth. A
sunny
towne of marble buildings and shaded parks, Trinsic has a lovely pond,
an
armoury, a healer, and a fine stable.
YEW
---
Long a gathering place for druids in their pursuit of justice, Yew is
the site
of the Supreme Court of Britannia and nurtures the great legal and
judicial
minds who practice there. Besides the courts, jail, and penal areas,
Yew has
one of the best restaurants, with a fine pub, an armoury, and an
apothecary.
Nestled beneath the trees of the deep forest, Yew is second in
population
only to Britain.
* THE KEEPS *
Keeps are fortified manors, often isolated, away from townes and
villages.
While many are personal retreats, some are schools for young people,
cloisters,
and organizations.
* THE LIGHTHOUSES *
Rustic lighthouses were built throughout Britannian waters during the
recent
years of peace; their bright presence has dramatically lowered the
number of
ships breaking up on reefs and shoals in dark and storms.
************
* POPULACE *
************
Adventurers are generally categorized by professional affiliation:
mages,
bards, and fighters. Druids, magicians who draw their very powers from
nature
and natural phenomena, are regarded as a subset of mages. Tinkers are
bards
with a special knack for building or repairing who serve as keepers of
our oral
history as they move from towne to towne. And paladins, shepherds, and
rangers,
long having fought valliantly at the side of the elite fighters from the
Valorian Isles, are generally associated with fighters.
Of course mages, bards, and fighters are not always adventuring. Often
they may
be found among the general populace along with villagers, merchants,
minstrels,
jesters, farmers, beggars, and guards.
MAGES
-----
Mage is the title subsuming all Britannians endowed with full magic
powers and
for whom magic is primary. Mages tend to settle in Moonglow, enjoying
its
proximity to the scholarly and esoteric treasures of the Lycaeum;
indeed, many
youngsters who show magical leanings early are sent to live with groups
of
mages near the Lycaeum and are schooled in its ways from an early age.
Others
favor Yew for its emphasis on nature.
Skill in magic requires serious study. With such sedentary childhoods
it is no
wonder that most mages are not very strong. Do not, however, take that
to mean
they are not healthy; as a group, mages tend to live longer than any
others.
BARDS
-----
Bards excel in dexterity and poise. They rightly choose professions
that make
good use of their talented hands and agile bodies: minstrel, archer,
locksmith,
and tinker are just a few. Fearless in battle, bards are often as quick
as mind
as of hand and their magic abilities are keen, although their power for
magic
is half that of mages.
Britain is a favorite gathering place of many bards. Others, especially
tinkers, are based in Minoc.
FIGHTERS
--------
In the isolation of the Valorian Isles, valorous fighters are trained
in the
arts of battle. Strong and fearless, the fighters of Jhelom can
overcome any
known foe. They are trained in all weapons and they show dexterity in
all
armour. Most fighters prefer the sword or bludgeoning weapon, for they
have the
strength to wield the heaviest two-handed sword and to do extreme
damage with
it.
Often found fighting beside the best of Jhelom are the paladins of
Trinsic, the
fierce rangers of Skara Brae, and the humble shepherds of New Magincia.
Although fighters enjoy the advantages of magic, they do not practice
it and
seldom show any tendencies of talent in that direction. They do show an
almost
magical intuition about animals; no people train horses or outthink
monsters
better than fighters.
******************
* TRANSPORTATION *
******************
Most traveling in Britannia is done on foot, even though it is rough
going,
slow and dangerous. There are alternatives for those who can afford and
handle
them.
HORSES
------
Many travelers enjoy riding on horseback; it is faster, less tiring,
and a lot
safer than walking, since horses can outrun many of the hostile types of
creatures. Know, though, that horses cannot travel over water and are
apt to
wander away (with or without encouragement) if not properly secured
when left.
SHIPS
-----
Visiting island communities requires travel by ship. Despite rather
outlandish
rumors of people wandering the heavens in great airships, sailing on
water is
the fastest and more popular long-distance mode of transportation there
is. The
most common watercraft on the ocean are frigates. Tall, stately
three-masters,
the frigates cut through seas swiftly and smoothly. They generally have
a
two-level open deck and a belowdeck with a forward cabin, rear
bunkroom, and
centre cargo hold. Most ocean going frigates are built to accomodate
heavy
cannons for broadside fighting and have two gangplank gateways on each
side.
Speedy it is, but ocean travel is fraught with dangers, especially
after dark
near rocky coasts. Many unpleasant monsters populate the deep, and
pirate ships
are always on the lookout for moneyed prey.
SKIFFS
------
Small double-lock rowboats, used as lifeboats on frigates, skiffs can
make
their way through all but the shallowest mud or swamp. Widely used for
explora-
tion of riverheads and mountain streams, they are also occasionally
found being
put to more recreational uses in townes. They provide a charming way to
follow
the little estuaries that crisscross Britannia. In fact there are said
to be
little-known places unreachable by any other means. However, skiffs are
unsafe
on deep ocean waters.
NAVIGATION
----------
Speed is critical on the open seas. There are many dangerous
inhabitants of the
deep who will overtake and attack slow ships. Speed is optimized by
traveling
perpendicular to the wind. Angling directly into the wind affords only
the
slowest passage possible. When the wind dies completely, there is no
option but
to resort to the oars.
Too close to shore, speed can be fatal, and sails should be replaced
with oars
for careful maneuvering. Unfortunately, many foolhardy captains have
run their
ships up on reefs and shoals at full speed under sail, losing ship and
crew.
Those that survive such wrecks have had to hole up and repair their
vessels.
Since extensive repairs take quite a while to accomplish, it is
important to
hole up in safe harbors for this repair work.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
- ULTIMA V - ASTRONOMY AND LANGUAGE - DOCS - DECKARD: LE 18/10/88 -
-------------------------------------------------------------------------------
* ASTRONOMY *
The definitive work in astronomy is Celestial Britannia by Sir John,
astronomer
and scribe at the Lycaeum. This passage is comprised of excerpts from
his book
recording his scientific discoveries and documenting Britannian astral
theories
that predate the emergence of science.
In the heaven beyond our skies, dwell stars whose numbers are beyond our
reckoning. Within our heaven, circling our world, sweeps our bright
sun. Ten
other orbs trace tight paths around our world. The twin moons Trammel
and
Felucca are desolate, their light only a reflection of the sun's
brilliance.
The other eight orbs are thought by some to be planets like our own.
According
to the roles they play in our many legends, they have been named for
the vir-
tues of the Avatar. The closest is Honesty, followed further out by
Compassion,
Valor, Justice, Sacrifice, Honour, Spirituality, and Humility.
Many tales are told of knights traveling from towne to towne, even
across wa-
ter, merely by stepping into a wall of light. There are few verifiable
reports
of moongate travel. However, sifting through those reports that are
verifiable,
it has become clear that they operate as follows.
Each night at the apex of the first moon, Trammel, the eight moongates
appear,
rectangles of shimmering blue light rising from the ground. They remain
until
Felucca reaches her apex. While the moongates are open, a traveler
entering one
will be instantly transported to another moongate in a different locale.
The traveler's destination is determined by the phase of the moon
closest to
midheaven. Moongate travel is said to be fast and safe; however, there
have
been confusing and conflicting reports of what transpires when the
moons are
equidistant in the midheaven. Moongate travelers should exercise
caution.
Over the ages, comets, fiery nebulae, have torn through our skies as
harbingers
of inpending doom. They appeared just before the emergence of the Dark
Lord
Mondain. They heralded the reign of the Enchantress Minax, and they
foretold
the impending danger of the hellborn Exodus.
Now, while we live in the midst of peace and enlightenment, the comets
have
begun again.
* LANGUAGE *
The language of Britannia is rich and poetic. It is derived from Old
Sosarian,
which varies mostly from the widespread current language in its
alphabet, which
is more runic than today's. The old runes continue to be used widely in
rural
areas, and there is a movement to increase their familiarity to city
people.
Still, among the cityborn, translation of runic messages, letter for
letter, is
sometimes necessary. The Runic Alphabet is the earliest known system of
writing
sounds using runes or letters.
The most commonly used runes and their modern equivalents: see LANGUAGE
TABLE.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
- ULTIMA V - WARRIORS OF DESTINY - MUSIC & COMBAT - DECKARD: LE
21/10/88 -
-------------------------------------------------------------------------------
* MUSIC *
Music is much loved throughout Britannia. Those wealthy enough often
own a
harpsichord, and the better pubs employ good lute playing minstrels to
enter-
tain their patrons.
Without question the best known name in folkmusic is that of Iolo
FitzOwen.
"stones", a ballad about the mystic shrines, has long been popular
among bards
and the commonfolk. It is known to be a favorite of His Majesty, Lord
British,
as well. FitzOwen's masterwork, with lyrics by his wife Gwenllian
Gwalch'gaeaf,
is a sample if fine music.
STONES (start): ABC-DCB-...
Long ago ran the sun on a folk who had a dream
And the heart and the will and the power:
They moved earth; they carved stone; moulded hill and channeled stream
That we might stand on the wide plains of Wiltshire.
Now men asked who they were, how they built and wonder why
That they wrought standing stones of such size.
What was done 'neath our shade ? What was pray'ed 'neath our skies
As we stood on the wyrd plains of Wiltshire.
Oh what secrets we could tell if you'd listen and be still.
Rid the stink and the noise from our skirts.
But you haven't got the clue and perhaps you never will.
Mute we stand on the cold plains of Wiltshire.
Still we loom in the mists as the ages roll away
And we say of our folk, "they are here !"
That they built us and they died and you'll not be knowing why
Save we stand on the bare plains of Wiltshire.
* COMBAT *
Three important lessons have been derived from the great battles with
evil in
our past. The foremost is that neither magic, nor prowess at arms, nor
purity
of spirit alone is enough to defeat evil. Only the careful coordination
of arms
with magic by the virtuous will bring victory. The second lesson is
basic:
prowess comes only with practice and experience. The third lesson is
this: the
use of force against the innocent will always bring retribution.
Armaments have improved greatly over the years. Today's knights have a
great
selection of weapons and armour at their disposal. In addition,
fortunate
knights may come across magical rings and amulets to wear or use. Before
battle, knights can ready several items of equipment carried by their
party:
helms, shields, suits of armour, and weapons from daggers to halberds.
Weapons
can be dropped or exchanged in the midst of battle, but no enemy has
ever
waited while a knight changed armour.
Strength and endurance may get a knight through a few battles, but non
survive
long without developing tactical skills. Successful knights learn to
watch for
mistakes the enemy makes. Successful leaders learn to design strategies
around
the strengths and weaknesses of their party.
In particular, fighters are known for their strength and ability to
wield great
weapons while wearing the heaviest of armour. In general, they are most
effective when formed into a shield wall in the frontmost ranks. There
are
exceptions- desperate situations where an offensively well-armed
fighter may do
well to charge headfirst into enemy ranks, attacking the key members.
Bards, while weaker than fighters, are proficient archers because of
their keen
sight and excellent dexterity. Their dexterity also enables them to
regroup
faster and strike more blows against their opponents.
Mages, who are not as strong, often prefer to avoid warfare entirely,
spending
their time instead in scholarly pursuits. However, those mages who
choose to
defend the crown are among the most fearsome foes of evil. An
accomplished
archmage may annihilate an entire horde of monstrous enemies with a
single
spell.
Missile weapons such as bows and crossbows are essentially useless in
hand-to-hand combat; nearby foes are apt to seize the opportunity to
interfere
with an archer's fire as they do with a magic user's spellcasting. For
this
reason, mages and bow-wielders are generally best placed behind a cover
of
fighters, where they can effectively deliver their blows. However, when
a spell
of cataclysmic and widespread effect is needed, a mage often must
venture to
the front lines and seek a niche in the shield wall from which to cast
his
spells, so the spell will not act to destroy friends as well as enemies.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
- ULTIMA V - WARRIORS OF DESTINY - ARMAMENTS - DOCS - DECKARD: LE
21/10/88 -
-------------------------------------------------------------------------------
* ARMOURY *
The most courageous knight shows good sense to wear strong armour on any
expedition. Full body armour, helmets, shields, magical rings and
jewelry, and
other magical trinklets are all worthwhile; but they are also expensive.
Body armour comes in a range of styles and degrees of effectiveness.
CLOTH
-----
Usually little more than a heavy quilted gambeson worn below a tunic,
cloth
armour is inexpensive and comfortable. But it affords only limited
protection.
LEATHER
-------
A cut above cloth, yet also fairly inexpensive, leather armour is made
from
thick leather hardened by boiling, often in paraffin.
SCALE
-----
Fashioned from four to six inch square overlapping plates attached to
cloth or
leather gambeson, scale armour looks like its namesake: fish scales.
Although
scale is often somewhat noisy, it offers good protection.
CHAIN
-----
Chain mail is fashioned from small loops of metal wire linked in a
manner to
make something resembling metal cloth. The best chain mail has each link
actually riveted shut. Chain mail provides very good protection but is
quite
expensive.
PLATE
-----
Custom-made from hand-forged sheets of metal, plate armour affords its
wearer
the most complete protection possible. However, it is very expensive
and can be
borne by only the strongest.
HELMS often match body armour in material and strength, but variations,
such as
offensively spiked helmets, are available.
SHIELDS also vary greatly. Not all war rigs call for shields- any use
of two
handed weapons precludes them and they require some strength- yet many
thank
shields for their lives.
* WEAPONRY *
The weapon is the most important material choice an adventurer has to
make. A
wide range exists.
DAGGERS offer two choices. The common DAGGER is useful when its ability
to be
concealed is a benefit; and it can be thrown in open combat. The MAIN
GAUCHE is
more formidable, especially when used as a second weapon.
SWORDS continue to be the most popular weapon. There are LONG and SHORT
SWORDS,
and TWO-HANDED SWORDS.
MISSILE WEAPONS are carried by most experienced knights no matter what
weapon
they keep ready in their hand. It is always an advantage to fell thine
enemy
from afar when possible, before the threats of his hand weapons can
reach thee.
Inexpensive and easy to port is the SLING, and ammunition is plentiful
in open
country. BOWS come from craftsmen in the deep forest. Made from strong
and
resilient yew, bows, and their stronger counterparts, crossbows, make
formi-
dable long-range weapons. Be aware, however, that one engaged in
hand-to-hand
combat is unlikely to be able to load such a weapon, much less shoot it.
Some knights prefer missiles they can hurl without mechanical aid.
Popular
THROWING WEAPONS include DAGGERS, SPEARS, AXES, and FLASKS OF FLAMING
OIL.
The effectiveness of most weapons depends upon the dexterity of the
weapons'
wielders, but mass weapons are often preferred by the very strong, if
not so
nimble, because these bludgeons depend upon the great strength of the
wielder
to crush through an opponents' defenses rather than evade them.
Oldest of all bludgeons, and probably of all weapons, is the CLUB.
Clubs are
crude weapons, but when a blow connects it often does the trick. The
MACE is
much more streamlined than the club. Its weight is balanced to derive
the most
possible effect with the most possible accuracy. A "mace on a chain" is
the
MORNING STAR, which reaches over obstacles to smite thy foe at range.
One blow
straight on from this and the enemy is out till morning-at least.
Finally,
there is the TWO-HANDED HAMMER. It takes great strength to wield it,
but the
hammer can inflict devastating damage.
POLEARMS require much strength to wield but they're extremely
effective. Most
popular among those strong enough to wield it is the HALBERD, a long
stout
staff with a battleax blade at the end that allows its wielder to
strike a foe
at twice the distance of most weapons.
-------------------------------------------------------------------------------
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- ULTIMA V - CREATURES - DOCS - DECKARD: LE 20/10/88 -
-------------------------------------------------------------------------------
Wild creatures, intelligent and not, roam the countryside; others
frequent the
waters. Few of these creatures are evil; but many attack out of hunger
or when
surprised.
* CREATURES OF THE LAND AND SKY *
INSECT SWARMS
-------------
Pesty insects have little muscle or brain, but their tiny size lets
them move
quickly, dodging and feinting. They bite more often than they miss, but
their
sting does little damage. Once hit, all insects are easily squashed.
Rare is
the insect that delivers a fatal bite, but a swarm of thousands can
mean death.
BATS
----
These annoying creatures live by night, usually, and travel in flocks.
Often
their high pitched screech is heard before they are seen. Though
flighty and
hard to hit, bats are not difficult to kill. As attackers they are
relentless
and vicious.
GIANT RATS
----------
Natural agility and sharp teeth are rat's chief advantages. They are
not strong
and do not hit very hard. The mortal danger rats pose to knights comes
from
their capacity for passing on noxious germs and substances. Seldom do
knights
tangle with rats without someone in the group becoming ill with poison.
At
worst, the result of such an encounter is infection with plague.
SLIMES
------
In appearance, slimes are gooey green splats. They are weak, clumsy,
and not
very damaging, individually. But they almost always travel in schools
and, when
a slime is hit, it is apt to split into two healthy, hostile slimes. If
the
slime does not split, it succumbs quite easily. Slimes carry no booty.
GIANT SPIDERS
-------------
Although weak and slow, spiders take their toll; they poison, both on
touch and
by spitting venom from a distance. Spiders have been known to carry a
few
goods.
SNAKES
------
Extremely poisonous and quite accurate when shooting their poison even
from a
distance, snakes are otherwise relatively harmless. They are easy to
destroy,
once engaged directly.
ORCS
----
Orcs are often more annoying than dangerous to the seasoned adventurer,
but
they can be a grave threat to the novice, especially when they travel
in large
groups or accompanied by a giant or two. Generally, they are fairly
easy to
defeat, do a modicum of damage if they hit, and carry meagre belongings.
TROLLS
------
Large misshapen humanoids that like to live underground, trolls are
strong and
dextrous and can cause moderate damage to their victims. Fortunately,
they are
not very enduring. Trolls tend to lie in wait to ambush unsuspecting
travelers.
Trolls like treasures and often carry some with them.
ETTINS
------
Strange two-headed creatures, ettins hurl large boulders with enough
strength
to do considerable damage. Though not magical, they are quite hardly
and often
carry a good many interesting belongings.
GREMLINS
--------
The blow of a gremlin is hardly felt, and he is not very hard to do in;
but
beware, for he travels in huge packs and he may leave you starving. The
gremlin's ability to consume food at an inordinate rate is startling and
dismaying. Once overcome, he usually leaves some goods.
HEADLESSES
----------
No one knows exactly how the senses work on these mutant abominations.
Do they
sense the world only through touch and feeling ? Or do they "see" with
some
inner vision ? Whatever the answer, these relatively strong creatures
are
fairly enduring and do mild damage to their foes. They tend to carry
goods with
them.
GAZERS
------
Giant, magical floating eyes, gazers mesmerize their foes, turning them
against
each other. They make up for their weak. Clumsy physique with strong
intelli-
gence and a fairly good constitution.
MIMICS
------
Masters of imitation, mimics make themselves so like treasure chests
that many
an adventurer has met his doom trying to open one. Mimics have little
courage
and even less patience, though, so if one is willing to wait a few
minutes just
a few steps away from suspect chests, they are apt to reveal themselves
by
shooting poison. Close up, mimics bludgeon with strength and dexterity,
doing
unpleasant damage. Getting past their deadly deceptions can reveal fine
treasure.
REAPERS
-------
The strange, magical creatures known as reapers are strong, enduring,
and do
severe damage by bludgeoning. Their weakness, if it can be so called,
is their
immobility; although their arms strike out about them, they cannot
change
locations. They throw magical bolts at distant foes. They also bludgeon
nearby
creatures with their thick tentacles. Reapers are quite hardy, but
often worth
the trouble; they hoard good booty.
WISPS
-----
It simply is not known exactly what a wisp is. Harmless looking little
bits of
flashing light, wisps are extremely agile and highly intelligent.
Although they
are not strong, they do serious damage, taking their victims by
surprise again
and again, blow after blow. They often attack in large groups and they
teleport
from place to place on the battlefield. Worst of all, they can magically
possess members of the opposing party. Wisps seem to have impossibly
strong
constitutions and are quite difficult to destroy.
SAND TRAPS
----------
Sand traps burrowing in the sand are nearly impossible to notice, but a
party
passing too close to one is in for trouble. Strong and agile, these
desert
monsters strike out at anything that comes near their hiding places,
and they
hit very hard. They are also very hardy, and their endurance has meant
the
demise of more than one adventurer. When a sand trap is overcome,
however,
generous treasure is revealed in the sand.
DRAGONS
-------
Strongest and most feared of creatures, dragons shoot extremely
damaging magic
fireballs and are nearly impossible to defeat. They can attack while in
flight
and may do in an entire party before it has a chance to engage in close
combat.
Killing a dragon, however, can earn the slayer great treasure.
* CREATURES OF THE SEA *
SHARKS
------
Strong and agile in water, sharks are not particularly intelligent and
cause
little damage to creatures that are not in the water, despite their
frightening
appearance. They can endure quite a beating before dying.
SEA HORSES
----------
These graceful, appealing ocean creatures have nasty personalities.
They enjoy
shooting foes at range, which they do very effectively. They are also
rather
strong, flexible, even intelligent, and they take a fair amount of
punishment
to be defeated.
SQUIDS
------
Squids are unintelligent, but the dexterity of their tentacles makes
their
considerable strength a real menace. They throw their poisonous ink
from a
distance, and it is always very damaging. These unpleasant sea
creatures are
hardy and difficult to overcome.
SEA SERPENTS
------------
These serpents can appear from nowhere to rock a ship. Capable of
launching
great fireballs from a considerable distance - even across an entire
island -
they are among the most formidable of opponents. Since they are not
intelligent
and are easily outwitted, the best strategy is often to evade them and
flee.
However, if forced into battle, closing in to engage the serpent
directly in
combat will improve a ship's odds of surviving.
* FROM BEYOND THE GRAVE *
GHOSTS
------
Spirits of the uneasy dead, these bodiless creatures compensate for
their lack
of strength with excellent dexterity and the ability to disappear at
will.
Although ghosts do not inflict much damage with a blow, defeating them
will
require cunning.
SKELETONS
---------
Perhaps the most common of undead creatures, skeletons lack strength and
brains, but they are dextrous and can take a surprising amount of
punishment.
They often carry some goods.
DAEMONS
-------
Very strong, agile, and smart, daemons have repertoires of magic that
include
summoning other daemons and possessing their opponents. They are
extremely
hardy and difficult to kill even if incapacitated. Daemons fly and can
easily
manage to cross rivers or shallow waters, although they are seldom
encountered
in mid ocean.
When daemons possess another creature, they disappear into that soul,
leaving
neither trace nor treasure.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
- ULTIMA V - WARRIORS OF DESTINY - VIRTUE - DOCS - DECKARD: LE 21/10/88
-
-------------------------------------------------------------------------------
After years of meditation and thought, after hundreds of quests along
the
mental, physical, and spiritual path to peace and fulfillment, a person
might
reach near perfection in the eight virtues of Avatarhood. Only while an
individual continues to strive against the external and internal forces
of
evil, can he or she said to be on the path of the Avatar.
The ankh is the symbol of peace and benevolence toward all creatures,
worn as a
sign by those on the lifelong Quest of the Avatar. Ankhs are believed
also to
enhance courage and loyalty to goodness and to help ward off harm for
knights
striving to achieve the eight virtues.
HONESTY is scrupulous respect for truth- the willingness never to
deceive
oneself or another. COMPASSION is nonjudgmental empathy for one's
fellow crea-
tures. VALOR is the courage to take actions in support of one's
convictions.
JUSTICE is the devotion to truth, tempered by love. SACRIFICE is the
courage
to give of oneself in the name of love. HONOUR is the courage to stand
for
the truth, against any odds. SPIRITUALITY is the concern with one's
inner being
and how one deals with truth, love, and courage. HUMILITY is perceiving
one's
place in the world, not according to one's own accomplishments, but
according
to the intrinsic value of all individuals.
Each of Britannia's eight leading townes celebrates one of the virtues
of
Avatarhood, and each has raised a SHRINE to that virtue. The shrines
are loca-
ted in retreats to ensure tranquillity in natural settings, so
traveling to
some shrines requires a considerable journey from their townes.
The only requirement for using a shrine is knowing the mantra for that
virtue.
A mantra is a sound repeated continuously during meditation, helping to
clear
the mind and focus the spirit. Each virtue has a specific mantra that
works
best for it, and sincere meditation can bring great wisdom. Someone in
towne
will usually divulge the mantra for the towne's shrine.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
- ULTIMA V - WARRIORS OF DESTINY - MAGIC - DECKARD: LE 21/10/88 -
-------------------------------------------------------------------------------
No one knows exactly when the powers of magic were discovered. Little
by lit-
tle, stories of impossible coups and miraculous recoveries increased in
number
and detail, until finally even the most skeptical people began to give
credence
to some mystic factors. And only then did the serious scholarly search
for
magical means and lore begin. Few remain who do not accept the reality
of
magic. Yet the knowledge of magic and its use appears to be in its
infancy.
There are few formal schools in which to learn magic. To be a user of
magic,
one must travel far and wide to learn from various mages who have
developed and
honed special magical abilities. Even then there is no guarantee the
mages will
impart their knowledge.
* THE LANGUAGE OF MAGIC *
Some aspects of magical lore have become fairly well known. One such is
the
language of magic. This is a set of twenty-four syllables compiled by a
great
language scholar after traveling throught Britannia for more than seven
years.
These are all the components of any magic spell yet known; but they are
little
help-and extremely dangerous-without knowledge of how to combine them
into the
phrases that make meaningfull incantations.
Following is a list of these powerful syllables, approximations of their
meanings, and a guide to their pronunciation.
SYLLABLE | IDEA
|SOUND
|SYLLABLE |
IDEA |SOUND
-------------------------------------------------------------------------------
An
|negate |ah
n
|Nox
|poison |n ah ks
Bet
|small |b eh
t
|Por
|movement |p oar
Corp
|death |k oar
p
|Quas
|illusion |kw ah ss
Des
|down |d eh
ss
|Rel
|change |r eh l
Ex
|freedom
|x
|Sanct
|protection |s aa ng kt
Flam
|flame |fl ah
m
|Tym
|time |t ih m
Grav
|energy |gr ah v
|Uus
|up
|oo ss
Hur
|wind |h oo
r
|Vas
|great |v ah ss
In
|create |ih
n
|Wis
|knowledge |w ee ss
Kal
|invoke |k ah
l
|Xen
|creature |z eh n
Lor
|light |l
oar
|Ylem
|matter |aye l eh m
Mani
|life |m ah n ee
|Zu
|sleep |z oo
-------------------------------------------------------------------------------
* THE MIXTURES OF MAGIC *
REAGENTS are herbs needed for the preparation of magical mixtures. Most
are
sold in apothecaries; a few are hard to find and require special effort
to
obtain. Following is a chart of the magical reagents and the general
areas of
proficiency they affect.
BLACK PEARL (Projection)
-----------
A rare version of the standart white pearl, a black pearl is a forceful
reagent
in the creation of kinesthetic magic, that is, projecting objects.
BLOOD MOSS (Movement)
----------
Fungal growth usually found in deep forest and warm, damp areas;
especially
favored as a reagent for its ability to enhance mobility.
GARLIC (Warding)
------
Ubiquitous and strong-scented reagent, used effectively in warding off
evil
spirits.
GINSENG (Healing)
-------
Ancient reagent used extensively in healing.
MANDRAKE ROOT (Power)
-------------
Very rare and usually expensive magical herb growing only in swampy
areas,
mandrake root is said to bring great power to magic that uses it.
NIGHTSHADE (Poison, Illusion)
----------
Rare, poisonous plant that appears only when the moons are in a certain
conjunction. Those who learn its whereabouts and manage to be there in
the dead
of night when the moons are full can pick nightshade without danger and
benefit
from its powerful ability as a reagent to create illusions.
SPIDER SILK (Binding)
-----------
The magical product of the garden spider and its relatives has no peer
in its
ability to bind. As a reagent mixed for magic, spider silk magnifies its
binding power many times over.
SULPHUROUS ASH (Energy)
--------------
Common material left by volcanic action, ash is an excellent source of
energy
in magical mixtures.
* THE SPELLS *
Spells diverge greatly in terms of difficulty, and, correspondingly, in
terms
of danger to the caster. After years of observation and
experimentation, scho-
lars in magic have classified spells into eight circles of difficulty.
Thus,
mages who can command only the simplest spells are considered to be of
the
first circle, and so on.
Full mages' magical ability is directly related to their intelligence.
Bards
appear to have half the magical ability of full mages and fighters
rarely have
any. Casting spells drains magical powers, limiting how many spells
mages can
cast before resting. A spell will drain magical powers in amounts
proportional
to the spell's circle of difficulty.
On the facing page, a chart classifies the spells by circle, with a
brief
indication of each spell's use, a note on when it can be used, and an
ingredient list. Do not take the ingredient lists to be recipes, as
wrong
quantities or careless mixing could have terrible results.
Note that not all spells can be used in all situations. Quite a few
spells
need far too much time or concentration to be cast during combat; others
feed on the energies present in the battle arena.
Full descriptions of each spell's nature, use, and effects follow.
In the following chart, dng./com. signifies the spell works in both
dungeons and combat.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
- ULTIMA V - THE SPELL BOOK OF THE EIGHT CIRCLES - DOCS - DECKARD: LE
16/10/88-
-------------------------------------------------------------------------------
* THE FIRST CIRCLE *
AN NOX (Negate Poison)
------
Few deadly problems are as easy to arrest as poison. So common is the
use of
poison that alchemists have been able to devise a formula, using the
relati-
vely common plants garlic and ginseng, that is effective against nearly
every
form of poison in nearly every user. However, the magic works on
individuals
only; thus, simple as it is, novice mages in a party must have magic
endurance
among them great enough to cast An Nox as many times as they have
afflicted
members, or someone may be left with life seeping away. Even then,
safety
is not secured. Strength already sapped by toxins is not regained
without
peaceful rest or healing magic.
AN ZU (Negate Sleep)
-----
An Zu, which requires a simple mixture of ginseng and garlic, is used
to awaken
sleeping comrades. An Zu has limitations: it works only on members of
the cas-
ter's party, it awakens only one person per casting, and it has no
lasting
preventative effect.
GRAV POR (Energy Movement)
--------
A novice magic user had best count on a good solid weapon in battle. A
good
spell for novices to practice, not rely on, in battle, is Grav Por,
which casts
a missile of energy at a target on the battlefield. If the caster's
mental
powers exceed the foe's, small damage will be inflicted. Grav Por
requires
sulphurous ash for energy and black pearl to project it. This spell has
little
effect for novices, not because of weak ingredients, but because of
inexperien-
ce.
IN LOR (Create Light)
------
This simple spell creates a pool of light. Although of short duration,
In Lor
creates a brighter light than the best of torches. Note, however, that
In Lor
cannot be used in place of real flame to enhance the mixing of reagents
for
spells, for its properties are quite different.
In Lor's sole ingredient is sulphurous ash powder. Place that powder
upon the
object intended as the light source; rub it rhythmically while chanting
"In
Lor". Almost instantly, the object will blaze with white light.
MANI (Life)
----
Mani is the simplest healing spell. Mani does not cure patients, but it
does
make them feel better and may take them out of immediate danger. Mani
is useful
even to higher circle magicians, because it is simple enough to cast
during
combat.
Spider silk and ginseng are the components needed for Mani. No special
conditions are necessary during mixing or casting.
* THE SECOND CIRCLE *
AN SANCT (Negate Protection)
--------
Many evil creatures carry chests full of treasure and useful items,
often the
result of thievery against some other good Britannian. No good person
begrudges
the vainquisher a monster's gold and goods.
But evil creatures often arm their chests with deadly traps. Popular
chest
traps are acid sprays, poison fumes, bombs, and gaseous atmospheres.
The first
two are designed with intent to destroy the individual tampering with
the lock.
The last two affect the entire area of the chest and injure anyone in
that
area. An Sanct uses blood moss and sulphurous ash to seep into hidden
traps and
render them impotent. The spell also negates any nonmagical locks in
the chest.
The same spell may be used to unlock doors locked by mechanical keys.
AN XEN CORP (Negate Creature Of Death)
-----------
The powers of evil revel in their ability to command the uneasy dead.
Rotted
corpses and corrupted spirits, given motion and a semblance of life,
are set on
the mindless destruction of everything good.
Such phantoms are not living but are merely animated. They act
mindlessly,
unaware of their own horrible state. By negating their armour of
mindlessness,
An Xen Corp causes most risen dead to flee in lurching terror.
An Xen Corp is not a difficult spell, especially for casters of good
intellect.
Nor is its mixture difficult: ordinary amounts of common garlic and
sulphurous
ash must be mixed while pronouncing words of reverence for life and
beauty.
IN WIS (Create Knowledge)
------
In Wis performs the job of a navigator, determining one's precise
location in
terms of the recently devised concepts of latitude and longitude.
Nightshade is its only ingredient, but that nightshade must be encased
in glass
and kept alive with dew drops until its use is required.
KAL XEN (Summon Creature)
-------
Beginning mages often find their responsibility onerous, with an entire
group
of adventurers relying on their meager magical skills for protection and
assistance in difficult situations. These novice mages may quickly and
frequently turn to Kal Xen to add to the offensive ranks of their party
in
battle.
Kal Xen summons small nasty creatures such as rats and snakes to help in
combat. Nasty or not, these summoned beasts are always loyal to the
caster, and
often direct a foe's attention away from members of the mage's party.
Mix mandrake root with spider silk to ensure the beast's loyalty. The
locale
where the mandrake root is gathered influences what type of creature is
summo-
ned.
REL HUR (Change Wind)
-------
Those who love the open sea will find frequent use for Rel Hur. This
powerful
spell can redirect the wind for a time.
To mix Rel Hur, line a board with damp blood moss and set the board
against a
tree or mast. Study the wind and find the exact spot in which to stand
so that
sulphurous ash thrown into the air will be caught by the wind and flung
against
the blood moss. Complete the spell by blowing in the direction the wind
should
follow.
* THE THIRD CIRCLE *
IN FLAM GRAV (Create Flame Energy)
------------
One of three energy field spells, alike except for the nature of the
horrors
they create, In Flam Grav causes the particular spot indicated by the
caster to
erupt into red hot flames. Any creature on that spot or that steps into
that
spot is seared by a wall of flame. Be careful not to direct this spell
too
close to friends or they shall suffer the same as foes.
Sulphurous ash and black pearl project the burning fire to the chosen
spot;
spider silk holds it there a short while. The mix works best when
blended over
a flame.
IN NOX GRAV (Create Poison Energy)
-----------
Another of the three energy field spells, In Nox Grav causes a cloud of
nauseating poison to occur in the location indicated. Any creatures
entering
the cloud suffer some degree of poisoning. Like In Flam Grav, this
spell can be
just as effective in harming friends as enemies, so use care.
That rare but deadly poison, nightshade, is required for In Nox Grav.
Add to
the nightshade spider silk to shape the cloud, and a black pearl to
direct its
placement.
IN POR (Create Movement)
------
In Por teleports an entire party a fair distance in any specified
direction.
However, incanting this spell during the haste of battle will diminish
its
effects. It will only remove the caster, and then only to another place
on the
field of battle.
In Por will not transport a party there is no clear, grassy spot to
which the
party can be moved. Nor will In Por work in dungeons or in townes, as
its
energies require a fair bit of open space to operate.
The dust for In Por consists of spider silk and fresh young blood moss.
The
caster must close his eyes and conjure a vision of the current position
after
the party has left. In a wink, the party will be elsewhere and the
vision,
reality.
IN ZU GRAV (Create Sleep Energy)
----------
Least damaging of the three energy field spells, In Zu Grav is often
the most
effective. The spell cloaks a foe in a purple haze that puts it
instantly to
sleep, taking it out of the fight, rendering it helpless.
Like the other two similar spells, In Zu Grav can affect friends as
easily as
enemies. While sleep will not directly harm friends, falling asleep on
the
field of battle can be deadly.
In Zu Grav is easily mixed of common ginseng, spider silk, and black
pearl. For
best results, add the air of many yawns and sand from sleepy eyes.
VAS FLAM (Great Flame)
--------
Vas Flam effectively gathers a great ball of flame, which may then be
hurled at
a foe. A simple spell, the great advantage of Vas Flam is that, aimed
accurately, it will surely hit its mark and, just as surely, inflict
damage.
Combine common sulphurous ash and a single black pearl over a hot
flame. When
the ash has adhered well to the pearl, remove it and store it until
needed.
Cast the talisman at a foe while uttering "Vas Flam" and a great
flaming ball
will smite him.
VAS LOR (Great Light)
-------
Vas Lor conjures a great light. This is equivalent to In Lor's in
quality and
range, but Vas Lor lasts must longer than the beginner's spell. Its
endurance
comes from rare mandrake root. Mix the prepared root with sulphurous
ash and
proceed as if making In Lor.
* THE FOURTH CIRCLE *
AN GRAV (Negate Energy)
-------
Adventuring parties are sometimes prevented from pursuing their
objective by
obstructing or noxious fields. An Grav removes the obstructing field by
negating the field's energy.
Ash countermines the field's energy; a black pearl thrusts the negating
energy
in the direction indicated by the spell caster. The obstructing field is
instantly dispersed.
DES POR (Downward Movement)
-------
UUS POR (Upward Movement)
-------
Magic users often travel with courageous groups, and courageous groups
often
find themselves in danger. When problems occur within dungeons, it is
sometimes
helpful to use Des Por and its complement Uus Por for moving among
floors. Only
effective when going from empty corridor to empty corridor, Des Por
transports
an entire group to the exact same location one floor lower. Uus Por
works in
reverse, and transports upward. Unfortunately, these spells take too
long to
intone during the heat of battle.
Blood moss provides the motion and spider silk keeps the party together
during
the transport.
IN SANCT (Create Protection)
--------
Sometimes young questers join in battles beyond their might. In Sanct
helps
balance the fight by creating a protective shield around each party
member.
In Sanct works only during combat and does not last long, so knights
should be
sure to hit hard and fast while the iron is doubled.
In Sanct is most effective when sulphurous ash, fast-working ginseng,
and
reeking garlic are mixed by the mage and the group's strongest fighter,
simultaneously.
IN SANCT GRAV (Create Protective Energy)
-------------
In Sanct Grav's protective energy provides a strong defense. Its
shimmering
blueness cannot be entered or passed through. An excellent recourse
when a few
moments of safety are required, In Sanct Grav is well used to block
dungeon
corridors fully.
Mandrake root is necessary for In Sanct Grav; choose older, tougher
specimens
for this concoction. Add spider silk to make it impenetrable and pearl
for
placement.
WIS QUAS (Knowledge Of Illusion)
--------
Wis Quas strips illusion from creatures hidden by the cloak of
invisibility,
instantly revealing their positions.
Nightshade cut many times to form a paperlike sheet, then carved into
lace, is
secured by spider silk. It is glazed, dried in the sun, and then
crystallized
into a shiny powder that must be tossed in the sky over the field of
battle as
the spell is cast.
* THE FIFTH CIRCLE *
AN EX POR (Negate Freedom Of Movement)
---------
The magical locking of doors works in nearly every situation. Even
normal locks
can be transformed to magical locks by means of this spell. Thus the
very
creature who initially locked a door with its own key may be forbidden
access.
Mix ash and moss, gathered from darkest glens under heavy clouds, into
a strong
garlic paste. While mixing, sing a melody that no other creature has
ever he-
ard. For greatest security, the melody should be different each mixing;
so each
magical lock will require a subtly different magical key, and anyone
trying to
break the magical lock will not be able to use any previously
discovered keys.
IN BET XEN (Create Small Creature)
----------
This combat spell creates a powerful ally by calling up four swarms of
small
but deadly insects. All four swarms are generated in the same location.
How-
ever, each can be commanded to move independently and on its own turn.
Quartets
of insect swarms generated by In Bet Xen have been known to surround and
suffocate an enemy by their very number.
The powder for In Bet Xen consists of sulphurous ash to give life
energy, blood
moss to set them swarming, and spider silk to bind the swarm in
obedience. For
deadliest results, blend with stagnant water from the dankest swamp.
IN EX POR (Create Freedom Of Movement)
---------
This powerful spell can open magical locks. The power of In Ex Por is
that it
first analyzes the lock to be broken and then actually produces the
precise
tool or magical potion that will break the lock.
The success of this spell comes from combining ash and moss in
isolation, in
complete darkness.
IN ZU (Create Sleep)
-----
The first mass effect spell the developing magician learns, In Zu
causes the
scent of poppies to emanate from the caster in an ever-widening wedge,
dropping
into a sound sleep all those touched by it. Only the toughest minds and
wills
may deny it.
Nightshade, gathered when high tide coincides with a moonless midnight,
must be
mixed with ocean ginseng and spider silk. Moisten with brine and add
sand to
mix thoroughly. Lay to dry in bright moonlight. Note that spell is just
as
effective on friend as foe; aim carefully.
REL TYM (Change Time)
-------
Rel Tym doubles a party's speed, anytime, anywhere. It is especially
effective
in battle, when a party's members can return two blows for each of the
enemies'
blows. It is also effective in surveillance, when being caught could be
disastrous.
Sulphurous ash provides energy, blood moss creates movement, and
mandrake root
provides the magical power required for this incantation.
VAS MANI (Great Life)
--------
Whole health restored; full vitality given:such is the nature of Vas
Mani. A
miraculous spell requiring concentration and vast knowledge of anatomy,
Vas
Mani is reserved for experienced mages.
Vas Mani fully restores patients from combat wounds. While it provides
neither
antidote to poison nor cure for desease, Vas Mani does heal all damage
wrought
by these ravagers, ensuring survival until a cure can be found.
The difficulty in preparing Vas Mani is in locating the mandrake root;
other-
wise the preparation is straightforward:mix the mandrake root with
ginseng and
spider silk.
To cast Vas Mani successfully, the caster must concentrate totally on
the
subject to be healed. When the concentration is full, one can actually
see
wounds heal. Because the healing process can take several hours, Vas
Mani
cannot be used during combat.
* THE SIXTH CIRCLE *
AN XEN EX (Negate A Creature's Freedom)
---------
A most effective tactic to use against enemies is to charm members of
their
party to work against them. However, this spell is most difficult to
apply
where it could be the most help, against the most diabolical of foes,
those of
superior intelligence.
Control of a charmed individual is limited to fighting and moving; it
does not
extend to use of magic or special forms of attack. This spell can also
be used
to bring back party members after they have been charmed by a foe.
An Xen Ex requires a careful mixture of nightshade, to poison the mind;
a black
pearl, for projection; and spider silk, to bind loyalty.
IN AN (Create Negation)
-----
In An creates an air of magical negation. Spells fizzle when In An is
in effect
and neither side in combat can use magic for several rounds.
First, mandrake root must be gathered; the root must be rubbed with
garlic and
wrapped in a damp, black cloth for several hours. At midnight it must be
pulverized and mixed with sulphurous ash. The mixture must be dried on a
parchment and the parchment then folded into a tricorn. In casting the
spell, a
hole must be cut in the tricorn and the mixture dispensed from this a
wide arc.
IN VAS POR YLEM (Create A Great Movement Of Matter)
---------------
In Vas Por Ylem is a terrifying spell that can generate a massive
earthquake.
While it reaches every enemy in combat, even if lurking in distant
corners or
behind mountains, the magical earthquake leaves allies unshaken and
unharmed.
Seek mandrake root that has grown unobstructed, so that its form is
strong yet
fibrous. Grind it with suphurous ash and blood moss until no ingredient
can be
distinguished from another.
QUAS AN WIS (Illusion Of Negated Knowledge)
-----------
Quas An Wis turns a foe's orderly, well planned attack into bedlam.
Confusion
reigns and creatures strike out at whomever is nearest, regardless of
loyalty.
Extremely effective against the likes of rats and orcs, Quas An Wis
loses much
of its impact against more intelligent monsters, which are often
capable of
recognizing and resisting it.
A mix of rare mandrake root and nightshade, the cloud of Quas An Wis
works only
for experienced mages.
WIS AN YLEM (Knowledge Of Negated Matter)
-----------
Adept magicians are relied upon, not only to aid in battle and to repair
wounds, but to guide their party wisely. Wis An Ylem provides the
necessary
insight by making the hidden, apparent. For an instant, the caster may
see
through the densest forest, the tallest mountain, the most solid rock.
No wall
can be too thick, no door too heavy, and no night too dark.
Requiring intensity of concentration, Wis An Ylem cannot be maintained
for more
than a flash of time. Thick, mature mandrake root must be combined with
sulphurous ash in clear rain water. Boil the mixture until it becomes
steam and
capture the steam in a small glass box. Open the box as the spell is
uttered.
* THE SEVENTH CIRCLE *
IN NOX HUR (Create A Poison Wind)
----------
A cone of poisonous wind emanates from the hands of an agile wizard
when In Nox
Hur is cast, widening as it moves forward and sickening all in its
path-friend
or foe. Quite effective against many kinds of creatures, In Nox Hur is
danger-
ous to use since the slightest error can destroy comrades as well as
foes. Only
the most dextrous should attempt it.
Nightshade is required, in great quantity, along with blood moss,
thoroughly
crushed, and sulphurous ash, as dry as possible.
IN QUAS CORP (Create An Illusion Of Death)
------------
Illusion is a dangerous tool and In Quas Corp creates a powerful
illusion.
Suddenly, in the eyes of all creatures not intelligent enough to
recognize the
illusion, each party member may be made to appear as a twelve-foot
giant, with
a sword like a guillotine and a staff like a tree trunk. Fear strikes
foes to
the cores of their beings. They shriek and flee.
In Quas Corp is expensive. The dust that must fill the atmosphere as
the spell
is cast contains both powerful mandrake root and hallucinogenic
nightshade.
Simple garlic adds to the distastefulness of the experience for the foe.
IN QUAS WIS (Create An Illusion For Knowledge)
-----------
Travelers in Britannia tell of magical gems that transport the vision
of one
gazing into their depths to a viewpoint thousands of feet above the
land, like
that of an eagle suspended in flight. It is illusion and reality. The
change of
viewpoint is illusion, but the knowledge provided is real. Powerful
mages can
replicate these miraculous effects through magic.
In Quas Wis requires only two ingredients to create its illusion. Only
the most
powerful mandrake root will work for this spell; and only the most
convoluted
stems of nightshade. Mix the two in dark of night with seven drops of
ice cold
spring water. Let the moisture evaporate, then place the shimmering
powder in a
cloth sack.
When intoning In Quas Wis, cast the powder high to view the world about
as it
from the air. If cast within a towne, building, or dungeon, all the
detail of
that level will be revealed.
IN QUAS XEN (Create An Illusionary Creature)
-----------
Another powerful combat spell is In Quas Xen. By means of illusion,
this spell
duplicates friend or foe, in every detail. Although the new creature is
an
illusion, it fights, bleeds, cares, exactly as its original.
When a friend is cloned, the original and duplicate are still joined.
Injury to
each is felt by the other, death to one destroys the other. Yet the two
are
physically separate; they have independent turns in battle and may work
together to vanquish a foe.
When a hostile creature is duplicated, no connection between copy and
original
seems to remain. Pain to a monster's clone is not felt by the monster;
and
death of the creature does not remove the clone.
The power of mandrake root is essential to this spell; as are the
illusionary
properties of nightshade. To mature root add spider silk to bind and
ginseng to
heal; mic with the living energy of sulphurous ash and add blood moss
for
animation.
When casting the spell, fling the glittering sand that results into the
air.
The wind will catch the granules, and where the first one touches
earth, there
shall the clone arise
SANCT LOR (Protect From Light)
---------
Sanct Lor affects the path of light, bending it around the caster, so
it may
continue on. The result is the illusion that the caster is not there.
Mix mandrake root and nightshade picked in absolute darkness with blood
moss to
bend the light. It is essential that, while intoning this spell, none
see any
indication of its casting. Speak without moving lips.
XEN CORP (Creature Death)
--------
Regardless of the strength, size, or endurance of a foe, Xen Corp will
overcome
it. Only a creature with intelligence capable of greater concentration
than
that used in the casting, and capable of recognizing the intent before
the
spell is completed, has a chance of escaping death when essailed by Xen
Corp.
Mix nightshade that has never seen light with the blackest pearl. Pour
the
powder into a small lead capsule and seal with black wax. While
intoning the
spell, hurt the capsule at the foe selected for destruction.
* THE EIGHTH CIRCLE *
AN TYM (Negate Time)
------
Perhaps the most difficult of spells, An Tym appears to stop time
itself. For
eons, scholars of thaumaturgy have tried to learn the secret of
controlling the
universe, and the more they discovered, the more convinced they became
that
they could never control this power even if they understood it. It is a
tribute
to the brilliance and creativity of Britannian minds that experts,
undaunted
by their failures, simply turned the problem around and found a way to
achieve
every advantage of briefly controlling time without actually
controlling it
at all. Those capable of this spell will witness their foes paralyzed in
midmotion. After a few moments, all returns to normal, just as though
time had
actually stopped and started up again. However, the caster's party
remains
active throughout the spell.
An Tym requires a mixture of mandrake root, well preserved blood moss,
and a
garlic clove.
IN FLAM HUR (create A Flame Wind)
-----------
In Flam Hur causes the wind itself to catch fire and devastate all in
its path.
Those who intone this spell can direct the flaming wind in a deadly
spreading
wedge. All creatures in the path of this wedge are severely burned; few
ever
survive. Careless misdirection of In Flam Hur over one's own companions
may
result in their deaths as well.
Sulphurous ash, blood moss, and mandrake root combine best for this
spell in an
iron cauldron over great heat.
IN MANI CORP (Create Life From Death)
------------
There are many rewards for hard work and concentrated practice. For
practiced
wizards, having attained the eighth circle, there is the reward of
being able
to reverse death itself. Resurrection requires such total concentration
and
peace of mind that it should never be attempted on the harried field of
battle.
To mix, place a mandrake root in a sieve in a fresh water spring on a
sunlit
day. One by one, add garlic, to keep away ills and evil, spider silk for
binding the life forces together, ginseng for healing, suphurous ash
for the
spark of life, and blood moss to animate the spirit.
Remove the sieve from the spring and let the mixture dry. A small
crystal will
form from the drying mass. To revive a companion, place the crystal on
the
friend's forehead and intone In Mani Corp. The resurrected person will
be weak
and in need of further assistance.
IN VAS GRAV CORP (Create A Great Energy Of Death)
----------------
In Vas Grav Corp is the most powerful instrument of death yet devised.
This
spell lays waste to every living creature in its path unless the
creature be
exempt from the natural laws of this world or be of strong enough
intellect to
resist the spell.
Mandrake root must be gathered on a dark night during a lightning
storm. It
must be marinated in slime from stagnant mosquito fens and wrapped in
night-
shade, which must have been picked at midnight in total darkness. This
package
should be rolled in sulphurous ash and left on a grave overnight. If it
is not
discovered, it is ready to be dried into stringy dreadlocks of death.
KAL XEN CORP (Call A Creature Of Death)
------------
Kal Xen Corp resembles Kal Xen, but its summons has far greater
complexity and
power. Kal Xen Corp calls forth a daemon. But only an experienced
wizard is
able to devote the concentration needed to bind the daemon's allegiance
and
prevent it from turning on his party. Then, although the daemon cannot
use its
own powers of possession, it can hurl great balls of fire across long
distances
to smite foes.
Mandrake root, gathered as near as possible to entrances to dungeons,
pits, and
other vile holes, is the base of this spell. Add garlic, blood moss,
and the
strongest spider silk. Meld the lot together letting the moisture of
the root
act as a binding. Now shape the mixture into the form of the winged
daemon.
Raise the icon to the sky, intone this spell, and hear it calling its
own.
VAS REL POR (Gate Travel)
-----------
A moongate traveler cannot rely on magic alone. The knowledge of the
influence
of the moon's phases is also required. Take a black pearl and shine it
well.
Bury the pearl in a clean piece of mandrake root. Sprinkle the whole
with
sulphurous ash and expose the conglomeration to the moons during one
night.
In morning it will be a fine silver powder.
To travel, cast the powder in the direction of the gate to be reached
while
speaking the name of that gate's town followed by "Vas Rel Por".
Immediately
drop to the ground and meditate on the proper phases of the moon for
that gate.
Instantly, the party will be there.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
- ULTIMA V - THE ODYSSEY OF LORD BRITISH - DOCS - DECKARD: LE 27/10/88 -
-------------------------------------------------------------------------------
*--------------------------------------------*
| 27th DAY OF THE 11th MONTH OF THE YEAR 137 |
*--------------------------------------------*
Herein is detailed the odyssey of his Majesty Lord British as recorded
by
Remoh, scribe to the court of Lord British. With us on this journey
into the
uncharted Underworld venture the Knights Arionis, Meridin, Geraci,
Shaana,
Noin, and Roin.
* DAY 1 *
At dawn, we set off on our skiff down the River Maelstrom, east of
Spiritwood.
Before the falls, we pause to remember the brave men who discovered this
entrance into the Underworld. Then we cast off and repeat their plunge
into the
lightless underground waterway. We land our boat on the western shore
of a
great lake. The cavern's low ceiling hangs close over us and the
humidity is
oppressive.
Arionis and Geraci erect a wooden sign commemorating our expedition.
The rest
of us repair the damage to our skiff inflicted by the subterranean
rapids that
carried us here.
We embark again, following a navigable stream south. After a short
distance, a
tributary branches off to the east, but we continue south. The cavern
walls now
tower above us, dimly reflecting our torchlight.
The current grows stronger and the crashing sound of tortured water
steadily
increases. Abruptly, the river turns a sharp bend. The roar grows
painfully
loud as our skiff careens down a great fall. A storage cask breaks
loose and
knocks Meridin out of the boat during our fall. The skiff lands
flooded, but
miraculously upright. We drag the unconscious Meridin back into the
boat and
retrieve the cask. He revives as we row west, past a southern tributary.
The river slows as we arrive at another fork. We continue north,
hugging the
waterhewn stone wall on our right. As the river swings back to the
southwest,
we hear the sound of approaching waterfalls. Quickly we land the boat
on the
southern shore. Geraci sets off to explore a promising passage through
the
rocks to the southeast. On returning, she reports that the natural
fissure
slopes downward steeply, but rejoins the river beyond the treacherous
falls. We
portage our skiff around the falls with little difficulty and are once
again on
our way. While the day wanes thousands of feet above us, the river
empties into
a calm lake, stretching out beyond our sight into the murky gloom. We
row south
by southeast, following the shore.
A muffled scream, a heavy splash are our first omens of danger. We all
stare at
the stern where, moments before, the raven haired knight Shaana sat.
Meridin
quickly intones two words of magic, and the lake around us explodes in
light,
blinding us momentarily. We see a hideous ebony creature, twice as
large as our
skiff with Shaana clutched in one of its slimy tentacles. Already
dozens of
yards away, it is retreating ten paces further with every heartbeat.
Lord British strides to the stern and stretches his arms toward the
receding
monstrosity. In a voice as clear as crystal, in a tone as urgent as the
wind,
he speaks seven words. We do not comprehend their meaning, but we
witness their
impact. The squid creature pulls up suddenly. A wrenching noise tears
through
the dank air. A large wave passes under our boat. The squid creature
has been
vanquished. The light from Meridin's spell fades, and new torches are
lit to
replace those dropped in panic. Shaana, dragged from the water, now
sleeps at
her place upon the boat's stern. Our king rests also, deep in the
meditation of
the virtues. We row on.
Eventually, at the southern shore of the lake, we follow the
westernmost of two
identical-looking streams. We explore several land passages along the
way, but
they all prove to be dead ends. The river turns north, flows on a
while, and
then persersely turns south. Our first day's journey ends at this
juncture.
* DAY 2 *
We waken to a morning as dark as the blackest of nights. Our campfire
is a damp
mound of cold ashes. The underground river has risen in the night,
soaking the
meager supply of dry wood we brought with us.
Setting out upon the waters again, we row south. Scarcely an hour
passes before
we come upon another waterfall, one with no opportunities for portaging
around.
From the beach, however, we can see the river resuming only a few yards
beyond
the falls. With few options, we brace ourselves and steer over the
falls. As
soon as we are righted, though, the coursing water turns abruptly and
we plunge
down another fall. Shaken and bruised, the group has barely enough time
to
secure a firm grip on the boat before we plunge down a third cascade.
After a brief respite, we pass over a fourth, though smaller falls.
Finally, we
pass into a small, tranquil lake. We land on the south shore and
examine the
area. Though a large fissure in the cliff walls provides a land exit to
the
south, no navigable waterway leaves the cavern. There is no choice: we
shoulder
our remaining provisions and continue on foot through the fissure. The
rough
ride over the falls has eliminated another option: if we ever return
Britannia,
it will not be by retracing our steps.
The path leaving the cavern is at first swampy and tedious to walk
upon, but
the way becomes easier as we leave the lake behind. Soon the path
curves north
again and we come upon a great cavern with an uneven rock ceiling many
stories
high. We are now walking on yellow grass-like growth.
A movement by his feet causes Arionis to halt. Before we can draw our
weapons,
a great leathery tentacle as thick as a man's leg coils around Arionis
then
starts dragging him into its underground lair. Noin drives his deadly
main
gauche into the tentacle. Thick green fluid streams from the severed
tentacle
as it falls away. As Arionis stumbles to his feet, he quickly shouts a
warning.
Noin turns to sever a second tentacle just before it ensnares him.
Movement in
the grass from which we have just come indicates more tentacled
monstrosities
approaching. We flee together to the north side of the cavern, slipping
between rocks into a passage leading away to the east. Before long the
passage
turns and we head south again.
At the end of the passage, we find ourselves in a massive cavern. The
walls and
ceiling extend beyond the glow of our torches. We wait in vain for our
echoes
to return. It is difficult to fatham a cavern so large it stifles
echoes. We
turn to the right, hugging the southern wall. The stench of a stagnant
river
fills the air. As we walk, the mud gives way to sand. When we have left
the
river miles behind us, we encamp.
* DAY 3 *
A shriek of pain awakens us after only a few hours of sleep. Meridin
utters an
oath followed by two eerie sounds, and a grisly scene is revealed. The
knight
Geraci is standing unsteadily, slicing her dagger at six great worms
that swarm
around her, rearing up to strike, while deftly evading her dagger. Her
left arm
is held against her chest, in an attempt to staunch the flow of blood
from a
gaping wound.
Lord British raises his staff and utters an incantation. A deep chill
descends
momentarily, then the six worms forget their prey and assault each
other with
unreasoned fury. Meridin magically draws out the worms' poisonous
venom. We
quickly bind Geraci's arm, gather our gear, and resume our journey
eastward
along the southern wall. Only two worms remain writhing in combat as we
depart.
After the wall finally curves to the north, we take a passage out of
the cavern
to the northeast. The trail is rocky, and wide enough for three to walk
a-
breast. The twins, Noin and Roin, bringing up the rear, are the first
to notice
the large, winged creature with matted, brown fur and sharp, unsheathed
talons.
When we stop to look, however, it flies off. Half an hour, later, we
notice
two of these creatures, but both fly off again as we turn. An hour
later,
three of these ugly creatures approach, flying closer than the previous
forays
dared, before veering off. We quicken our pace.
The passage empties into a large grassy area with a high, earthen
ceiling. As
we stop to rest, a deafening crescendo of screeches heralds the
invasion of a
dozen winged monsters. The avian terrors attack in force. Armour and
skin
is ripped from our backs. Our swords swing, our daggers fly, but to no
avail.
Only two winged monsters are wounded then finished. The remaining ten
circle
us furiously as Lord British shouts out words of mystic command. Four
more
attackers are destroyed, but many more of our party have fallen.
As I fight, I see Meridin from the corner of my eye. He crawls out of
the fray
and raises his arms. Before he falls, he gasps four words. A great
flame breaks
out between his outstretched arms and surges forward. One by one, the
last of
the nightmarish creatures is consumed with flame. The largest bat
spirals to
the ground. Its burning carcass crashes next to Meridin's corpse - a
memorial
fire to our great archmage.
* DAY 4 *
Today, the three of us remaining buried the valiant knights Arionis,
Meridin,
Geraci, Noin, and Roin, here upon the underground battlefield where
they fell.
Tomorrow we shall seek our way back to our own world; our disastrous
quest here
is finished.
* DAY 5 *
The wraiths came this morning. There were three of them. They walked
through
the stone. Their blackness was deeper than the shadows from which they
emerged.
Advancing towards Lord British, they ignored Shaana and myself. Lord
British
held their gazes, murmuring words of life, healing, and protection.
Still they
advanced. One raised its hand, pointing at our lord. Then a silver bolt
struck
our immortal king and he fell to the stony earth.
Shaana was frozen, transfixed. I stumbled forward, but when I touched
that
cloak, I shrank back. Foreboding washed over me. They took our lord
with them.
I was powerless to stop them. I am afraid we all are.
-------------------------------------------------------------------------------
* EDITOR'S NOTE *
Between the time this volume originally went to press and the time
galleys
arrived for final alterations, Lord British was lost while on an
expedition to
explore the newly discovered underworld. Days before we were to print,
Lord
Blackthorn declared martial law to deal with the general unrest in the
wake of
British's disappearance. The Ethics section has been added to reflect
the new
measures imposed by Blackthorn.
* ETHICS *
The Ethics of Britannia, or the accepted measure of proper behavior,
were long
based on the Way of the Avatar. As time progressed, the lessons of this
histo-
ric tale came to be interpreted in many ways. In fact, many people
interpreted
the Way of the Avatar in ways that wouldn't require them to strive to
uphold
these virtues.
Now, Lord Blackthorn, acting king of all Britannia, has enacted a Code
of
Virtue that leaves no room for misinterpretation.
1. Thou shalt not lie, or thou shalt lose thy tongue.
2. Thou shalt help those in need, or thou shalt suffer the same need.
3. Thou shalt fight to the death if challenged, or thou shalt be
banished as a
coward.
4. Thou shalt confess to thy crime and suffer its just punishment, or
thou
shalt be put to death.
5. Thou shalt donate half of thy income to charity, or thou shalt have
no
income.
6. If thou dost lose thine own honor, thou shalt take thine own life.
7. Thou shalt enforce the laws of virtue, or thou shalt die as a
heretic.
8. Thou shalt humble thyself to thy superiors, or thou shalt suffer
their
wrath.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
- ULTIMA V - QUICK REFERENCE CARD - DOCS - DECKARD: LE 20/10/88 -
-------------------------------------------------------------------------------
* COMMAND SUMMARY *
A-Attack
H-Hole up
N-New order T-Talk
B-Board
I-Ignite
O-Open
U-Use
C-Cast
J-Jimmy
P-Push
V-View
E-Enter
K-Klimb
Q-Quit and save X-X-it
F-Fire
L-Look
R-Ready
Y-Yell
G-Get
M-Mix
S-Search
Z-Z-tats
Space:Abort, pass
turn
Ctrl-S:Sound effects on/off
Ctrl-T:System
Speed
Ctrl-V:Volume level of music
Escape:Exit commands, leave battlefield
-------------------------------------------------------------------------------
W E A P O N
S
|
A R M O U R
-------------------------------------------------------------------------------
Stone Attack Defense
|
Stone Attack Defense
Item Weight
Value Value
|Item Weight
Value Value
|
Dagger
1 6 (30')
- |HELMS
Sling
2 6 (40')
- |Leather Helm
-
- 1
Club
3 8 (b)
- |Chain
Coif 1
- 2
Flaming Oil 2 8
(40') - |Iron
Helm 2
- 3
Main Gauche 3
8
1 |Spiked Helm
3 4 (b) 3
Spear
4 10 (50')
- |
Throwing Axe 6 10 (40')
- |SHIELDS
Short Sword 5
12
- |Small Shield
2
- 2
Mace
7 15 (b)
- |Large Shield
3
- 3
Morning Star 8 15 (b,p)
- |Spiked Shield
4 6 (b) 3
Bow
8 10 (70')
- |
Crossbow 6 12
(80') - |ARMOUR
Long Sword 9
15
- |Cloth Armour
-
- 1
Two-Handed
|Leather Armour 2
- 2
Hammer 16
20 (b) -
|Ring Mail
4
- 3
Two-Handed
|Scale Mail 6
- 4
Axe
15
20
- |Chain Mail
10
- 5
Two-handed
|Plate Mail 12
- 7
Sword
13
20
- |
Halberd 18 30
(p) - |
-------------------------------------------------------------------------------
(b) Denotes a Bludgeon: Hit probability is based on Strength, not
Dexterity.
(p) Denotes a Polearm : May be used to attack over obstacles.
(x') Number in parentheses denotes range.
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
- ULTIMA V - CHART OF SPELLS - DOCS - DECKARD: LE 20/10/88 -
-------------------------------------------------------------------------------
===============================================================================
C |SPELL
|EFFECT
|TIME |REAGENTS
===============================================================================
1 |An Nox |cure
poison |anytime |ginseng/garlic
|An
Zu
|awaken
|combat |ginseng/garlic
|Grav Por |magical
missile |combat |ash/pearl
|In Lor
|light
|noncombat|ash
|Mani
|heal
|anytime |ginseng/silk
===============================================================================
2 |An Sanct
|unlock
|anytime |ash/moss
|An Xen Corp |repel
undead |combat |garlic/ash
|In Wis
|locate
|noncombat|nightshade
|Kal Xen |call
animal |combat |silk/mandrake
|Rel Hur |wind
change |noncombat|ash/moss
===============================================================================
3 |In Flam Grav |wall of fire
|dng./com.|pearl/ash/silk
|In Nox Grav |wall of poison
|dng./com.|nightshade/silk/pearl
|In Por
|blink
|anytime |silk/moss
|In Zu Grav |wall of
sleep |dng./com.|ginseng/silk/pearl
|Vas Flam |ball of
flames |combat |ash/pearl
|Vas Lor |great
light |noncombat|ash/mandrake
===============================================================================
4 |An Grav |dispell
field |anytime |pearl/ash
|Des Por
|downward move |dungeon |moss/silk
|In Sanct
|protection |anytime
|ash/ginseng/garlic
|In Sanct Grav |protection
field|dng./com.|mandrake/silk/pearl
|Uus Por |upward
move |dungeon |moss/silk
|Wis Quas
|reveal
|combat |silk/nightshade
===============================================================================
5 |An Ex Por |magic
lock |anytime |ash/moss/garlic
|In Bet Xen |insect
swarm |combat |moss/silk/ash
|In Ex Por |magic
unlock |anytime |ash/moss
|In
Zu
|sleep
|combat |ginseng/nightshade/silk
|Rel Tym
|quickness |combat
|ash/mandrake/moss
|Vas Mani |great
heal |noncombat|ginseng/silk/mandrake
===============================================================================
6 |An Xen Ex
|charm
|combat |pearl/nightshade/silk
|In
An |negate
magic |anytime |garlic/mandrake/ash
|In Vas Por Ylem
|tremor
|combat |moss/ash/mandrake
|Quas An Wis
|confuse
|combat |mandrake/nightshade
|Wis An Ylem
|xray
|noncombat|mandrake/ash
===============================================================================
7 |In Nox Hur |poison
wind |combat |nightshade/ash/moss
|In Quas Corp
|fear
|combat |nightshade/mandrake/garlic
|In Quas Wis
|peer
|noncombat|nightshade/mandrake
|In Quas Xen
|clone
|combat |ash/silk/moss/ginseng/night/mdk
|Sanct Lor
|invisibility |combat
|mandrake/nightshade/moss
|Xen Corp
|kill
|combat |pearl/nightshade
===============================================================================
8 |An Tym |time
stop |anytime
|mandrake/garlic/moss
|In Flam Hur |flame
wind |combat
|ash/moss/mandrake
|In Mani Corp
|resurrect
|noncombat|garlic/ginseng/silk/ash/moss/mdk
|In Vas Grav Corp|cone of energy |combat
|mandrake/nightshade/ash
|Kal Xen Corp
|summon
|combat |mandrake/garlic/moss/silk
|Vas Rel Por |gate
travel |noncombat|ash/pearl/mandrake
===============================================================================
NOTE: 'C'=Circle
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