The
Book of Mystic Wisdom
as
told by Philpop the Weary,
magician
to the court of his most
sovereign
Lord British.
Know ye, 0 seeker of the mystic wisdoms,
that the ways of magic are diverse and strange. There exists the
need for utmost concentration and the harvesting of things magical in
order that ye may harness the powers of the universe. Many are the
eons of wisdom contained in these pages which I write for the benefit
of my pupils, yet still there is much to learn.
All magic is accomplished by the use of
means both human and of nature, for true magic, is but the melding of
human will and natural force. Without the human voice to utter the
chant, no spell may be cast. Yet without the proper natural catalyst,
no spell may be effective. Thus magic is twofold, a balance struck
between nature and humanity. Let us examine both aspects here,
beginning with those natural substances, known as Reagents, that lend
power to the words of the spellcaster.
Sulphurous
Ash - Sulphur is the substance found in nature that is most
useful in the generation of fire. It is the color of saffron and,
when burned, gives off an odor indicative of its great mystic
strength. Yet its true power is to be found in the second burning -
that is, in the use of the ashen residue of Sulphur that has been
burned in a crucible fashioned from the skull of a Balron. Sulphurous
Ash is not an uncommon substance, having been a staple of the Wizards
profession through the ages. It may be purchased from any reputable
purveyor of magical goods and is useful in the casting of Energy
Fields and Magic Missiles, as well as in spells requiring a quick
burst of light or a sustained glow.
Ginseng
- Long praised for its strength giving and medicinal properties,
the root of the Ginseng plant is immediately recognizable for its
forked shape, and to those initiated in the mystic ways, by its
overpowering rose-colored aura. It has been used for centuries by
peasants who chew it or brew tea from a powdered preparation of the
root in order to gain strength and stamina as they toil in the
fields. While commonly found throughout Britannia, the Ginseng used
as a component in the casting of spells is generally black in color
and found only on the slopes of the northern mountains. It may be
purchased in virtually any shop that sells magical goods, and is most
useful in spells of a healing or narcotic nature, such as Cure or
Sleep enchantments.
Garlic
- Even the most common of nature's gifts to our people have
magical properties as can be witnessed by the power of Garlic. This
pungent bulb is found in every garden in the lands of Britannia, and
no stew or roast would be complete without its sharp flavor. Its
aromatic nature makes Garlic a powerful reagent in the casting of
magical spells, and it is used in all spells of the warding variety -
be they the warding off of common and magical sickness or the
repelling of beings once dead.
Spider
Silk - The miracle of Spider Silk lies in its tensile strength.
Imagine, if you will, a grown man relying on a strand of catgut to
hold his weight all the days of his life. A spider relies on the
finest of threads to do just that, and its silk never fails it. We
should praise the first wizardling who realized the mystic secret of
Spider Silk, for it is to him or her that we owe the knowledge of
binding and restraining spells. The silk of the deadly Albino Ghoul
spider - both the miniature and giant varieties - has been used by
adepts through the years in rites of magic. The spider farms of the
south produce perhaps a hundred pounds of the substance year and sell
it to the merchants of magic, where it is made available to all who
ply our trade. It is said that each year one worker dies the horrible
death incurred by the bite of the Albino Ghoul spider to ensure the
potency of the silk, although never has this deliberately been made
to happen.
Blood
Moss - is the bane of farmers and the boon of magicians. It is a
deep red fungus that attacks the crops of those who raise grain, yet
it is a vital component in the casting of spells. An oddity to those
who spend their lives observing the growth of that which is not
animal in nature -for it behaves like no other plant or mushroom -
Blood Moss grows only in the driest of times, when all around it is
perishing from drought. It cannot survive the absence of direct
sunlight, and thus passes from the earth each night, only to return
when the sun blazes mercilessly upon the land. Blood Moss seems feed
only in ripening grain - it can lay waste to an acre of corn in a
single day and vanish without a trace as night falls, leaving naught
but fruitless stalks swaying in the cool, night breeze. The magic of
Blood Moss is thought to reside in its fleeting nature, for it is
used in the spells of movement -from the simplest levitation to
making the very earth tremble. As harvest time comes each year, the
merchants send runners to wait by the fields and gather the Blood
Moss. Farmers consider these runners unlucky and try to chase them
from their fields, but enough show persistence to ensure their
masters a plentiful supply of Blood Moss to sell.
Black
Pearl - The Black Pearl is the most highly prized of all the
pearls. Well-formed ones command a price from jewelers that would
bankrupt a score of wizards. Yet Black Pearls are vital in the
casting of spells that are hurled from the mage's person and must
travel to a final destination. Fortunately for our profession, even
rarer than a normal Black Pearl is one that is perfectly shaped.
Most are lopsided and lack symmetry - the very quality that makes the
jeweler desire them so highly. This ensures a ready supply for the
thaumaturge - the weaver of magic. It is said that, unlike the
ordinary pearl which is formed inside an oyster when it seeks to
protect itself from a piece of sand or grit, the Black Pearl only
forms when the seed of the great pearl is yet another pearl of much
smaller size cast adrift by the death of another oyster.
Nightshade
- Not to be confused with the rank-smelling plant of the same
name, the Nightshade used in the mystic arts is an extremely rare
mushroom that is only found in the deepest, most remote forests. It
is said to be quite venomous to the touch of all save those present
at its harvest, thus it is never sold in shops and is among the
scarcest of magical reagents. To obtain it, one must seek in the
deepest forest on the blackest of nights when not even a moonbeam
illuminates a single blade of grass. I know not of the precise
locations where this mystic fungus can be found, but there are
rumored to be those in the lands of Britannia that know this secret.
Its chief magical properties are connected with the use of poison and
the creation of illusions so real that they can lay the mightiest
warrior to the ground. So rare is the Nightshade that it is primarily
used in the creation Of only the most potent of magics.
Mandrake
Root - The root of the poisonous Mandrake plant is instantly
recognizable by its human shape and its crimson color. It is said
that the sap runs blood-red when the plant is cut down in order to
harvest the root. Long prized for its narcotic and purging effects
when consumed in minute portions, the Mandrake Root is the most
powerful known substance in the weaving of magical spells that give
new shape to very world around us. The variety of Mandrake Root used
in the mystic arts is found only in marshy terrain, where the root
can thrust deeply into the earth. The more earth that must be moved
to retrieve the Mandrake Root, the more potent its effect in the
magic of the finder. Many years ago, when our people were but
scattered tribes of nomads, the Mandrake was plentiful. As our people
have tamed the land, however, and the practice of the mystic arts has
become refined, the Mandrake has all but vanished from the face of
the land we now call Britannia. It is never seen in the shops of the
towns and castles, and hardly even sold privately if found. Many of
our profession have devoted lifetimes to the search for Mandrake Root
without ever coming into possession of a single piece of it.
These
then are the eight mystic reagents used in the weaving of
enchantments. Some are readily available, while others are costly or
must be hunted and harvested by the mage that intends to use them.
Guard well your supply of these magical components for without them
there can be no magic. Use them wisely, as ye must use the forces
that they unleash. Remember that Magic is to be used only for the
cause of righteousness and for the greater good. Should you use the
mystic arts for personal gain or vengeance, be prepared for the
desertion of your powers.
Awaken
- Should you or any of your followers ever be so unfortunate as
to come under the influence of a magically induced slumber, the use
of a Spell of Awakening will often alleviate the condition. It is a
simple spell which may be cast by the beginning student of the mystic
arts with little effort or cost. It requires the use of Ginseng for
its healing qualities and Garlic in order to ward off the coming of
sleep until the victims body has returned to its normal cycle of
wakefulness and rest. Blend the two reagents carefully and apply the
mixture to the brow of your sleeping companion and chant "levate"
loudly.
Blink
- Many are the occasions that the thaumaturge needs to be
elsewhere in very short order and finds that neither horse nor ship
nor any other conventional form of travel is of sufficient promptness
for the situation. Magical means of travel must then be used, of
which the Blink spell is the most common. This spell disassembles the
mage and companions and reassembles them at a spot many leagues
distant in any chosen direction. There are means of travel that
cover far greater distances than the Blink, but they are far more
costly and have other limitations which we shall examine later in
this tome. The Blink can only move the party distances perceptible to
the mind of a common person.
The
components needed for the casting of a Blink spell are Spider Silk
and Blood Moss. The binding powers of the Spider Silk prevent the
essence of the travelers from being scattered during transit, while
the Blood Moss aids in the movement from one location to the next.
Equal quantities of each reagent ensure the proper working of the
enchantment. The concentration required for Blinking is such that
the spellcaster will most certainly fell the effects, but not be left
exhausted.
Cure
- Venomous creatures abound throughout the lands of Britannia.
Rarely are they evil, nature having provided them with their sting as
a means of defense against larger predators, but without proper
attention wounds can fester and lead to the death of a victim.
Furthermore, evil mages may cast noxious, poisonous energy fields
during battle or erect such barriers to prevent the virtuous from
reaching their caches or sanctuaries. Fortunately, the great wizard
Jaanth Nor devised a countering magic for the effects of all venom
and recorded his findings for future generations to use. The Cure
spell is effected by the use of a mixture of Garlic and Ginseng and
the calling of the victim's name to soothe envenomed soul. The
curative powers of the Ginseng nullify the effects of the poison in
the victim's system, while the use of Garlic wards off the return of
any virulent residues that may lie dormant in the blood.
Dispel
- One of the staples of the wizard's profession is the use of
energy fields. We shall discuss the casting of such fields shortly,
but first let us examine the means of dismantling them when they are
encountered. Although there are various forms of such fields, they
are all created with a similar magic and thus may be Dispelled with a
single spell. The Dispel enchantment is one of moderate difficulty,
far more exhausting than the creation of energy fields. Often
touching the field may prove disastrous, so the enchantment must be
cast from afar and thus required the use of the precious Black Pearl
needed in all projectile spells. Furthermore, Sulphurous Ash is
needed to provide the flash of power that beings the dissolution of
the forces holding the field together. Finally, the warding powers of
Garlic are also employed to prevent the forces from reassembling at
the spot where they were previously concentrated. To effect the
spell, speak backwards the color of the type of field encountered.
Energy
Field - There are four types of Energy Fields known to the
practitioner of the mystic arts: Sleep, Poison, Fire, and lightning.
Their effects are varied, but the magic used to erect them is the
same in each instance. Any person attempting to pass through an
Energy Field will run the risk of either falling asleep or being
poisoned in the case of the first two types; if the field is of Fire
then their flesh shall burn as they pass through and they shall feel
much pain and anguish; while the field composed of Lightning is
impenetrable. The casting of Energy Fields is not difficult and
requires only a small exertion on the part of the spellcaster, but
the fields are only effective in enclosed areas such as subterranean
passages and inside of rooms. The reagents necessary in the casting
of these Energy Fields are Sulphurous Ash for the burst of creation,
Spider Silk for the binding of forces to a single spot, and Black
Pearl for the launching of the spell to a spot away from he who works
the magic. It would be a grave error indeed to cast such a spell
without the latter component for you would find yourself in the midst
of the field!
Fireball
- When beset upon by evil, the spellcaster has many offensive
tools at his or her disposal. We have discussed some of the indirect
magics such as Energy Fields, but there are times when more direct
action is required. There is a class of missile spells for such
occasions, of which the Fireball spell is the intermediate one. All
such spells call for the use of the precious Black Pearl for its
power in the launching of projectiles. In the case of the Fireball,
Sulphurous Ash is also called for in equal proportion, for its powers
of fire-flash are integral to the creation of flaming missiles. Speak
the name of your enemy when the spell is cast and your aim shall be
unerring and your enemy will be devastated by the flames of the
magical fires.
Gate
Travel - In the repertoire of teleportation enchantments, Gate
Travel is by far the most powerful. This is because it not only
utilizes the reagents and chants of most magics, but also the power
of the gates of the moons that control the very oceans and tides. The
moongates are located throughout Britannia, and appear only at
certain phases of the twin moons Trammel and Felucca. To cast the
spell of Gate Travel, one must speak the name of the moons as the
reagents are stirred. As the enchantment takes effect, the
spellcaster and any companions will be instantly carried to the
location of the desired moongate.
It
has been a long-standing tradition among the practitioners of the
mystic arts to zealously guard the secret of the components of the
Gate Travel spell. It is said that revealing these reagents will seal
the use of the gates to the one who divulged the key. Of course, none
have dared to speak of them for fear of losing one of the most
powerful and exhausting spells in the lore of enchantment. This
writer is no exception to this belief.
Heal
- 0ne of the cornerstones of the good and true path of the wizard
is the use of enchantment for beneficial ends. We have discussed the
Cure spell which renders venom as harmless as the purest of well
water, but the most common form of injury is the physical wound
rather than the internal disruption brought on by poison. Swords and
talons do not discriminate and the tools of justice are oft used for
unjust purposes. When you or your companions have suffered physical
injury that hath rent or seared the flesh, the Heal spell is
invaluable. Mix similar quantities of the healing essence of Ginseng
with integrating strength of Spider Silk and apply it to the wound.
Speak the name of the victim and the flesh will be hastened along the
road to wholeness.
Iceball
- Once again, the invaluable Black Pearl is the key to the
casting of the missile spells, of which the Iceball is the second
most potent in the mage's arsenal. Unlike the previously discussed
Fireball spell, the Iceball requires only the use of Mandrake Root in
conjunction with the Black Pearl. The necromantic Mandrake will bring
the chill of the grave upon your enemy and the very blood of the
victim will freeze as if it were midwinter. Ice is heavy and the
toll of casting this spell is equally weighty. All but the sturdiest
of our profession will needs take rest after casting but a pair of
these potent enchantments. Remember to speak the name of your
intended victim as you cast the reagents aloft, lest your efforts be
for naught.
Jinx
- There are but two enchantments more powerful and difficult than
the Jinx spell, and but one of similar potency. When faced with a
closely packed horde of enemies, mix together equal quantities of
Black Pearl, deadly Nightshade, and the crimson Mandrake Root to cast
at your opponents. Call to their attention the vulnerability of
their backs and weave the magic. They shall turn and smite each
other as if each was alone in a crowd of mortal foes. The Black Pearl
shall carry your spell to their very midst, while the hallucinatory
might of the Nightshade will confound them beyond the boundaries of
common sense. Mandrake Root lends the power of conviction to their
misconceptions. The duration of the enchantment is varied, but
throughout its course the spellcaster will be reminded of its potency
by the presence of a glowing "J". Be warned, however, that
the casting of the Jinx spell requires great exertion.
Kill
- The Kill spell is the most powerful of the missile
enchantments. It is the favorite of evil wizards and its use is
prohibited by most teachers of the mystic arts. Nevertheless, when
faced with a foe of singular strength and a truly evil nature, the
wise magician will prepare a mixture of the highly toxic Nightshade
and mercurial Black Pearl and speak the True-name of the enemy while
casting the reagents toward the foe. As the last syllable of the
chant fades, all of the target's vital organs shall cease to function
for the space of seven heartbeats. This is usually fatal, although
some beings of exceptionally hardy constitution will survive a single
Kill spell. The enchantment may be woven several times, but tales a
fierce toll on the energy and concentration of the caster. It is
easier to Dispel a field of vibrant energy than it is to stop the
functioning of a living being.
Light
- The enchantment of Light is a trivial one, often the very first
spell acquired by the budding sorcerer. It requires but a pinch of
Sulphurous Ash, which is applied to the end of a staff and gently
blown upon until it begins to glow with a soft yellow light. The
spellcaster must concentrate briefly on the image of a candle and
expend a slight amount of energy to start the magical glow. From then
on it will burn softly until the reagent is consumed, lighting the
underground passages where the thaumaturge treads. There are two
principal advantages to the use of Light spells in place of ordinary
torches. They are unaffected by all but magical winds or breezes; and
they do not smoke and cause one's eyes to smart. Many a warrior has
suffered grievously because his eyes were shut by the sting of a
wealth of tears.
Magic
Missile - There are generally very few if any spells that are
learned early in the practice of wizardry which are both useful and
eagerly sought after by those dabbling in the mystic arts. The
beginning thaumaturge almost always yearns for spells that devastate
or create startling effects. The weaving of weather or the mastery of
short vertical teleportations do not impress onlookers. The one
simple spell that does truly inspire awe at little expense to the
spellcaster is the Magic Missile. It requires the use of two parts of
Sulphurous Ash to one part of Black Pearl in the casting, and it will
cause a tremendous bright flash of blue light to strike an enemy.
While not visibly marked, the enemy will sustain a fair amount of
internal damage, said by the cynical to be brought about by fright
more than by power. The Magic Missile is a useful enchantment in
battle, but it is more spectacular than effective and will not deter
most enemies larger than the spellcaster who wields it.
Negate
- When faced with a greater or more telling magic than one's own,
the practitioner of the mystic arts may decide it best for all
involved to suspend everyone's use of thaumaturgy for a short time.
At this time one should invoke the powers of the Negate spell by
mixing Garlic with its warding characteristics together with the
exotic Mandrake ripe with mystic potency. To this blend add but an
equal amount of Sulphurous Ash to provide the spark of fusion and
speak your own name backwards. All magic shall instantly cease save
the enchantment of Negation itself, which is manifested by the vision
of a glowing "N" hovering before your eyes. he Negate spell
will last only a brief time, which should be used for either the
annihilation of your enemies or for the judicious removal of your
presence from the troubled spot.
Open
- There was once a time when all beings were fair and just. The
principal vessel used for the transport of one's worldly possessions
in these times was the wooden chest, which is still the popular
means. But since the coming of the evil ones and their lasting
influence on the inhabitants of our fair land, the practice of
placing obnoxious and sometimes lethal traps on the locks of chests
has become quite commonplace. Virtually all folk use such devices,
even the denizens of the underworld who guard naught but ill-gotten
wealth. To bypass these sinister mechanisms the thaumaturge need but
utter the chant "Appar Unem" and sprinkle a mix of
Sulphurous Ash and Blood Moss on the offending lock. The flash of the
Sulphurous Ash powers the movement potential of the Blood Moss and
the lock will open itself safely, leaving the contents of the chest
at the disposal of the spellcaster.
Protection
- There are times during the heat of battle when one finds the
best form of offense to be naught but a good defense. When
hard-pressed by fierce antagonists, the wise magician will mix
together the reagents Sulphurous Ash, Ginseng, and Garlic and invoke
the spell of Protection. The wholesome qualities of the Ginseng,
together with the repellent strength of the Garlic, serve to shield
the wizard and all companions from the onslaught of their enemies.
Such Protection is not always effective, but may be of great use.
Sulphurous Ash provides the mystic fire that fuels the incantation,
and also serves to startle one's opponents with an initial flash as
the spell begins to function. Protection is not a simple spell, but
neither is it an exceptionally strenuous spell to cast. Its duration
is short, and during the course of its shielding the mage will be
reminded of its effects by a glowing "P" hovering before
his or her eyes.
Quickness
- The spell of Quickness is one of the most unpredictable yet
potent spells in the wizards collection of enchantments, and one of
the most telling on his or her companions. When cast during battle,
the Quickness spell will heighten the natural dexterity of one's
fellows to such a degree that they will move with twice their normal
agility - at times they will be able to land two blows against their
foes instead of the customary single strike during a round combat.
The price is age, for the recipients of the extra speed incurred by
the use of Quickness will age briefly while under the sway of the
enchantment...yet most feel that an occasional gray hair is but a
small price to pay for the advantage of dealing twice the number of
blows that one might receive. The reagents for the Quickness spell
are fiery Sulphurous Ash, Ginseng, and volatile Blood Moss. The
Blood Moss portion is double the others, for movement is the critical
aspect of the spell. The Sulphurous Ash lends the flashes of energy
needed by the beneficiaries of the enchantment, while the healing
powers of Ginseng prevent them from aging so rapidly as to become
gray-beards after a single encounter. Throughout the course of the
Quickness spell, the spellcaster will be reminded of its effects by
the vision of a bright, glowing "Q".
Resurrect
- Many are the monsters and terrors that dwell beneath the
surface or in the forests and marshes of Britannia. Even groups of
most valiant and fierce warriors are subject to losses too tragic to
bear. If a companion is slain by an enemy, all is not lost in the
presence of the most accomplished of mages. There exists the means to
bring back a companion from the land of the dead - not as an unholy
once-dead being - but as a living, breathing creature of flesh and
blood restored to life, albeit in an extremely weakened condition.
Each wizard must needs determine the components of this enchantment
that work best u4th their own magic, for the combination is said to
be unique to each spellcaster. What is known about weaving this the
most potent of all enchantments is that it requires the spellcaster
to scatter the reagents to cover the victim's body, white calling out
the name of the slain companion in a voice of thunder. This magic is
extraordinarily taxing, and rare is the mage who can continue to
weave spells without rest once this enchantment has been successful
cast.
Sleep
- There are moments in the lives of every practitioner of the
mystic arts where discretion is truly the better part of valor. Not
all foes are truly evil and deserving of annihilation - verily, some
are but beasts of the field seeking provender and are entitled to
life as much as you or I. Yet, unchecked these creatures pose as
great a threat to one as a score of rabid Orcs. It is in such
situations that the wise thaumaturge weaves a Sleep spell and leaves
his opposition in deep slumber whilst vacating the current location.
The Sleep spell is truly a serious enchantment that requires a fair
amount of mental energy to cast, but it is not of such import as to
leave the Spellcaster breathless or exhausted. To send your foes to
land of slumber, mix a double portion of Spider Silk with some
Ginseng and chant "Duerme" as you sprinkle the reagents
into the air. Fear not the distance between you and the intended
victims, for the binding power of the Spider Silk will enfold them
from afar, while the healing Ginseng will gently wrap them in deep
sleep.
Tremor
- The Tremor spell is a very potent magic indeed. Few spells are
as exhausting and none save Resurrection have a more striking or
dramatic effect. Carefully blend portions of Sulphurous Ash with
Blood Moss and Mandrake Root and cast it at the feet of your
opponents whilst shouting as loudly as possible. The volatile
Sulphurous Ash shall furnish the flash of power to the movement
potential of the Blood Moss and the Mandrake Root will lend raw
necromantic force to the spell. The very earth will tremble and quake
beneath the feet of your enemies and they will fly in terror, save
those that are swallowed up entirely by the very ground itself. No
spell in the lore of the mystic arts has as much power to strike fear
into the hearts and minds of those that suffer its mighty impact.
But use this enchantment wisely for it will leave you as weak as a
newborn babe.
Undead
- Ever since the coming of the evil wizard Mondain and his
hellish offspring,, the lands of Britannia have been plagued by the
return of creatures already slain. These once-dead beings take many
forms, the most common being the animated skeletons of Orcs and
goblins, or the ghoulish forms of flesh-eating corpses that have been
summoned from the land of shades to wreak havoc on the living. These
apparitions are cowed by the light of righteousness and fight as
warriors in a trance. Nonetheless, they are hard to kill and never
tire in battle and thus may jeopardize even a seasoned band of
adventurers. Each mage knows a form of turning them aside when
encountered, but the components of such magics are personal and
depend on the spellcaster. You must use your knowledge of the
properties of magical reagents to determine which two will lend force
to your enchantment of Undead turning. When you have found the proper
mixture, cast it at your foes while chanting the name of what the
creatures once were when they trod the earth in life.
View
- The lands that we now call Britannia in honor of the wise and
just influence of Lord British are vast in scope and hold many
uncharted regions. Although cartographers have traveled all the
circumference of the main continent, many internal tracts have yet to
be accurately recorded, while there are numerous islands rumored to
exist to the southeast with nary a chart to show their location. Here
the practitioner of the mystic arts has a great advantage over the
wanderer or seafarer in that the View spell may be woven when the
need arises. The View incantation is of middling difficulty and
involves the use of hallucinatory Nightshade and powerful Mandrake
Root. Mandrake lends power to the enchantment while Nightshade
provides a mystic overview of all the land within the range of a
simple Blink spell. Simply blend the reagents and speak out the name
of the region through which you travel.
Wind
Change - Not all Britannia is accessible on foot, and oft times
the wizard will find the need to embark on a sea voyage to reach some
certain destinations in the pursuit of Truth. Once aboard ship, most
voyagers find themselves at the mercy of capricious nature with her
ever-changing winds. This is not true for the practitioner of the
mystic arts, however, for through magical means one may control the
very direction of the wind, albeit for but a short span of time. Wind
Change is not a taxing enchantment; indeed a powerful wizard can cast
it almost continuously, although it is not so trivial as opening
trapped chests or effecting minor teleportations...Simply mix
Sulphurous ash for power and Blood Moss for movement to coax the wind
to a more favorable direction. Speak the name of the patron of winds
and call out the direction desired and the winds shall change at your
bidding.
Xit
- When trapped in the bowels of the earth, weary and battered
with a long road to the surface, the use of an Xit (exit) spell can
be beneficial. This enchantment is but one of the middling forms of
teleportation, quite similar in cost and nature to the Blink spell.
It too disassembles the party and reassembles it on the surface of
Britannia, and thus requires very similar components to the
aforementioned Blink enchantment. Aside from the moving Blood Moss
and the binding Spider Silk which ensures the safe passage of the
disincorporated party, Xit requires the use of Sulphurous Ash to
provide the flare that guides the party from the depths of darkness
to the world of sunlight. When casting the Xit spell, the thaumaturge
should try to envision the actual entrance to the underworld used to
gain the subterranean passages at the beginning of the expedition
below ground. Successful casting of the Xit spell will surely return
them to that selfsame spot.
Y
(UP) - The two most elementary forms of teleportation both have
strange names and may be used only when underground. The more
difficult of the two is known by the letter "Y" in honor of
the mage Yenthak Gnor, who first crafted the enchantment. Yenthak
Gnor discovered that a blend of Blood Moss and Spider Silk in
conjunction with the spoken names of the moons would cause one who
utters it to be lifted upward through the very soil to the next
highest level of a dungeon. The Spider Silk holds the party together
during their transit, while the Blood Moss moves them ever closer to
the moons.
Z
(DOWN) - The "Z" or Down spell is perhaps the simplest
of all the teleportation spells. It requires the same components as
the "Y" or Up spell - these being Blood Moss for movement
and Spider Silk for its binding qualities - but requires half the
mental energy and concentration on the part of the spellcaster due to
the natural tendency of all bodies to move downward. The origin of
the name is uncertain, but it is believed that the letter "Z"
is the first letter of the unpronounceable True-name of the Lord of
the Underworld, a demon of much power. To effect the spell, the
spellcaster must scatter the reagents and chant "Baja" in
stentorian tones. The lower the tonality of the chant, the higher the
probability of the party moving down one level of a dungeon.
CHAPTER
I
POLITCAL
HISTORY
The
Dark Ages of Britannia is the name given to that long span of time
when the infamous Triad Of Evil stalked the lands and challenged all
for the supremacy of the soul.
The
First Era of the Dark Ages came to an end with the downfall of the
evil Wizard Mondain and his many minions, as chronicled in Ultima I.
The Lords of the land were weak and scattered, rendered ineffective
by factional wars. It was only through the valiant efforts of an
itinerant adventurer that the foul Mondain was tracked to his hidden
lair and slain.
But
a few years of restless peace followed Mondain's downfall. So long
had the world shuddered beneath Mondain's yoke that many found it
hard to believe he had been really vanquished. In truth, his
teachings did not disappear. Mondain's apprentice Minax rose to
power soon thereafter to challenge the fledgling city-states that
were beginning to evolve. The Terrors had begun anew.
Minax's
powers upon maturity greatly exceeded those of her evil mentor. With
these powers she was able to rain wholesale destruction upon the
planet, twisting and corrupting everything. Her foul web spread
through time itself, ensnaring all who sought to oppose her. Finally,
there arose a hero out of legend who dared face Minax in her own
fiery castle and destroy her. Thus ended the Second Era of Darkness,
as told in Ultima II.
Twenty
years of well-earned tranquillity ensued and prosperity favored the
land. Then disturbing omens appeared, followed by the mysterious
appearance of a fiery island. The tale of the Third Era of the Dark
Ages is told by Iolo the Bard in Ultima III - wherein Lord British,
sovereign of an incipient empire in the land of Sosaria, called forth
through time and space for Heroes of the People to assemble. Four
diverse adventurers answered the clarion call. To them fell the geas
of the Doom of Exodus. Long they labored on the trail of the
mysterious Exodus, through many a deep dungeon which seared their
souls. To this day, each member of that team bears the marks of their
journey. With the air of the mystical Time Lord they were successful
in bypassing the Great Earth Serpent and gaining access to Exodus'
island fortress. The very bricks of the fortress rose up against
them, and great is the Bard's tale of their struggle to reach their
mortal foe. Of the final confrontation not one of them will speak,
save to say that the evil is gone from this plane. So passed the
third member of the Triad of Evil and with this death, so passed the
Dark Ages of Britannia.
From
the rubble of Sosaria, Lord British was able to unite all the
mainland and a few of the islands under his one rule. This new Empire
of Britannia brought much sought-after peace and prosperity to its
subjects. Many of the ancient pockets of evil were destroyed, so that
the only remaining hazard to wayfarers was the occasional stray band
of marauding Orcs or hill giants. Most of the lands were mapped,
although a few unexplored regions still remain. With the Triad of
Evil destroyed, Lord British became known for his dedication to
raising the quality of life of his subjects. To assist in this
endeavor, three mighty structures were raised in distant parts of the
realm. One was the Lycaeum, wherein lay the great observatory.
Another was the Empath Abbey with its oak groves where wise men and
women meditated upon the teachings of the ancients. The third
structure was the great castle of the Knight's Order of the Silver
Serpent. Only the flower of Lord British's chivalry was invited to
join this order, which embodied the highest ideals and exemplary
bravery. The rest of the land was divided among eight major towns,
each with its own political faction. Numerous satellite villages also
dotted the countryside between the towns. In this manner were Lord
British's lands organized.
CHAPTER
II
GEOGRAPHY
The
final destruction of Exodus rocked the known world. Mountains rose;
land masses sank. Most of the surface area of the world became fused
together into one large mass. It is over this major continent - now
called Britannia - that Lord British rules. Some nearby islands also
pay homage to him, while beyond these islands lurk uncharted shoals
and rumored pockets of evil.
Lord
British's magnificent castle is situated in the center of the
continent, overlooking Britanny Bay. This tall building is the
greatest architectural structure of the new age. Loyal subjects may
pay homage to his majesty, and renew fealty whenever they are in the
vicinity of his castle. Nearby lies the arts center of Britannia -
the town of Britain - were Bards weave tales of legendary deeds and
serenade visitors.
To
the north of the castle of Lord British lies the great mountain
range, known as the Serpent's Spine. The peaks of this range are the
highest in all Britannia. During the summer months, a small
out-of-the-way pass allows knowledgeable travelers to save much time
on their journeys. Beware of the one-eyes Cyclops and fierce,
two-headed Ettins that inhabit this range.
Northwest
from the mountains begin the vast woods known as the Deep Forest.
Many a traveler has become lost among these tall, majestic trees. If
thy feet stray from the beaten path, do not despair, for within the
woods lies the beautiful city of Yew, home of the mystic Druids. The
High Court of Yew judges all the important cases in Britannia and is
famed far and wise for the wisdom of the decisions rendered here.
Nearby
is the spiritual center of Britannia, the famous Empath Abbey. Within
these hallowed walls, wise men and women study the ancient writings
of past Masters, and meditate upon the Great Principles that govern
the universe. A good meditation - focusing on a proper Mantra - will
sometimes yield valuable visions to those whose patience and powers
of concentration are strong. The experience is well worth sampling.
East
of the Deep Forest lie the High Steppes of Britannia, famous for
beautiful horses. The only difficulties a traveler might encounter
here are bands of thieving Rogues and unfriendly Wizards. The High
Steppes border an interior lake fables for mysterious disturbances.
Beyond
the High Steppes lies the famous battlefield, know as the Bloody
Plains, where the last major forces of evil were vanquished. Alas,
many of our brace men perished here in the fight for virtue. Be very
careful when thou passeth through this region. It is whispered that,
at some phases of the moon, the undead rise and fight the battle
again.
Lost
Hope Bay lies to the north of here, with the sturdy town of Minoc
perched on its shore. Minoc is home to some of the finest craftsmen
in the realm. The Tinkers of Minoc are known far and wide for their
skill. A tired traveler will also find a refreshing place to rest at
the Wayfarer's Inn. The northeaster tip of Britannia is rather wild.
The treacherous marshes, with the noxious vapors that poison the
unwary explorer, are home to swarms of large insects and all manner
of vile beasts.
South
of Lord British's castle can be found a large plain, mountains, and a
dense forest. On the southern edge of the continent is the
magnificent town of Trinsic, from whence come Lord British's finest
Paladins. The Tap in town has some of the best brew around, and the
bartender is a great source of current gossip. Be sure to tip him
well!
The
claws of the southern tip of Britannia embrace the Cape of Heroes.
Slightly to the west lie the Valarian Isles. The walled town of
Jhelom provides Lord British with the best fighters and also has the
largest inn of the realm, where the service is outstanding.
The
headquarters for the Order of the Silver Serpent is on an island
south of the Cape of Heroes. This wooded fortress was given to the
members of the Order by Lord British in recognition of their
outstanding service. A visit to Serpent Castle will instill within
the traveler a true feeling for the ways of chivalry.
Off
the western shore of Britannia is the island home of the doughty
Rangers. Skara Brae is a beautiful city and spaciously laid out. For
those suffering from rare diseases or grievous wounds, a Mystical
Healer resides within those walls. The Healer will air the destitute
as readily as the wealth, expecting no payment save what the sufferer
can afford.
In
the northeaster part of Britannia lies Verity Isle, famous as the
home of the Lycaeum. This pillar of higher learning constitutes the
center for the sharpening of the finest minds in Britannia. The
Lycaeum's observatory provides Lord British with valuable information
about the course of the heavens and provides a vantage point to
watch the happenings within his realm. On the southern end of Verity
is situated the fabled town of Moonglow. The Magi of Moonglow are
constantly improving their skills, being tireless in the pursuit of
greater knowledge of the mystic arts. Within Moonglow, however, can
be obtained the finest in mystical reagents. These herbs will help
those with magical skills prepare and cast their spells.
This
then is the known realm of Britannia. Several small villages also dot
the landscape, but all are not recorded in the charts of the realm.
Some other islands of varying significance hug the shoreline - most
of which are uninhabited and barren. The only islands the traveler
should be cautious about when exploring are known as the Fens of the
Dead. Disembodied Wisps, Ghosts, long-dead Lichs, and savage Zorns
have been reported here.
Existing
maps are by no means complete. There are said to be other unexplored
isles, wherein all manner of monsters and evil beings reside:
flame-breathing Dragons, multi-headed Hydras, horned Devils, fiery
Lava Lizards and even dreaded Balrons are rumored to roam the distant
shores. Somewhere, out beyond civilization, is also reputed to lie
the ruins of the legendary town of Magincia, which the gods destroyed
for the insufferable pride of those that dwelt there. All of the
magnificent marble palaces and gardens were devastated, and the rich,
haughty inhabitants reduced to haunting spirits. No one has ever
confirmed this legend, so it may just be a fable to frighten the weak
of heart and instill humility in those that overvalue their own
worth.
Sea
travel along the coast of the main continent is reasonable safe,
although a bold band of pirates has been raiding Britannia of late,
terrorizing the populace. Beware, for the pirates take no prisoners!
Farther out to sea roam many mythical creatures. The unwary voyager
will likely encounter Giant Squids, Nixies, poisonous Serpents, and
mystical Seahorses. The ever-present danger of whirlpools and
waterspouts make seafaring a hazardous experience at best.
It
is hoped that with the next edition of the History of Britannia,
travelers will have brought back more information one these
unexplored regions, so that the map may be completely filled in. As a
final caution for the would be traveler - Beware of the many Dungeons
and their dark, subterranean passages!
CHAPTER
III
FELLOWSHIP
Under
Lord British's rule, each of the eight towns has developed into a
cultural center for one of the eight major professions. In this
manner, an orderly society has evolved with little friction between
the diverse inhabitants. No one is restricted to their town of birth,
and one frequently finds people of various professions, visiting a
particular town.
These
are the eight major professions:
MAGE:
The Magi of Britannia gather in Moonglow, near the Lycaeum, where
they can study the ancient mystical scrolls of the Library. The
strictures of their profession permit Magi to wear only cloth armour
and carry either a staff, dagger, or sling. Unconfirmed rumors
indicate that the highest Adepts have acquired the use of arcane
magical weapons. The primary weapon of the Mage, of course, is magic.
As the Mage becomes more advanced, more powerful spells can be woven.
Some of the greatest spells have been known to literally shake the
earth, or raise the dead!
BARD: The Bards of Britain entertain
the people with their wonderful ballads and tales of heroic deeds.
Bards not only chronicle the deeds of valor, but perform them as
well. The weapon of choice for a Bard is the sling, but they may use
a crossbow at times. All armour save that of Leather is shunned by
these minstrels, for they find metal harsh and too noisy for their
sensitive ears. The Bard also dabbles in magic and makes a fine
companion on a long journey.
FIGHTER:
From the town of Jhelom hail the mighty Fighters. They pass their
lives in training and have the use of all weapons and armour, though
most prefer the use of the double-edged Britannian sword, a
devastating weapon in the hands of a skilled fencer. Fighters have
little or no magical talents, for they believe only in the use of
arms and fear that magical training saps the will and concentration
of a true warrior. They posses a particular affinity for horses, and
are most useful companions on travels to uncharted regions.
DRUID:
The Druids are fierce fighters, especially when defending their
beloved groves. They hold all trees to be sacred and their town of
Yew lies deep in the woods. Druids are also impressive practitioners
of the mystic arts and their knowledge of herbs is without peer. They
may fight with different types of bows, although their preferred
weapon is the mace. They Druidic philosophy forbids the wearing of
metal of any kind, so Leather is their armour of choice. The Druid's
knowledge of the ways of the woodlands make them invaluable as fellow
travelers.
TINKER:
The Tinkers of Minoc are both highly skilled artisans and superb
fighters. They are generally suspicious of magic, believing that only
hand-crafted artifacts posses true value, and thus use it seldomly. A
Tinker may use any weapon, however, the double-bladed war axe is
preferred. Tinkers will use any non-magical armour. A traveling party
with a Tinker aboard need never fear for repair of any metal or
wooden items.
PALADIN:
These great fighters live in the town of Trinsic in the southern part
of Britannia. They are expert in all forms of combat and weapon use,
and are one of the few professions that will make use of magically
chain armour when it is available. Their deep beliefs in the value of
good lend strength to their magic, which they wield with a certain
flair. Paladins are thus very formidable opponents and highly valued
allies.
RANGER:
Off the western shore of the mainland lies the fair island of the
Rangers. Venturing far from their retreat at Skara Brae, they strive
to improve the conditions of people throughout the realm. Rangers are
well-versed in woods lore and fight fiercely with most weapons, but
shun all but leather armour. They are also proficient magic users and
faultless trackers in any wilderness.
SHEPHERD:
It is uncertain whether the Shepherds are skilled in any form of
warfare or in the mystic arts. However, they are highly valued
traveling companions for their humility and their knowledge of the
ways of the land.
A
traveler in Britannia need not journey alone. In each town one may -
indeed one ought to - converse with all the inhabitants. If thy
personal philosophy of life is close to that of the town, then though
may ask one of the residents to join thy party. If amenable to your
invitation, this person will travel with thee, aid thee, and fight
with thee. He or she will stay loyal to thee only as long as thou
stay true to thy beliefs. If at any time, through actions or deeds,
thou stray from the Path, then thy companions will desert thee to thy
Fate. Remember, these are Free Companions - not servants or
mercenaries. Such is their faith in thee as their leader, that all
gold and supplies held by the party is given into thy care for the
good of all. Use this trust wisely.
CHAPTER IV
MERCENTILE
There
is a thriving merchant class in Britannia. Each town and village has
its own shops that specialize in local wares and services. The
seasoned traveler will discover many delightful and useful items to
purchase, as well as a wide variety of places to eat and sleep.
The
monetary system of Britannia is based on Lord British's heraldic
charge. It is a gold coin with a silver serpent cast vermeil upon the
gold. The process is so difficult that the coin has never been
successfully counterfeited or debased in value. This coin has been
the foundation of the realm's stability and is universally accepted
by merchants. Coins of the realm are also to be found in the chests
that appear from time to time and are found below the surface in the
dank dungeons. Beware, as most chests have diabolical traps in place
to confound thieves.
Here
is a partial list of some of the more popular shops and their wares:
WEAPONS
SHOP: Here on may purchase the finest in weaponry that
blacksmiths can forge. Depending on the skills of the local artisans,
a shop might offer the following range of weapons:
Staff
Dagger
Sling
Mace
Axe
Sword
Bow
Crossbow
Flaming
Oil
Halbred
The
weapons shops also offer liberal trade-ins on used equipment,
although if thy axe is greatly notched from battle, do not expect
much for it.
ARMOURY:
Fine Armour may be purchased in the armories of Britannia. 'Tis just
the item to keep highwaymen from slipping a dirk into thy ribs! The
local armory may offer any of the following selection:
Cloth
Leather
Chain
Plate
The
armories will likewise offer trade-ins on used armour, although most
would not consider them liberal. By the time most fighters get
around to seeking improved armour, the old armour is almost
completely falling apart, and its principal value is as scrap for
the foundries.
PUB:
The subjects of Lord British truly prize their pubs, and it
shows in the gracious hospitality to be found in all public houses.
Most offer an excellent array of drinks and food for the wayfarer.
It is also commonly known that the bartenders are incurable gossips
- if asked the right question and offered the right price - rare
news may be obtained. Public drunkenness is prohibited throughout
the lands of Britannia, so temper thy indulgence with wisdom.
GROCERY: Little is worse than being far
from a town and finding thyself and one's companions starving to
death because the person in charge of the expedition (thou) hast
forgotten to buy enough food. Be sure to lay in a plentiful supply
at each opportunity. Thy fellow travelers will most certainly be
appreciative of thy foresight.
THE
HEALER: Some towns contain these invaluable places of air where
on may go to be healed when suffering from grievous wounds. Remember
to heal thy companions also, for a healthy party ensures survival in
the wild regions. The Healers are the only ones who may cure victims
of the noxious venom inflicted by the inhuman denizens of the land.
INN:
The numerous inns of Britannia provide the tired travelers with
a comfortable night's sleep, which refreshes and revitalizes each
character. The character of the inns throughout Britannia varies, as
does the price.
HERB
SHOP: All practitioners of the mystic arts will search far and
wide to locate these rare shops. Within them is to be found the
components - or reagents, as they are known to enchanters - for
spell mixtures. Without these mixtures, no spell may be cast
successfully. Due to the rareness of some of the herbs, many are not
offered for sale regularly, if at all. The known magical reagents
art:
Sulphurous
Ash
Ginseng
Garlic
Spider
Silk
Blood
Moss
Black
Pearl
Nightshade
Mandrake
Root
Care
should be taken to mix the herbs in the correct proportions, so as
not to waste the valuable ingredients.
GUILD
SHOP: The Thieves' Guild has been essentially driven out of
Britannia, but rumors persist of its existence somewhere in the
ocean, perhaps on one of the uncharted islands. Somehow the Guild
maintains contact with the mainland, perhaps through the brazen
pirates. The goods once offered by the Guild were quite expensive,
but invaluable to the traveler who sought to stray off the beaten
path in search of novel experiences.
These
are the main shops of Britannia. A few other places exist that are
worth of note:
SHRINES:
Here the devout of each town may meditate upon their Path in life.
Each shrine responds to the meditation of a different Mantra
(chant). Consistency and concentration are the keys to meditation.
Enlightenment is attained only through care.
THE
SEER HAWKWIND: Residing within Lord British's castle is the
Royal Seer, Hawkwind. Many aspire to tread the Path, but very few
find their way. Seek the advice of the Seer as to thy progress upon
the Path. He can look into thy heart's heart and read thy progress
or failure. Heed his advice, for feet that have strayed may be
brought back upon the Path.
CHAPTER
V
TRANSPORTATION
Throughout
the centuries most travel has been accomplished by the use of the
feet. While this method lends itself to scenic hikes, it is a
terribly slow way to journey from one end of a huge continent to the
other. Getting around Britannia, which may never be without risk,
could soon become easier. Under the auspices of Lord British,
studies of the properties of the Moon gates are beginning to yield a
clearer understanding of the Gates' mystical workings. People
forecast that future citizens will use these gates as a normal means
of distant travel. The destinations of the gates appear to be
rigidly bound to the phases of the twin moons Trammel and Felucca.
The appearance and disappearance of the gates are represented on
most maps of the realm as phases of the moons. The gate active is
indicated by the phase of the moon Trammel. Once a gate is entered,
thy destination is indicated by the phase of the moon Felucca.
Britannia
is marked by six terrain types, each with their own features:
GRASS:
The smoothest and easiest to travel on, the lush grass of
Britannia serves to fatten its herds. One may be pass here with any
impediment.
BRUSH:
Low scrub growth and bushes will hinder thy progress, permitting
thy party to move but at three quarters if thy normal speed. Fine
tinder for campfires may be found at the base of larger scrubs.
FOREST:
The going is slow through dense woods, with thy speed cut fully
in half. The oak so dearly loved by the Druids predominates here,
along with healthy growths of Ash and Beech. There is quite a lack
of visibility in the forest regions.
HILLS:
Hilly terrain, much favored by those who raise sheep, will slow
thee down considerable, so much so that none but the sure-footed
mountain goat can move at more than a snail's pace.
MARSH:
The marshes and fens are particularly treacherous and should be
avoided at all costs. While progress is only slowed to half one's
normal pace by the muck underfoot, the marshes give off poisonous
gases which can severely harm members of the party.
MOUNTAINS:
Mountaineering is not a well-known skill in Britannia, so the
mountains are closed to the normal traveler. There is also a lack of
visibility over the mountains.
Horse
may be obtained and greatly speed travel on land. The sages of the
Lycaeum are reputed to have been working on a lighter-than-air
device for Lord British, but it was stolen some months ago and its
whereabouts is not known.
Since
while traveling, thy party members' hit points may be diminished by
unexpected confrontations, every so often thou should Hole up for
the night and camp. If thy rest is not interrupted by wandering
creatures, then thy party will be greatly refreshed.
At
sea, masterful control of thy ship is necessary for survival. Ships
have powerful cannons, but they can only fire broadside. To learn
seamanship, thou must understand the ways of the water and the wind.
The
ocean is made up of three types of water: Large waves mark deep
water; small waves indicate shallow water; tight ripples show where
lie shoals, too shallow for ships to pass over. Remember that a
change in wave size signals approaching land. This will aid in thy
navigation.
The
winds of Britannia blow very constant in a given direction, then
shift to a new direction for another long period. This fact allows
the skipper of a ship to sail strategically. If the ship is facing
into the direction of the wind, (suck as sailing East against an
East wind) then the ship's progress is at its slowest - 1/4 Speed.
If the ship is sailing with the wind, (as in sailing West with and
East wind behind thee) then the ship's speed is faster - 3/4 speed.
It is only when one tacks across the wind that the ship reaches
maximum speed, (such as sailing North or South against an East wind)
- Full Speed.
Strive
to maneuver thy ship so as to bring either the port or starboard
batteries to bear before creatures or pirates can close and try to
board. Thy ship has armour which, if reduced to zero, will cause it
to sink and thy party shall perish. A captured pirate ship can be
used in place of a badly damaged ship. Practice near shore until
thou develop seafaring legs. The ship's cannons also serve for
firing upon land bound creatures. Beware, some of the land creatures
have the power of flight and can pursue thee over the waves!
CHAPTER
VI
WEAPONS
AND ARMOUR OF THE REALM
WEAPONRY:
HANDS:
If thou lose all of thy weapons, this is what thou hast left.
Although it is possible to kill some of the lesser monsters with thy
bare hands, the odds of success truly are not very high.
STAFF:
A six foot piece of carved ironwood that has been magically attuned,
the staff sold in the weapons shop of Britain is more formidable
than it seems. It is the favorite weapon of Magi.
DAGGER:
Ten inches of beautifully worked steel make the standard
Britannian dagger. The traditional basket hilt looks very
functional. A favorite weapon of novices.
SLING:
The common sling is fashioned from twenty-four inches of cloth,
folded in half, with a leather cup. The projectiles - small rocks -
are easily collected, making this an inexpensive missile weapon. A
perennial favorite with travelers down on their luck.
MACE:
Upon the 1 1/2 inch thick oaken stem of the Britannian mace
rests a globe of iron studded with knobs. The impact of this weapon
has been known to shatter the skulls of enemies outright. A favorite
among the Druids.
AXE:
With a double-sided two foot blade, a warrior wielding a battle axe
can really wage war. The axe is a favorite among Tinkers, as many of
them are workers of wood and metal.
SWORD:
Ah, a true fighter's weapon. Four feet of wicked, blue steel
will strike fear into the heart of any opponent. The sword is an
automatic favorite among Fighters.
BOW:
A truly competent long-range weapon. Get thy enemies before they
can get thee! The Britannian bows are made from the finest yew wood.
Each longbow is hand-rubbed and ornamented with horn nocks on the
tips. A favorite among those with poor armour.
CROSSBOW:
Now here is a real missile weapon. The impact of the crossbow will
stop a rampaging troll. The crossbow is traditionally made of
mahogany with carved maple veneer on the sides depicting Lord
British's device, the Silver Serpent. A favorite among Bards for the
singing of the crossbow's string.
FLAME
OIL: The use of flasks of Flame Oil constitutes an innovation in
Britannia. Any of the Eight Great Professions can use it. The
wielder casts the ignited oil in a chosen direction, creating a
corridor of flaming oil which lasts several minutes. Any enemy
entering the field of flaming oil suffers burn damage for each turn
passed in the inferno. A favorite weapon among those badly hurt and
in need of rescue - a last ditch defense.
HALBERD:
Seven feet of stout wood topped with a blade of deadly steel. The
halberd requires excellent coordination to be used effectively. It
is the most deadly of weapons in the hands of an expert, who uses it
to strike over the heads of his fellows. A favorite among Paladins.
Several
magical weapons are said to be found hither and yon, but the
location of these are not known for certain. It is said that
perchance a traveler must be worthy of such a weapon before it will
become available.
ARMOUR:
SKIN:
What thou are left wearing when though hast no armour at all.
CLOTH:
Peasant's garb for those who can afford nothing better, or those
restricted by the vows of their profession from wearing aught else.
A reluctant favorite among the Magi.
LEATHER:
The workhorse of novice travelers, Leather armour is found
throughout Britannia. Many of the professions are restricted to
Leather as their best choice. A favorite among Bards, Druids, and
Rangers.
CHAIN:
Use by those who can handle the weight of chain main while
fighting, this armour offers excellent protection. Only the finest
steel is used, with double thickness on the shoulders. All links are
individually riveted for strength, A favorite among Fighters and
Tinkers
PLATE:
The aristocrat of the armourer's craft, Plate affords more
protection than any other conventional armour. Each suit is tailor
made to thy shape. The cost is naturally sizable, but the effect is
inspiring. A favorite among Paladins.
As
is the case with weaponry, rumors abound of magical armour that will
withstand the breath of a dragon. But, who knows? Perhaps these are
but rumors spread by Orcs to lure fighters into illusionary searches
resulting in death.
CHAPTER
VII
MAGICAL
ARTS
Most
of us understand only those things that we can see and feel. Yet
there is a segment of the population that can see the unseeable, and
can feel that which has no substance. The perception and use of
these ethereal forces is called magic. To some it is an Art, to
others a Science. It is difficult for this Historian to describe the
Art with which he is totally unfamiliar. He can, however, commend
upon what purports to be the Science.
The
basis of all spellcasting is the proper mixing of the necessary
reagents. Reagents are the physical materials which are said to
provide the initial energy to begin the spell. Each spell uses a
different reagent formula. These formulas are jealously guarded by
magic users, for quite often the difference between life and death
is knowing a spell that thy opponent knows not. From the Bill of
Fare at the Herb Shops, the observer can glean the names of the
reagents: Sulphurous Ash; Ginseng; Garlic; Spider Silk; Blood Moss;
and Black Pearl.
Furthermore,
there are reputed to be two others, more powerful still than those
just listed. However, they are not for sale according to the
proprietors of the Herb Shops. They are: Nightshade and Mandrake
root.
Only
certain classes of the eight major professions have any talent for
magic. Some are quite strongly endowed, such as Magi or Druids,
while the Paladins, Bards, Tinkers, and Rangers have but a little
power. Fighters and Shepherds have no magical ability at all. In
face, Magi are so tuned to the special energy that comprises magic
that when they cast a spell, a blue aura glows around their head and
shoulders.
While
most spells are reputed to possess either offensive or defensive
abilities, some are utilitarian in nature, such as Light, Open, and
View spells. The rare aeromancer can harness the power of the winds.
An ancient scroll on display in the Library at the Lycaeum tells of
different types of energy fields created by means magical. It lists
the following fields and discusses their properties:
SLEEP:
A green field that may bring sleep to anyone who passes through
it.
LIGHTNING:
A blue field that serves as an impenetrable barrier which
inflicts damage upon any who touch it.
FLAME:
An orange field that imparts massive damage upon those foolish
enough to try to cross it.
POISON:
A violet field of noxious vapors that poisons anyone passing
through who is not quick to hold their breath.
Whether
these fields may be controlled by magic is uncertain. However, the
scroll was concerned with the tale of a Wizard's battle! One can
only ponder whether the writer survived the encounter.
CHAPTER
VIII
A
BESTIARY
BAT: A non-evil subterranean dweller
found in the deepest caverns, the principal diet of the Bat is
animal blood. They are quite large and may attack any who disturb
their rest.
CYCLOPS: These evil giants can hurl
half-ton boulders down from the heights. Even a grazing hit will do
considerable damage to a member of thy party. The Serpent's Spine is
said to be the best hunting range for them.
DRAGON: The Dragon is an evil, flying
serpent which can cross water and blast ships with huge fireballs.
Not many ships can withstand a couple of passes by an attacking
Dragon.
ETTIN: These evil two-headed
aberrations of nature can cast huge boulders down upon thy party,
causing immense damage. It is best to try to kill them with
long-range weapons and spells. A large of clan of Ettins is said to
live along the Serpent's Spine.
GAZER: These hypnotic creatures snare
their prey by putting them to sleep. The deep forests are the
favorite habitat of these evil, floating eyes.
GHOST: The restless spirits of those
trapped between planes, Ghosts can pass through walls, so use
extreme caution when they are though to be nearby. Evil Ghosts are
often found in ruins, battlefields, and crypts.
GREMLIN: These hungry denizens of the
underworld love to sneak up to unwary travelers and steal all their
food. Do not let an evil Gremlin get next to thee!
HEADLESS: Another evil being best
suited to terror and destruction, the Headless is indeed a creature
of nightmares. Many a traveler has fled in abject horror at the sign
of these headless torsos bearing down upon them.
HYDRA: Beware the evil breath of the
multi-headed Hydra! The massive fireballs can fry most members of
thy party.
INSECTS: If thou dost stay clear of
these non-evil vermin, they will not bother thee. Marsh and dungeons
are their favorite locals. Insects can fly, so they can chase thee
over water.
LICH: This undead shade of a powerful
wizard can still case very powerful magic spells. The Lich is a most
dangerous opponent under even favorable conditions.
LAVA LIZARD: These reptilian creatures
love fire and dwell in infernos. In combat they have been known to
spit flaming lava thirty feet, so between these evil beasts.
MIMIC: One of the most treacherous and
evil creatures in all of Britannia, the Mimic can assume any shape,
although they seem to prefer assuming the likeness of treasure
chests. Upon spotting one, the careless traveler greedily rushes
towards the chest. When the traveler gets close enough, Mimic casts
out a poisonous venom. When the traveler succumbs to the poison, the
Mimic feasts upon him. The only known way to detect a chest Mimic is
to wait until it gets curious enough to peer out at thee by lifting
the lid of the chest.
NIXIE: These aquatic first cousins of
the ancient race of Elves rise from the depths to strike terror into
the hearts of seafarers. The evil Nixies wield sharp tridents which
can be hurled against a ship's crew from afar, causing great damage.
ORC: Would that every Orc had been
destroyed with the fall of the Triad of Evil! They bred like rabbits
and still infest the woods and hills, though in much smaller numbers
than before.
PHANTOM: These tragic souls have been
captured by evil and forces to reenact their battles throughout all
time. They are bodiless, but can be detected because their swords
and shields remain visible. Phantoms are tough opponents as dying is
meaningless to them.
PIRATES: Truly the dregs of Britannia,
most of these crews have death warrants hanging over their heads.
Remember that the evil Pirates take no prisoners! Their ships are
equipped with heavy cannon, and the crews are well-trained to
quickly move their large galleons into battle position. It is a rare
skipper indeed that can survive a broadside duel with a Pirate
vessel. Thy best hope is to "dot the T", or to close with
thy enemy. If thou art able to defeat the crew, the ship itself
becomes thy prize. For castaways on remote islands, this is the only
hope for salvation.
PYTHON: The venom of Britannian Python
is highly poisonous. These non-evil constrictors can spit their foul
venom a full eleven paces, and should be treated with the utmost
respect.
RAT: The common Giant Rat, while not
evil by nature, will still enter human camps in search of food. They
pose a threat to any dungeon explorers foolish enough to startle
them.
REAPER: These grim creatures stand
upright on trunk-like bodies and wave many tentacles at their prey.
The evil Reaper can also reputedly cast different energy fields, and
thus is considered a most vicious opponent.
ROGUE: The Rogues that are to be found
throughout the land are often escaped prisoners who now make their
livelihood as highwaymen by attacking travelers. If they get next to
thee, they may pick thy pockets.
SEAHORSE: These magical creatures
appear quite fair and are not evil, but if offended they make
devastating enemies. They are possessed of powerful magical
abilities which can wreak havoc among thy party.
SERPENT: The Sea Serpent is an aquatic
relative of the Dragon. The fireball cast by the Serpent can sink a
ship long before it has a chance to close with the beast. The best
defense against a Sea Serpent is to engage it in close combat as
quickly as possible. It is thy only chance, albeit as slim one, to
survive the encounter.
SKELETON: Animated bones, the Skeletons
are the undead incarnations of a variety of creatures. These tools
of evil strike fear into ordinary travelers. With the proper
enchantment, however, they can be Dispelled.
SLIME: Dungeon walls fairly ooze with
slime. Most slime just sits there, this evil variety comes after
thee!
SPIDER: Beware of inadvertently
wrecking a spider's web and this non-evil creature will probably
leave thee in peace. If thou suffer the misfortune of crossing one,
take care to avoid the venomous spittle.
SQUID: When the tentacles of the Giant
Squid close around a man or a ship, the very power of lightning is
released upon the prey. 'Tis best to try to destroy the evil Squid
with cannon fire before it can engage thee at close quarters.
TROLL: These large and evil creatures
can hurl axes - of which they carry a plentiful supply - with
frightening accuracy. Beware their tricks. Trolls are usually found
in hills and mountains.
WISP: More insubstantial than most evil
creatures, Wisps can actually teleport around the battlefield and
attack from anywhere. It is most disconcerting to be involved in an
encounter than contains a Wisp.
WIZARD: Not all magic users follow the
path of Good. These evil renegade Wizards make very dangerous
adversaries when crossed.
ZORN: Zorns are the antithesis of
everything. They pass right through walls and obstacles, and negate
all nearby magic. If an evil Zorn closes with thee, thou probably
will not escape its embrace.
LORDS
OF THE EVIL DOMINION
BALRON:
It is believed by some that all of these Marshals of Evil were
destroyed when the Triad fell. If any do exist, it would be better
for one to Quit life itself than to face the fury of a Balron. The
ancient scrolls describe them as flying creatures which cast
devastating fireballs as well as weave massive enchantments that
once felled entire armies.
DEVIL:
These Flying Lieutenants of Evil may sweep offshore and chase
thee across the waves. They are powerful magic users and should be
avoided at all costs. Devils are particularly fond of torturing
their victims when the opportunity arises.
CHAPTER
IX
THE
SKILLS OF COMBAT
The
historian is a man of intellectual pursuits and therefore little
acquainted with the ways of combat. For the following information on
such skills, we are deeply indebted to the Master at Arms of the
Order of the Silver Serpent.
BEFORE
FIGHTING: Be certain that thou art properly equipped for the
ensuing fray. Dost thou has the proper weapon and armour? If not,
then thou must equip thyself anew. When thou commence to Ready a
weapon or Wear some armour, thou wilt be offered a selection of such
items as are available in thy party's common pool. If thou dost
choose an item inappropriate for thy class, thou wilt be asked to
select again.
INITIATING
COMBAT: When thou art next to an enemy, thou may Attack in the
direction of thy foe. Thou wilt then be able to view thy combat
location, and battle shall ensue.
BEING
ATTACKED: If thou dost not attack a creature, then assuredly the
creature will attack thee at its earliest opportunity, assuming that
they creature is evil or hungry.
HOW
TO FIGHT: Each fighter and magic used will have an opportunity
for separate action. Thou may only attack in the main cardinal
directions (North, East, South, and West). When it is a fighter's
turn, those with hand weapons may Attack an adjacent area by
specifying the direction. Those with missile weapons may fire them
across the battlefield by denoting the direction of fire. Magic
users can Cast a spell when it is their turn. Again, only spells for
which reagents have been prepared will function. The spell must be
selected and the direction fixed. Most combat spells are functional
cross the field of battle. Energy fields, however, can be cast only
in areas adjacent to the caster.
VICTORY:
When all of the monsters have been destroyed, thou wilt return
to the surrounding countryside. If the monsters were carrying any
treasure, this will now be available to thee. Care should be used in
Opening any treasure chests, as they are frequently trapped.
FLEEING:
There will come times in thy quests when though wilt be confronted
with superior forces. Whenever one of thy team is near death, guide
him or her off the combat field to save them. If the tactical
situation deteriorates completely, removing all members of the party
from the field will disengage thee from thy enemy. There are those
who will call thy actions cowardly, but a wise leader will know the
value of preserving the life of one's fellows.
TERRAIN
CONSIDERATIONS: Devote considerable time to the study of the
fields of combat. Locate defensible positions for thy party, making
sure to maintain an avenue of escape should the battle go badly.
Remember our heritage! A few valiant fighters strategically placed
in a narrow rocky pass can stand off an army numbered in the
thousands.
WEAPON
CONSIDERATIONS: These are three distinct classes of weapons
available to the warrior. They are: Missile Weapons which permit the
striking of foes at a distance; Polearms which allow one to smite
over an obstacle or companion; and hand to hand weapons which
necessitate engaging one's enemies at very close quarters.
ETHICS
OF WAR: Do not feel that it is thy birthright to slay everything
that walks, flies, or swims. The Code of Chivalry states that before
engaging in combat with a foe, the warrior should ask, "Is this
foe truly evil?" If it is not, then thou must not kill it, but
stand thy ground and force it to retreat. The Code is thy
touchstone, for without it thou are but a speck of dust in the
whirlwind of Chaos.
CHAPTER
X
MODERN
CIVILIZATION AND OUR UNIVERSE
We
have just emerged from the darkest period in recorded history. With
the vanquishing of the Triad of Evil. We need no longer anxiously
watch our backs for fear that evil will fall upon us in the first
unguarded moment. The stability achieved by the New Age seems to
herald a Golden Age of Peace and Prosperity.
What
kind of people will inherit this New Age? Surely our destiny is not
to perpetually fight as warring tribes throughout all time. Is there
not a higher calling - one worthy of our efforts and capabilities?
If
one accepts that the next area of human growth should not be
fostered through aggressive territorial expansion, then a possible
answer emerges - We must turn inward. Of late a small group of
inquisitive philosophers at the Lycaeum have been asking such
questions of each other. While their musings seem quite radical and
new, they are worthy of consideration:
Is
living a life of virtue an essential element of civilization, or can
society survive the test of time without such principles?
How
might we ensure the long-term continuation of our new-found peace?
What systems of laws and ethics will ensure the continued happiness
of all our people?
Why
doth Evil still stalk the world and can it ever be truly vanquished?
If
the public set of ethics which evolved from the days of primordial
survival is impure, how can we achieve a clean foundation upon which
to build a life of virtue?
Given
the premise that to understand purity, one must strive to be so, how
does one strive for that which cannot be understood?
If
our true purpose here is to achieve a balance with out surroundings
- as is suggested in the ancient scrolls of the Library - how can We
face Nature without first facing ourselves?
Meditation
seems to hold the key to perspective. In the transcendental state
one is freed from the shackles of modern living. The whole of the
universe resonates with thee, and thou dost feel for once as if thou
dost belong to a greater whole. Yet all too soon the meditation
ends, and thou dost return from this brief glimpse of the sublime to
the daily need for survival.
It
is time for all to put aside their warlike ways and begin fighting
the evil that lurks within themselves. It is far too easy to sit and
espouse the path of Virtue, yet never set foot upon it. They ancient
rule of treating others as thou wouldst be treated thyself takes on
new meaning when put into the context of universal harmony. We must
become living examples of our beliefs!
How
does one begin to first walk along this new way? Do road markers
exist if we but open our eyes to see them?
To
be at peace in all areas is a state only achieved by an Avatar. Is
such a state attainable by any human, fallible as we all are? The
true answer can only be found by those who quest forth in search of
it - for who can see the end of the Path before beginning the
journey? Yet it is also written that for each person the Path is
different. Perhaps the seeker of wisdom and enlightenment should
begin by visiting Lord British, for his knowledge of the ways of the
land is great. Conversing with him may help one to determine where
lies the centers of the Eight Virtues of the Avatar.
Many
philosophers hold the opinion that the Path is in reality but a
series of separate small paths. Each minor path leads to the
fulfillment of an aspect of ourselves. Treading one of these minor
paths may be construed as a life's goal, and many people have
debated which is the most advantageous to follow.
Yet
is not the whole much greater than the sum of its parts? Take up the
challenge and tread not one but all of the minor paths in thy search
for enlightenment and perfection. Perhaps only then will though find
the beginnings of the great Path. The Quest of the Avatar awaits. It
is not thy Heritage that thou does seek, 'tis thy Destiny!
Afterword
As
an addendum to this work, I, Lord British, would like to speak of
the Quest of the Avatar mentioned in these pages.
The
Quest of the Avatar is the search for a new standard, a new vision
of life for which out people may strive. We seek the person who can
become a shining example of our nation and guides us from the Age of
Darkness into the Age of Light.
We
have sent this message our to the farthest reaches of the known
universe, indeed, we have even spoken across the void of time. Is
there One who can complete the Quest of the Avatar? Many have tried
already, and have met with partial success, becoming enlightened in
one or more of the Eight Virtues of the Avatar - but none have yet
attained the true state of being an Avatar.
The
secrets of the Avatar are buried deep in the hearts of both our
people and the land in which we dwell. The search will be arduous
and the One who shall succeed must be able to assemble all the parts
of the great mystery in order to solve the Quest.
Gaze
upon the device portrayed on the facing page of this tome. Learn it
well, for when thou dost gaze upon it again then shall thy life's
quest be revealed.
Ultima
IV
Quest
of the Avatar
PLAYER
REFERENCE CARD
By
Lord British
IBM
Version
Conversion
By: James Van Artsdalen
PLAYER
REFERENCE
A) Attack - Attempt to engage thy foe
with the weapon thou hast readied (Ready Weapon command); must be
followed by the direction of thy foe.
B) Board - Board a vessel or mount a
horse.
C) Cast - Cast a magical spell; must be
followed by the number of the player who wishes to cast it (not
needed in combat or in dungeon rooms), and then the first letter of
the desired spell. Note: All spells must have reagents mixed in
advance of casting.
D) Descend - Climb down ladder to next
level of dungeon or building.
E) Enter - Go into such places as
villages, townes, castles, dungeons and shrines.
F) Fire - Fire a ship's cannons (once
thou hast Boarded); must be followed by a direction. Note:
Broadsides only!
G) Get Chest - Attempt to open (and
disarm, if trapped) chest; must be followed by the number of the
player who wishes to open the chest, except during combat and in
dungeon rooms.
Note: 'Tis wisest to use the player
with the highest Dexterity when examining potentially dangerous
chests as this lessens the chances of setting off any traps.
H) Hole up and camp - Set up camp to
rest and recover from thy wounds. Note: This command may only be
used successfully with limited frequency.
1) Ignite a torch - Light a torch for
illumination in dungeons. Requires a special item.
J) Jimmy lock - Use a magical key to
unlock a sealed door. Must be followed by the direction of the door
that thou dost wish to unlock.
K) Klimb - Climb up a ladder to the
next level of a building or dungeon, or to reach the surface from
the topmost level of a dungeon.
L) Locate Position - Requires a special
item.
M) Mix Reagents - Prepare material
components of spells for later use.
Note:
Thou must have reagents mixed ahead of time in order to cast any
spells. When asked "Reagent:". type the letter
corresponding to the reagents desired and then type [Return] when
thou wishes to mix them.
New
order - Exchanges the position of two players indicated within
thy party, except for player #l, for thou must lead the party.
O) Open door - Open a door in the
direction indicated.
P) Peer at gem - Requires a special
item.
Q) Quit & Save - Saves the current
game status to disk; thou may continue after this command or power
down thy computer.
R) Ready a weapon - Equip a player with
the weapon of thy choice (if owned) for use in combat.
S) Search - Search thy exact current
location for unusual items.
T) Talk - Allows a player to converse
with merchants or townesfolk in the direction indicated.
U) Use - Use an item thou hast found
during play by means of the "Search" command.
V) Volume - Toggles sound effects on or
off.
W) Wear armour - Outfits a player with
the armour of thy choice if owned for defense in combat.
X) Xit - That's (e)xit thy current form
of transportation and continue on foot.
Y) Yell - Yell "giddyup" or
"whoa" to speed up or slow down thy horse.
Z) Ztats - Displays the status and
attributes of a selected player; if 0 is pressed instead of a player
number, this command will display the lists of weapons, armour,
items, reagents and mixtures. The left and right arrow keys will
scroll through these lists, while pressing any other key will return
thee to game play.
ARROW KEYS Control movement.
North/South/East/West
*
Special Note: Talking with the people found in the game is one
of the most important features of Ultima IV to master. It is
almost impossible to solve thy quests without talking to virtually
all people in each towne. Each person with whom thou dost Talk is
capable of a full conversation. They can be asked about their
"Name", "Job", and "Health". Thou may
"Look" again at their visual description. From this
information thou shouldst be able to discern what else they might
know, hinted at directly by use of the precise words
in the conversation. For example: If thou were to ask Dupre about
his "Job" and he were to respond "I am hunting
Gremlins," thou might think to ask him about "Hunting"
or "Gremlins" - about either of which he might offer some
insight.
Each
of these people might ask of thee a question as well; be sure to
answer the question honestly, for dishonesty will be remembered and
not reflect well on thee for the rest of the game. Often thou shalt
not know what to ask a townesperson until thou hast been told by
another: e.g. Iolo the bard might tell thee to ask Shamino the
Ranger about swords. Even if thou hadst met Shamino earlier thou
wouldst not have known to ask about swords, and thus thou wouldst
have to seek him out again if thou dost wish that knowledge.
Some
of the people that thou shalt meet may be willing to become thy
travelling companions. If thou dost wish for a character to become a
player in thy party, thou must ask them to "Join"
thee. 'Tis most wise to strengthen thy party as rapidly as possible,
up to the seven companions thou shall need to complete the game.
When thou art through with a conversation, then speak the word "Bye"
as an accepted means of politely ending thy conversation.
Be
sure to keep a journal of thy travels! Many of the clues to
solving the quests of Ultima IV art contained in the various and
diverse conversations thou might have with the various townesfolk.
It would be next to impossible to solve this game without some means
of referring back to prior conversations held during play.
Be
sure to thoroughly explore the cities and townes! Many of
the quests within Ultima IV art contained entirely within individual
cities. 'Tis wisest to spend a great deal of fime seeking out the
answers that lie hidden in each one of the various townes of
Britannia, before moving on to another. NOTE: During thy
conversations with people in Ultima IV, thou may feel the impulse to
show thy generosity to less fortunate fellows. Thou may do so by
saying: "Give".
Thy
party is seen here standing on a point of land that jut: into the
sea. To the North is a castle, while a ship rocks gently on the
waves to the Northwest. Just above the ship one can see a towne. Thy
party consists of three travellers - British, Iolo and Geoffrey -
whose names appear in the Party Window. Their current status is also
therein displayed: British hath 372 Hit Points and is in Good
condition; Iolo hath 380 Hit Points and is suffering from Poison;
and Geoffrey hath 380 Hit Points and is in Good condition. The
narrow window below 'indicates that the party hath 24 units of Food
and 1823 Gold pieces. The symbol in the center indicates if any
spells art currently active.
Paused
to cross a bridge, thy party can see an approaching band of
Skeletons to the Northeast. At the top of the view window thou can
see the current status of the twin moons Trammel and Felucca, which
is Crescent Waning for Trammel and Felucca is in its Last Quarter.
The moonphases art represented as follows:
Thou
art currently checking on the status of the traveller lolo and his
attributes show in the Party Window. Thou can see that he is a Male
Bard whose condition is Good, he is possessed of 13 Magic Point, 16
Strength, 19 Dexterity, 13 Intelligence; he hath attained Level 4;
cuffently hath 376 Hit Points, with a flit Point Maximum of 400, and
hath 714 Experience Points. His current weapon is a Sling, while he
wears Cloth Armour.
Thy
party can be seen at the bottom part of the view window, engaged in
mortal combat with four Pirates who art aboard their ship. Note
that as each member of thy party bath the opportunity to strike a
blow, their current weapon is displayed below their name. The
direction of the wind is indicated at the bottom of the view window.
If thou were to win this combat and take possession of the vessel,
the full Strength of the ship would be displayed in the narrow
window where thy gold would normally be displayed.
Magical
ability is directly related to the Profession and Intelligence of
thyself and thy travelling companions. Magical strength is twice
the Intelligence of the spellcaster, with potential modified by
Profession. The enchantment potential of the various Professions is
:
|
Mage - Full
|
Bard - One Half
|
|
Ranger - On Half
|
Fighter - None
|
|
Druid - Three Fourths
|
Paladin - One Half
|
|
Tinker: One Fourth
|
Shepherd - None
|
ULTIMA
IV HINTS
LOCATION
OF RUNES
Honesty
- Northwest corner of Moonglow. Search the chest next to Mariah.
Compassion
- Northeast corner of Britain (the Inn). Search at the end of the
hallway.
Valor
- Southeast edge of Town. The rune is in one of four towers
which connect long hallways surrounding the town.
Justice
- Northwest corner of Yew, enter the jailhouse and speak with
Talfourd. Search the felon's cell.
Sacrifice
- Once in the Weapons shop in Minoc, you must enter a small room
off to the Southeast of it. In the lower right hand corner of this
room is a fire pit. Search the southeast corner of the firepit.
Honor
- In the southwest corner of Trinsic, Virgil is surrounded by a
wall of force fields. Search the space just to the upper-right of
Virgil.
Spirituality
- Located in a small room past the guard room in Lord British's
castle. Player must find the secret door which connects these rooms.
Search the lower right-hand corner of room.
Humility-
In southeast corner of the village of Paws is a group of
mountains. The player should see Wheatpin and talk to him first.
Search the nook of the mountains.
LELEL
ADVANCEMENT
|
LEVEL
|
EXPERIENCE POINT RANGE
|
|
1
|
0000-0100
|
|
2
|
0101-0200
|
|
3
|
0201-0400
|
|
4
|
0401-0800
|
|
5
|
0801-1600
|
|
6
|
1601-3200
|
|
7
|
3201-6400
|
|
8
|
6401-????
|
SHOP LOCATION
|
FOOD:
|
Moonglow
|
|
|
Britain
|
|
|
Yew
|
|
|
Skara Brae
|
|
|
|
|
HEALING:
|
Moonglow
|
|
|
Britain
|
|
|
Jhelom
|
|
|
Yew
|
|
|
Skara Brae
|
|
|
|
|
HERBS
|
Moonglow
|
|
(REAGENTS)
|
Moonglow
|
|
|
Skara Brae
|
|
|
|
|
INN
|
Moonglow
|
|
|
Britain
|
|
|
Jhelom
|
|
|
Minoc
|
|
|
Trinsic
|
|
|
Skara Brae
|
|
|
|
|
PUB
|
Britain
|
|
|
Jhelom
|
|
|
Trinsic
|
|
|
|
|
WEAPONS
|
Britain
|
|
|
Jhelom
|
|
|
Minoc
|
|
|
Trinsic
|
|
|
|
|
ARMOUR
|
Britain
|
|
|
Jhelom
|
|
|
Minoc
|
|
|
Trinsic
|
|
|
|
|
GUILD SHOPS
|
Buccaneer's
|
|
|
Vesper
|
HOW TO RAISE VIRTUES
HONESTY Not cheating a shop which one
is able (Reagents for instance)
COMPASSION Allow
good foe to flee from combat
Flee from combat with good foe
Give to beggar
VALOR Victory
over evil foe
JUSTICE Not cheating a shop which one
is able (Reagents for instance)
Flee
from combat with good foe
SACRIFICE Give
all of one's gold to a beggar
Give
blood at a Healing shop.
Death
of character in party
HONOR Not cheating a shop which one is
able (Reagents for instance)
Find
any of the eight runes
Find
any of the eight stones
Find
the Book, Bell or Candle
SPIRITUALITY Visit
Seer in Lord British's Castle
Meditate
in any of the eight Shrines
HUMILTY Answer
"Humility Question" in town humbly
HOW
TO LOWER VIRTUES
HONESTY Get
any of the chests in a town
Cheating at a shop which one is able
(Reagents for instance)
COMPASSION Attacking a good or NPC
character (town folk for instance)
VALOR Lose in combat with an evil foe
Fleeing
from an evil foe when party is not wounded
JUSTICE Get
any of the chests in a town
Cheating at a shop which one is able
(Reagents for instance)
SACRIFICE Fleeing
from an evil foe when party is not wounded
Not
giving blood to Healing shop
HONOR Get
any of the chests in a town
Cheating at a shop which one is able
(Reagents for instance)
Attacking
a good or NPC character (town folk for instance)
SPIRITUALITY Not
meditating in a shrine once it has been entered
HUMILTY Answer
"Humility Question" in town incorrectly
LATITUDE AND LONGITUDE
COORDINATES
CASTLES
EMPATH
ABBEY DC BM
LORD
BRITISH GL FG
SERPENTS
HOLD PB JC
THE
LYCAEUM GL NK
DUNGEON
COVETOUS BL
JM
DESTARD KI
El
DECEIT EJ
PA
DESPISE ED
FL
GREAT
ABYSS OJ OJ
HYTHLOTHE PA
OP
SHAME GG
DK
WRONG BE
HO
GOODIES
BELL NA
LA
BLACK
STONE IF OA
BOOK AG
AG
CANDLE AB
BG
MANDRAKE
ROOT DG LG
MYSTIC
ARMOUR AE BG
MYSTIC
WEAPONS AP AI
NIGHTSHADE CM
MN
SILVER
HORN KN CN
SKULL PF
MF
TELESCOPE AC
BG
WHITE
STONE FA FA
WHEEL NH
GA
TOWNS
BRITAIN GK
FC
JHELOM NO
CE
MAGINCIA KJ
LL
MINOC BE
JP
MOONGLOW IH
OI
SKARA
BRAE IA BG
TRINSIC LI
GK
YEW CL
DK
VILLAGES
BUCCANEER'S
DEN JO II
COVE FK
II
VESPER DL
MJ
PAWS JB
GC
SHRINES
HONESTY EC
OJ
COMPASSION FM
IA
VALOR OF
CE
JUSTICE AL
EJ
SACRIFICE CN
MN
HONOR MP
FB
SPIRITUALITY BD
KG
HUMILITY NI
OH
FINAL
SOLUTION
Once
you complete the eighth level of the Stygian Abyss you will be taken
to the Chamber of the Codex. Here you will be asked a number of
questions. The answers to those questions are listed below, in the
order they should be given.
VERAMOCOR
HONESTY
COMPASSION
VALOR
JUSTICE
SACRIFICE
HONOR
SPIRITUALITY
HUMILITY
TRUTH
LOVE
COURAGE
INFINITY