Ultima 6 Copy Protection Questions and
Answers
Lord British’s Questions
1. What doth Trolls Lack?
A: Endurance
2. What part of the tangle vine doth put one
to sleep?
A: Pod
3. How wert the headlesses produced?
A: Wizard
4. What valued item canst one find near the
spawning grounds of Hydras?
A: Nightshade Mushroom
5. How canst one fend off Rotworms?
A: Torch
6. How doth Sea Serpents attack?
A: Fireballs
7. What creature art wisps oft mistaken for?
A: Firefly
8. How doth giant squids cruch their prey?
A: Beak
9. Where hath images of the Silver Serpent
been seen?
A: Tomb walls
10. What art reapers remnants of?
A: Enchanted Forest
Mariah’s Questions
1. What does the magic syllable ‘Zu’ mean?
A: Sleep
2. What does the magic syllable ‘Quas’
mean?
A: Illusion
3. What does the magic syllable ‘Hur’
mean?
A: Wind
4. What does the magic syllable ‘Jux’
mean?
A: Danger/Trap/Harm
5. What does the magic syllable ‘Ort’
mean?
A: Magic
Selganor’s Questions
1. What kind of fork should mandrake roots be
prepared with?
A: Silver
2. What part of the nightshade mushroom is
used in spellcasting?
A: Cap
3. Where does Sulfurous Ash come from?
A: Volcanic Eruptions
4. What are the Black Pearls used for?
A: Kinetic propellent
Ultima
VI
Compendium
I,
Lord British,
write this exhortation in my own hand that you may, my virtuous
Champion and Avatar, might gain a full appreciation of the
significance of the times which face us. Though evil has often raised
its rebellious head, I fear we now face a threat far greater than any
yet encountered. In the past, you and your companions have risen
faithfully to the challenge, undaunted by overwhelming odds,
unwavering in your adherence to the Path of Virtue. We place our
trust in you once more.
As
though seeking vengeance against the Light, the forces of Darkness
have renewed their malevolent aggressions. Not content to remain in
their own realm, daemonic emissaries from the Underworld have begun
making incursions into our land. It is fortuitous that you have
returned to Britannia in these perilous times. Study well the words
which follow, for they are essential to your quest. And that quest is
essential to the continued existence of the human race.
For
more than a fortnight I have dictated my thoughts and admonitions to
the venerable Moebius, Keeper of the Libraries of the Lycaeum. He has
scrupulously recorded my every word and, when called upon, made
illustrations to aid our understanding. I have affixed my seal to
this letter to assure you that these are indeed my words. Take them
to heart. Heed my counsel.
Gird
yourself with the infinite wisdom of Truth, Love and Courage, for at
the end of your quest lies a destiny foretold in ancient times: "One
shall arise who possesses the strength of an army, the vision of a
prophet and the heart of a saint. This Great One will bring an end to
the struggle between the Darkness and the Light."
Pray
that you are, indeed, the One, for should you fail, the Light of life
will surely be extinguished and Darkness will reign forevermore.
Lord
British
Sovereign
of Britannia
The
Chronicles of Britannia
My
sojourn upon the shores of Britannia began many generations ago.
Long ago did I uncover the secrets of the moongates which brought me
here from my distant homeland, even as they now bring you. As you
well know, we who pass through the gates to Britannia, though we be
in this world are not of it. It is for this reason, I suspect that
we are immune to the ravages of time during our stays here.
Remember, however, that we remain ever mortal, albeit seemingly
ageless.
At
the time of my arrival here, this place was known as Sosaria, a
region comprised of numerous warring city-states and feudal fiefdoms.
It was not long before my affinity for order, peace and prosperity
had earned me the title of Lord British, ruler over the city-state of
Britain, and ultimately Lord of Britannia. Under my guidance the
land ad its people have prospered and grown, though not without
challenges from the forces of Evil.
The
Ages of Darkness and the Founding of Britannia
Thrice
during ancient times did beings of a foul nature seek to conquer my
domain. Thrice did you answer my call for a champion. Thrice was
evil thwarted.
The
Tale of Ultima I
First
was the perverted sorcerer, Mondain, who slew his own father that he
might gain immortality and advance his dark dominion over the land.
It was against Mondain that you first answered my call, traveling
through the moongate to put an end to Mondain's shadowy plans.
The
Tale of Ultima II
The triumph of
good was short-lived, for Mondain left behind an apprentice and
consort named Minax, a cold-blooded young woman whose ambition was
exceeded only by her thirst for blood. Entire legions of evil
creatures responded to her commands, bringing misery to the
inhabitants of Sosaria. Again, you rose to the challenge, slaying
Minax's vile minions by the hundreds until at last she too met her
fat at your hands.
The
Tale of Ultima III
Mondain
and Minax had devised a treacherous scheme to assure their
immortality throughout time. They had created an offspring known as
Exodus, neither man nor machine, yet embodying every evil impulse
they possessed. Rising from the murky depths of the Great Ocean,
Exodus unleashed an assault of vengeance upon the world. Were it not
for your keen wit and determination, Exodus would surely have brought
utter devastation to our land. Aided by the enigmatic Timelord, you
foiled the mighty Exodus, bringing an end to the Cycle of Gloom begun
by Mondain so long ago.
In
this manner did you thrice respond to my call for valor and overcome
the Triad of Evil. The peace and security brought about by your acts
of bravery led to the city-states to band together and form the
nation of Britannia, submitting to my just rule as British, Lord of
Britannia.
The
Ascent of the Avatar, as Related in Ultima IV
With
the passing of gloom and despair from the face of Britannia, the
citizens flourished. Edicts went forth from my hand which were
designed to foster both the material and spiritual growth of the
society. I established great centers of learning where the arts and
sciences could be developed and appreciated. During this era of
renaissance, eight major townships were built upon the foundations of
the former city-states, each dedicated to the study and fostering of
a single virtue. These towns stand as symbols of great fortitude to
this day.
All
great cultural movements require role models to help society maintain
proper focus. I therefore issued the challenge for such an
individual to step forward and show the people the way of virtue.
You responded in a fashion which befits your integrity and pure
heart. Undertaking the task of unraveling the concepts of
spirituality, you discovered the great Codex of Ultimate Wisdom and
attained the title of 'Avatar', the human embodiment of virtue.
The
newly discovered Codex was raised from the bottom of the Great
Stygian Abyss in order that we might study its teachings. But our
acquisition of the Codex changed the physical, as well as the
spiritual, landscape of the world. A fiery new island, the Isle of
the Avatar, rose from the depths of the Great Sea, and in the violent
birth of this isle, an immense underworld chamber opened up! When
this cataclysm had passed, a shrine was built on the Isle of the
Avatar to house the Codex forever.
The
Subversion of the Shadowlords as related in Ultima V
The
acquisition of the Codex of Ultimate Wisdom from the deep recesses of
the underworld created a karmic imbalance in the universe, resulting
in the emergence of three sinister Shadowlords from the shards of the
black jewel of Mondain. These grim agents of darkness were the
antitheses of virtue Their trickery and deceit allowed hem to
imprison me in their underworld dungeon and, in a perversion of
justice, compelled the leaders of Britannia to oppress the people.
The once noble Lord Blackthorn became the human agent who fulfilled
their evil intent.
However,
following your instincts and the admonitions of the Codex, you
applied the principles of truth, love and courage against the
Shadowlords and the corrupted Blackthorn. Your efforts allowed me to
banish them and their agents from the realm of light. Thus was I
restored to my consecrated throne.
However, my
return to the surface world set off a great tectonic upheaval,
resulting in the collapse of the cavernous underworld in which I had
been imprisoned. Many aftershocks and cataclysmic disasters befell
the world for a period of time after that, though eventually all was
restored to normal.
Today:
The Threat of the Gargoyles
Though
believed to be mythological creatures the existence of Gargoyles was
discovered shortly after the first expedition into the geologically
unstable underworld. At first, they seemed content to remain in
their subterranean domain, but recently they began appearing in our
world, seemingly bent on doing us great harm.
These
diabolical nemeses have begun to seize our holy shrines and places of
enlightenment. Scores of homes and villages in our land have been
destroyed during nocturnal raids mounted by the daemonic fiends,
while countless others stand empty and deserted. Local and
government militias have organized in opposition to the calamitous
invasion from below. Whole brigades of skilled warriors from
Serpent's Hold have clashed with these tireless foes on the field of
battle, but to no avail.
The
Gargoyles' methods suggest that they are searching for something of
great value. It is even rumored that they may seek your destruction,
though why this should be is not known to us.
I
urge you, my Champion and Avatar, to study the pages that follow, in
part to ensure your own survival. But even more, heed my words that
you may understand the condition of our world and the plight of our
people against the unrelenting Gargoyles.
The
Kingdom of Britannia
As the Lord of
Britannia, I have devoted myself to fathoming the beauty and variety
of this land. But one must not forget that the landscape has been
stained with the blood of many a brave warrior, for want of control
over it, fell victim to its perils. Those who have seen the Bloody
Plains in the northeast know of what I speak. So, take care in your
journeying lest you fall prey to the seductive charm of the land,
only to learn its deadly secrets while lost in contemplation.
The
Great Centers of Power and Learning
The
Castle of Lord British
Chief
among the places in Britannia, my keep overlooks the town of Britain
from the protected flanks of the Serpent's Spine. Visitors to the
castle will find evidence of my many interests and hobbies within its
marbled halls.
Though
my authority extends from the throne to most remote regions of the
kingdom, none shall be turned away who come to me for counsel in
their time of need. And forget not, Avatar, that I have prepared a
room for you in my castle that you might find a place of rest from
your long journeys abroad.
The
Lycaeum
The
world's greatest storehouse of knowledge and wisdom is contained
within the walls that form the Lycaeum. Poised upon the northwestern
slopes of Verity Isle, the Lycaeum's libraries, laboratories and
academics of learning are a haven for the seeker of truth. Four
times each year the Inner Circle of Mages congregates within the
labyrinthine chambers to exchange esoteric secrets. Whilst in the
area, do not fail to visit the observatory where astronomers create
many fine lenses through which to view the heavens.
Empath
Abbey
Home
to the Brotherhood of the Rose, Empath Abbey serves as a retreat for
those engaged in contemplation and reflection. Flanked by the oaks
of the Deep Forest on one side and by the sea on the other, the Abbey
sits as a lighthouse of peace in the northwestern region of
Britannia, near the town of Yew. Well schooled in the vintner's
craft, the brothers and sisters of the Abbey produce some of the
land's finest wines, thus assuring their financial security and
sustaining their monastic lifestyle.
Serpent's
Hold
A bastion of
honor, valor and triumph, Serpent's Hold is the castle headquarters
of the Order of the Silver Serpent and the training center for
Britannia's armed militia. Many noble and brave warriors have set
forth in our defense from this garrison on the Isle of Deeds. The
most skilled of these warriors, grizzled veterans all, have
selflessly returned to instruct the new recruits in the ways of
attack and defense. Recently, a dozen squads of the finest from
Serpent's Hold went out to attack the camps of the invading
gargoyles. Few returned to tell about it.
The
Principal Towns
When
the Great Council met after the collapse of the Triad of Evil, it was
decided that each of the main towns of Britannia should adopt one of
the fundamental principles of virtue as its focus of learning. Each
of these eight towns, the former city-states of Sosaria, has taken
great care in fostering its guiding principle of virtue - they stand
apart as the true jewels in the crown of Britannia. The traveller
will find a sacred shrine dedicated to the chosen principle of virtue
near each town.
Moonglow,
founded on Honesty On
the southern tip of Verity Isle, the town of Moonglow welcomes those
of faithful heart and noble intentions. Mages and scholars frequent
this seagoing port because of its proximity to the libraries of the
Lycaeum and because its accommodations and services are among the
most reasonably priced in the land.
Britain,
founded on Compassion Centrally
located on the shore of Britanny Bay, the town of Britain is the site
of the castle from which I rule. It is also host to multitudes of
travelers and to purveyors of goods of all kinds. The adventurer will
surely appreciate the hospitality shown by Britain's compassionate
citizens. The shops, inns and armouries of Britain are much
renowned and frequented by all who prepare for and return from long
journeys. The historic Wayfarer's Inn is considered a second home to
many a road-weary adventurer.
Jhelom,
founded on Valor Many
of Britannia's most esteemed warriors have emerged from the town of
Jhelom in the far southwestern region of the kingdom on the main isle
of the Valorian Isles. Lodging, supplies, armaments and a prosperous
shipbuilding industry are to be found in this bustling town by the
sea.
Yew,
founded on Justice Second
in size only to Britain, the town of Yew is the judicial and legal
heart of the kingdom, being home to the Supreme Court of Britannia.
Druids and philosophers have long gathered under the shade trees of
the Deep Forest surrounding Yew, exploring the subtle nuances of
justice and righteousness. While visiting Yew, one will find a fine
pub and a fully equipped armoury and apothecary.
Minoc,
founded on Sacrifice Stretched
across the mouth of Lost Hope Bay in northern Britannia, Minoc has
committed itself to the plight of the needy and homeless. Minoc is
also well known for its artisans who excel in the crafts of
metalworking, armouring, glassworking and clock making.
Trinsic,
founded on Honor The
honorable paladins who make their homes in the idyllic town of
Trinsic are noted for their courage and devotion to truth. Situated
just north of the Cape of Heroes in the south lands, Trinsic provides
many fine goods and services to the traveller, including a stable
where the finest steeds are available to speed you along the way.
Skara
Brae, founded on Spirituality It
has oft been said that Skara Brae, close by the mystic forest of
Spiritwood, is the spiritual center of Britannia. But the word
"spirit" has many meanings, and only some of the town's
inhabitants - notably the healers, magicians, and priests - concern
themselves with the matters of the soul. Others in the area have a
different meaning in mind - those inclined to take advantage of Skara
Brae's fine winery!
New
Magincia, founded on Humility Having
been destroyed in ancient times for its haughty pride, New Magincia
was rebuilt by a more humble people who favored the simple ways of
farming and rural life. With the passage of time, an industrious
village has grown atop the ruins of the old town. Those who would
revel in their own pride should take note of the lesson of New
Magincia.
Other
Locations of Note
Buccaneer's
Den Lives
there a soul who has not heard of the notorious pirates and thieves
of Buccaneer's Den? In spite of its ill repute, many travelers have
found this island village east of Paws to be a great source of exotic
goods. The ships that frequent its harbor bring unusual artifacts
from far and wide.
Cove
Nestled
in the mountains just south of Lost Lake, Cove is home to many
magicians, healers, and alchemists. One will also find that there is
a shrine dedicated to the Avatar's pursuit of Virtue.
Paws
This
quaint coastal village lies halfway between the towns of Britain and
Trinsic, where the weary traveler can obtain food, shelter and a
change of a horse. The mysterious islands known as the Fens of the
dead can barely be seen offshore near Paws. In these Fens, mages
ofttimes seek the rare mandrake root and nightshade so necessary to
their potent concoctions.
The
Bloody Plains Site
of one of Britannia's most savage wars, this desolate region lies
sandwiched between two great swamps across the mountains northeast of
the village of Cove. The bloodstained soil serves as a timeless
memorial to the thousands of brave soldiers who met their fate there.
Mages know this area as another of the few places where they can
find mandrake root and nightshade.
The
Isle of the Avatar This
enigma of nature rose from the sea when the Codex of Ultimate Wisdom
was brought up from the depths of the Great Stygian Abyss. The great
subterranean upheaval that gave it birth left the large island dotted
with volcanic craters, steaming fumaroles, and a ready supply of
sulfurous ash. Few are brave enough to risk the hazards of this
place - even to behold the Codex in the Shrine of the Avatar.
The
Palace of Blackthorn Few
nowadays venture near this monument to evil, but rumors abound that
the mad wizard Sutek has taken refuge in the former abode of
Blackthorn, the defamed ally of the vanquished Shadowlords. What
Sutek might be doing there, none can say.
The
Citizenry
The
citizens of Britannia are a diverse people who have survived many
challenges to the rule of Order. Their ancestry can be traced to a
time before the Sosarian city-states were formed, a time when a loose
confederation of druids and mages flourished alongside a meek but
industrious agricultural populace. Relics of ancient times can be
found throughout the land and traces of the ancient language of the
land can be found throughout modern Britannia.
In
your travels you will no doubt come upon the occasional sign or
placard written in a curious runic script. Passed down from one
generation to the next, this written runic language is directly
descended from the language of the druids of old. Though strange and
seemingly indecipherable, the process of interpreting runic script is
really quite simple. The following key will enable the traveler to
translate runic characters into his native tongue.
Interacting
with the Citizens
Whether
talking to the farmer in his field or to one of the scholars at the
Lycaeum, one will be impressed with the eloquence and diversity of
interests possessed by the people of Britannia. Their good-natured
dispositions are a result of several generations of relative peace
brought about by the national focus on the principles of Virtue.
When
meeting someone for the first time, it is customary to ask them for
their name and job. In most cases, a Britannian will be more willing
to discuss a variety of subjects, and be most eager to answer
questions you may pose to him. Do not fail to take note of things
you are told during these conversations, for even words of the
humblest farmer or beggar may provide needed guidance in your journey
through the land.
Many
Britannians will do far more than offer advice and information,
however. If asked to join your party, the more adventuresome in the
realm will accompany you on your quest. Stalwart allies can mean the
difference between victory and defeat, so chose your party members
wisely.
Merchants
buy and sell a variety of goods and services, offering you the
opportunity to stock up on needed supplies or build up cash reserves.
Enter a shop and tell the proprietor you wish to buy something and
you will likely find the item you desire. Offer to sell the
proprietor an object in your possession and you may find him an eager
trading partner.
The
commerce of the nation is a source of pride to all Britannians and a
subject worthy of detailed treatment here.
Commerce
A
complex system of interdependency among many professions and crafts
drives all commercial activity in Britannia. This interdependency
ensures that Britannia remain a growing nation, well supplied and
prepared against times of shortage and hardship.
Farming
Since
the times before our great societal expansion, farming and animal
husbandry have been the cornerstones of the Britannian economy. It
is the farmer who grows fine grains for the baker and the baker who
makes our bread. It is the rancher who tends the cattle for meat and
dairy products, keeping our stores and pubs filled with the
necessities of life. In life like manner, the shepherd supplies wool
to the makers of cloth who, in turn, enable the clothiers to ply
their trade. In these and many other ways, Britannia owes its
livelihood to the persistent laborers of the soil.
Professional
Merchants The
merchants of Britannia strive to provide satisfactory goods and
services to their customers. The professional symbols emblazoned
upon the signs which hang outside their shops attest to their
willingness to assist the traveler…at least during business hours.
Armouries
Britannia's
armouries are a key factor in the security and prosperity of the
land. Providing both armaments for the valiant and employment for
armourers and blacksmiths, these shops offer high quality amour and
weaponry of nay types. Most armourers will gladly repurchase used
equipment, though usually at prices far lower than originally paid
for them.
Stables
The
seasoned traveler understands what a godsend a steed can be on
lengthy and treacherous journeys. Stables are usually found in
smaller towns and villages, or at private residences where the owners
may be willing to offer you a fine horse at a fair price.
Markets
& Pubs Most
of the major towns in Britannia have at least one shop dedicated to
caring for the traveler's need for food and supplies. The wise
traveler will learn to examine the varied inventories carried by
different merchants, making note of the shopkeepers who stock rare
and unusual items - one never knows when such knowledge may be of
use. In pubs, the traveler may partake of a refreshing glass of ale
or a fine meal of pheasant and mutton. The service will often be
accompanied by the melodies of a cheerful minstrel, and pub owners
are known for their willingness to take part in a friendly chat.
Healers
The vast wildernesses of Britannia, though rich in beauty, also hold
hidden dangers capable of causing travelers injury or illness.
Luckily, many towns have professional people trained in the medicinal
arts. Healers can turn back the ravages of swamp poison or heal
wounds earned in battle. Some physicians claim that their healing
arts have been enhanced and augmented by magic, to the point they can
resurrect the dead!
Magic
Shops These
occult apothecaries are quite interesting to visit. Their oddly
decorated shelves are often strewn with vials of strangely colored
potions, queerly glowing staves and scepters, and a cornucopia of
herbal and mineral reagents useful in the mage's work. Since many of
the items offered are both rare and expensive, their availability
will vary from town to town, so the traveling mage will want to make
special note of those things offered in the places he visits.
Inns
Inns provide safe, restful accommodations where travelers can retreat
after a long, hard day. Many inns even offer fine dining facilities
on-site. Prices will vary from place to place, but even the most
inexpensive inn is a welcome home away from home for the weary
adventurer.
Shipwrights
Several of the port towns along the shores of Britannia boast of
craftsmen renowned for their dedication to the construction of safe,
dependable sea vessels. Whether you need a small skiff to get
upriver, or a mighty sailing vessel for open sea travel, the local
shipwrights will be more than happy to discuss terms. It is wise to
pay attention to information about local sea and wind conditions
before setting out in a new craft.
Guilds
It is not uncommon for members of certain professions to organize
themselves into guilds which cater to the specific needs of their
membership. Such guilds have been set up in a number of towns. The
guilds provide professional adventurers with many of the things they
need for journeys into the wilderness and deep dungeons.
Tailors
Nowhere is the interdependence of Britannia's craftspeople more in
evidence than in the field of tailoring. Thread must be spun and
taken to weavers. Weavers, having made cloth from the thread,
deliver it into the hands of clothiers. Clothiers turn bolts of fine
fabric into clothes fit for kings. Find your place in this process
and you may profit. Seek out the tailors of Paws if you desire a
wardrobe of the highest quality.
Fletchers
& Bowyers
Many are the fletchers and bowyers of Britannia, but none are held in
higher esteem than those of the town of Britain. The ingenious
engineering and high quality of their arrows, bolts, bows, and
crossbows is known throughout the land. This is due mainly to the
great skill of the master bowyer, Iolo Fitzowen, proprietor of Iolo's
Bows. Iolo and his apprentice, Gwenneth, can be of great assistance
to archers.
The
Call to Adventure
Adventuring
in the savage lands of Britannia is no life for the timid, nor is it
a profession for those lacking resolve. Consider carefully before
taking up the gauntlet I cast before you, for the path to your
destiny is fraught with peril and adversity. The elite corps of
stout-hearted souls who accept my challenge must be disciplined,
determined and willing to sacrifice all. But even more, they must be
devout followers of the path of virtue. Learn now the ways in which
my chosen adventurers apply their talents to the tasks before them.
The
Way of the Fighter
Many
celebrated fighters are trained in the art of combat at Serpent's
Hold. There are, however, a few warriors of humble origin who have
not had the benefit of training. These acquire skills on the field
of battle, earning high acclaim for heroic deeds of valor. The true
value of a fighter is found not in his training, but in his heart; it
is exemplified not in his knowledge, but in his accomplishments.
The
fighter typically possesses great strength and endurance, complements
to his natural instincts and boundless courage. His proficiency with
many weapons makes him a walking arsenal, ever ready for battle. The
fighter prefers to mount his attack from the front line position, a
strategy which well serves his inclination to wield mighty
bludgeoning weapons and lethal two-handed swords.
As
a novice fighter grows in experience, his strength and dexterity
naturally increase, allowing him to employ more effective
combinations of weapons and armour. Enjoying the company of rangers
and paladins, the fighter should likewise associate himself with a
mage or a bard who can supplement his great physical attack with long
range weaponry and the tools of magic.
The
Way of the Bard
Poet
and minstrel, tinkerer and athlete, user of magic and noble
adventurer…These all describe the multi-talented bard. Though not
as physically imposing as the fighter, the bard is usually more
dextrous and agile, being both quick of mind and of foot. Sure hands
and nimble fingers serve the bard well as he untangles knotty puzzles
and picks "unpickable" locks.
Often
an accomplished archer, the bard is also acquainted with the ways of
magic, making him a most versatile gladiator on the field of battle.
He often chooses to apply his combative skills from the rear of the
melee where he can let his arrows and fiery magic missiles fly toward
beleaguered targets in the front. Whether in the heat of battle or
in the quagmire of a wizard's mischievous riddle, the well-rounded
bard is an indispensable ally in the adventurer's quest.
The
Way of the Mage
All
well-traveled adventurers have at one time or another been mystified
by the mages of Britannia. Never to be forgotten is the sight of a
cloaked figure performing an odd dance in a distant clearing.
Puzzling indeed is the whispered transaction between a mage and an
apothecary as the magician acquires the plants and animal parts that
are the raw materials of his trade.
Seeing
what cannot be seen, hearing what no man hears, communing with beings
not present…What ancient spirit possesses the mage that his mind
constantly swells on things not perceived by the common man?
One
never chooses to become a mage - one is born a mage having from
birth exhibited magical inclinations and abilities which defy
rational explanation. A mage usually spends his early years studying
the esoteric writings and diagrams contained in the libraries of the
Lycaeum or poring over bottles and boxes of exotic herbs and minerals
found in its laboratories.
The
tools and weapons of the mage are found in his spellbook, which never
leaves his side. The tome is filled with pages of cryptic runes
which describe the auspicious times, places and ,methods for various
types of sorcerous work. The illusions and spells at the mage's
command often cast him in the role of equalizer when a party of
adventurers finds itself in an otherwise one-sided conflict against a
megalithic foe. From a well-protected position at the edge of the
battle, the mage makes the necessary preparations and utters the
mysterious incantations to unleash the force of his chosen spells
against an unsuspecting foe.
Certain
skilled mages possess remarkable power over nature and matter, being
able to create and destroy living and inanimate things at will. The
deeper secrets of the mage will be discussed later in this treatise -
such secrets are not for the eyes of all men…
The
Way of the Avatar
Embodying
the fortitude of a fighter, the quickness - and quick -wittedness -
of a bard and the mystic insights of a mage, you have spent long
years mastering the principles of virtue. Many are the times you
have savored the syllables of the mantras and the spicy scent of
incense during morning meditation. But you are equally stirred by
the sounds and smells of combat, being as much at home on the field
of battle as in a solemn shrine.
A
paragon of integrity, you have always sought total understanding of
the world around you, often journeying to the libraries of the
Lycaeum or conferring with the scholars of Moonglow and Yew.
However, your love of scholarly pursuits does not weaken your ties to
the world outside the cloistered halls of academe. Your devotion to
your companions and those in need is total, and you are ever aware
that the principles of virtue are designed to guide us in our
relationships with our fellow man.
Your
path offers both great risk and grand reward, but you are concerned
with neither. Driven to follow this, the highest path, by forces
unknown an unknowable, you follow the Way of the Avatar to whatever
end destiny has decreed.
Adventuring
as a Party
Even
the most valiant and powerful adventurer cannot stand alone against
all of the obstacles that will block his path. Banding together with
other like-hearted fellows will give you the strength in numbers and,
of equal importance, a diversity of talents which can be drawn upon
along your way. The Avatar joined by fighter, bard and mage makes
for a most imposing and formidable team.
Putting
their trust in your wisdom and skills, party members usually move as
a group toward a common objective. There may be times, however, when
an individual party member may set out on his own path whilst the
remainder of the party awaits his return - it is often prudent to
send someone ahead to scout a trail, for example, or to test the
integrity of a decaying bridge which hangs tenuously over a
thundering river. However, as the acknowledged leader of the group,
you may at any time summon back individuals who have set out on their
own, regrouping the party for further travel.
An
adventuring party accumulates many things during its travels - things
purchased or found in the towns and countryside, and treasures
collected from the corpses of fallen foes. Traveling is often made
easier if provisions and equipment are distributed evenly amongst the
party members. The well-organized party works together, sharing with
each other the things they carry, aiding each other on their long
journey.
Getting
Around in Britannia
The
frequent traveler in Britannia learns to avail himself of the various
means of transport which can be obtained. Acquiring a fine steed from
the village stables, you will soon learn that such a mount will not
only improve the quality of travel from town to town, but also give
you a decided advantage in combat against those who would impede your
progress. When a quest requires crossing the high seas, sailing
vessels of various types may be obtained from the shipwrights that do
business along the coastal ports of call. It has even been said that
some adventuresome souls have learned a way to travel in a craft that
is lighter than air itself, but these rumors, though widespread,
remain unconfirmed.
The
Party in Conflict
Without
fail, the traveling party will be set upon by people and creatures
whose sole purpose is to cause mayhem and sorrow. Let the traveler
beware. When entering into mortal combat against one of the myriad
of creatures of the land, learn to measure its strength and speed,
noting both its tactics and endurance.
One
creature may attempt to bludgeon you senseless, while others attack
you from afar with hurled weapons. Many of the mythical beings
you'll encounter will use magic and illusions in their efforts to
subdue you. If you can survive their attacks and deal punishing
blows of your own in return, you will share the victor's rights to
search their fallen corpses for whatever bounty they carry.
It
is useful to devise strategies that will increase the party's chances
of survival in combat. Before combat begins, each party member can
be assigned a field position 9frontal attack, flanking maneuvers or
long range rear position). When the party comes under attack, the
party members will move automatically to their predetermined
positions and fight according to the strategy they've been assigned.
As
effective as predetermined combat positions are, you may chose not to
assign each party member a particular strategy. In this case, your
allies must act independently in combat. Situations may even occur
in which a member of the party becomes a berserker. When this
happens, he will simply charge and attack the most formidable
opponent in sight.
A
special note is in order for spellcasters. While invoking magic
spells will give you a decided advantage in battle, not all creatures
will be affected by them in the same manner. Therefore, you must
learn to use your magical talents judiciously, lest you waste
valuable reagents and psychic energy.
The
Party At Rest
As
a party becomes weary from the fatigue of a long journey and many
battles, it can set up camp in a safe place away from the hustle and
bustle of town. The burning campfire will take the chill out of the
cool night air while the party members eat some of the provisions
they carry in their packs, perhaps enjoying a round of storytelling
or song. With bellies full, the travelers should take a few hours
sleep to ready themselves for the challenges of a new day. Sleep
provides an opportunity for much needed healing to the injured and
battle-weary adventurer.
It
is usually wise to let one of the party members stand guard while the
others sleep so that he may awaken them if trouble approaches in the
night. Since the group's guard gets no sleep, he should be allowed
to rest the following night while another stands guard.
Experience
and the Levels of Attainment
The
much-traveled adventurer will face many opportunities to explore new
places, talk with people, solve puzzles and complete quests. As you
do these thins, experience will lead to increased physical strength,
dexterity and intelligence, giving you greater capacity to fulfill
your destiny.
You
can only gain a true appreciation of such increases by returning to
one of the Shrines of Virtue and engaging in reflection and
meditation. To meditate, learn the mantra of the shrine of your
choice. Then talk to the shrine and follow its instructions.
Cosmology
There
exists an extraordinary cosmic association between the gravity of the
moons and the delicate fabric of time and space. As though pulling
the strings of some cosmic marionette, the moons cause radiant
moongates to appear on the land below. Step through one of these
shimmering corridors of light and you will be transported to a new
time or place. Moongates generally appear at locations where
fragments of extraterrestrial rocks called "moonstones"
have been buried. There are at least two types of moongates - blue
and red.
Blue
moongates, generated by moonstones, generally focus on destinations
in but a single world - the world in which they appear.
Their
power, awesome though it may seem, is limited, allowing the traveler
to teleport only from the location of one moonstone to that of
another. The moonstone the user travels to is determined by the
phase of the moon that appears directly overhead in the sky. Through
experimentation and observation, the moongate traveler can correlate
the phases of the highest moon with the destination the gate will
select.
Red
gates, generated by the powerful Orb of the Moons, can send the
traveler anywhere in Britannia. In fact, the holder of this black
stone can teleport to worlds other than his own. I, Lord British,
have used the red gates often, but there is, no doubt, much more to
be learned about these gates.
The
Secret Knowledge of the Mage
Powerful
as the alien moongates are, they are by no means the only forms of
magic you will encounter in Britannia. The mages of this land
possess much arcane knowledge and have many abilities beyond those of
common folk. Using keen intuition, endless experimentation and the
rigorous study of ancient tomes, mages have learned to harness the
creative and destructive forces of Nature.
The
mage's principle tool is his spellbook, a collection of incantations
and alchemical formulae which empower him in marvelous and often
unexpected ways. Learn now the secrets of spell casting, information
reserved for the elite society of sorcerers.
The
Arcane Art of Spellcasting
Magical
energy is structured as eight concentric spheres each composed of
networks of light connected to the physical plane by unseen bonds.
The spellcaster stands within the center sphere, extending his hands
within the outer shells of light where he manipulates the energies to
suit his pleasure. In one hand, he holds his spellbook, open to the
page containing the description of his chosen incantation. In his
other hand, he clutches a vial containing herb and mineral reagents,
the mixture serving as the catalyst for his spell. Thus prepared, he
utters the incantation, fusing matter and energy into a display of
power. The spell has been cast, leaving the caster drained in
spirit, but fulfilled in accomplishment.
This
simple explanation fails to emphasize both the risks involved in
spellcasting and the skill necessary to harness the forces of magic
successfully. Two cautionary notes are in order here:
First,
even though a spell may appear to be cast successfully, there is some
chance that it will not accomplish its intended purpose, or that it
will do so only in a partial manner. In some cases, a spell will
fail to hit its target due to forces and ethereal eddies unseen by
the human eye. Also, certain creatures are immune to some spells,
requiring the spellcaster to find other means to defeat them.
Second,
some spells affect only one person or creature while others affect
all people or creatures in the vicinity. Take care when casting a
spell which acts on an area rather than an individual target - if you
or your friends are in the affected area, you will be touched by the
spell's power as surely as your intended victim!
The
Alchemy of Spellcasting
The
preparation of a spell's reagents is performed at the moment of
spellcasting, thus allowing the chemical reactions to reach their
peak even as the appropriate mantra is uttered. Some reagents are
relatively common herbs and mineral, available at any magic shop.
Others must be sought after diligently, often requiring the mage to
travel to distant and inhospitable places in search of an obscure
fungus or root. These are the reagents necessary to the casting of
magic:
Black
Pearl
One oyster in ten thousand will yield a black pearl suitable for
spellcasting purposes. It is usually crushed to a fine, iridescent
powder before being combined with other reagents. The black pearl is
used as kinetic propellant.
Blood
Moss
"Moss" it may be called, but blood moss is, in reality, a
fungus gathered in the enchanted forest of Spiritwood. There it is
found growing under the loose, dead bark of fallen trees. Blood moss
is used to enhance mobility and movement.
Garlic
This common household spice is effective in warding off evil spirits
and negating black magic. Preparations for use generally involve
grinding the washed cloves of garlic between two flatirons until they
are reduced to a pungent paste.
Ginseng
The
wizened physicians of ancient Sosaria wrote often of the curative
powers of this bitter root. Prepare a syrupy, pure extract by
reboiling forty times with clear mountain water, letting the mixture
develop a strong, acrid odor.
Mandrake
Root
The most sought after herb of the spellcaster, mandrake root grows
along the loamy banks of stagnant swamps. Once found, mandrake must
be dug up carefully so as not to damage the tap root, for it is the
root that the greatest concentration of active ingredients is found.
Carefully remove the tough, outer skin, again giving special
attention to the sensitive tap root. Using a fine-toothed silver
fork, comb out the cotton-like fibers that make up the root's heart.
The combed matting is boiled in pure water for no more than one hour,
after which it is dried thoroughly and stored in a tightly sealed
jar. When used in a spell, mandrake root increases the power of the
desired enchantment.
Nightshade
This hallucinogenic mushroom is often the critical ingredient in
spells that create illusions or poisonous effects. Sprouting in
swamps, and only in the dark of night, this mushroom is easily
distinguished from others by the way its stalk bruises when crushed.
Retain only the fungal cap and discard the tough stalk. The spores
housed in the underside of the cap provide the active ingredient and
can be chopped into a fine mincemeat or boiled into a bitter tea.
Spider's
Silk
It takes many spider webs to make a full ounce of spider's silk, but
the binding power it adds to spells makes the effort well worthwhile.
Though the web of any spider will do, one can reduce collecting time
by scraping off the fine silken hairs that cover the webs of giant
spiders. Rumors have been heard of a cave where spider silk can be
found in abundance.
Sulfurous
Ash
The product of violent volcanic eruptions, sulfurous ash adds high
levels of energy to the spells which require it. It is recommended
that freshly collected ash be sifted through a fine mesh sieve,
ensuring consistency and easy mixing.
Lingua
Magica: The Spellcaster's Words of Power
The
meanings of the syllables that form the incantations uttered by mages
during spellcasting have been passed down from one Britannian
generation to the next. The mage's apprenticeship begins when he
learns these potent syllables. The next task is to learn the proper
way to speak the syllables.
It
is important that the mage first prepare himself by meditating on
the sound of his breathing, projecting his soul into a sublime state
of concentration. To speak an incantation properly, the spellcaster
draws a deep breath, followed by a determined, forceful enunciation
of each syllable. The entire breath should be fully expelled on the
speaking of the final syllable.
The
26 syllables and their general meanings are as follows:
|
Syllable
|
Meaning
|
Syllable
|
Meaning
|
|
An
|
Negate/Dispel
|
Nox
|
Poison
|
|
Bet
|
Small
|
Ort
|
Magic
|
|
Corp
|
Death
|
Por
|
Move/Movement
|
|
Des
|
Lower/Down
|
Quas
|
Illusion
|
|
Ex
|
Freedom
|
Rel
|
Change
|
|
Flam
|
Flame
|
Sanct
|
Protect/.Protection
|
|
Grav
|
Energy/Field
|
Tym
|
Time
|
|
Hur
|
Wind
|
Uus
|
Raise/Up
|
|
In
|
Make/Create/Cause
|
Vas
|
Great
|
|
Jux
|
Danger/Trap/Harm
|
Wis
|
Know/Knowledge
|
|
Kal
|
Summon/Invoke
|
Xen
|
Creature
|
|
Lor
|
Light
|
Ylem
|
Matter
|
|
Mani
|
Life/Healing
|
Zu
|
Sleep
|
These
syllables are combined to form the incantations used when casting
spells. A list of spells appears at the end of this treatise. This
list, while not necessarily complete, collects all of our current
knowledge of the ways of magic.
Last
Words
Consider
Carefully the thoughts I have set down in this treatise. Refer back
to these words often, that you may better understand your experience
as you journey throughout the land.
To
reinforce the knowledge I impart through these words, I have
instructed the royal map-makers to create a map of Britannia for your
use. Study it, for the world can be a dangerous place. If you
should become uncertain of your location, follow one of the many
trails or rivers, knowing that you will eventually regain a familiar
landmark.
You
are further advised to keep a personal journal of your experiences.
Make notes of conversations with the good citizens of Britannia.
Record information found on signs or read in books or scrolls. Keep
track of the location of provisions - items that seem unnecessary at
one time may become useful at another. Do not hesitate to inquire of
the people you meet about things that you seek. They may hold
information vital to your quest.
Finally,
I must share with you news but recently received from the scholars of
the Lycaeum. In compiling information about the daemonic Gargoyles
invading our land they have begun to detect a pattern. It appears
that our foes are trying to capture the Shrines of Virtue found near
the major towns. The moonstones are now in their possession, and, as
each new shrine falls, a stone is placed on the altar there. To
prevent anyone from removing the stones, the gargoyles have erected
impenetrable force fields around the altars. Go to the shrines at
your earliest opportunity, free them and seek guidance at the altars
through prayer and meditation.
I
urge you, my Avatar, to uncover the dark purpose of the gargoyles
before the last shrine falls. I fear you may be Britannia's last
hope.
Addenda
The Implements of Battle
No
brave adventurer, knight or common traveler should venture into the
hostile regions of Britannia without an appropriate selection of
armour and weapons. Whenever possible, wear strong armour, a helm
and shield, magical rings, tunics or amulets, and, of course, carry
an effective weapon.
Body
Armour
Foolish
is the adventurer who embarks on a quest without the best armour he
can afford. Several different types of armour are available -
everything from inexpensive and relatively ineffective cloth to
costly but highly protective plate. The armourers of Britannia will
gladly allow you to examine their wares. Take advantage of this and
acquire the armour best suited to your abilities and fighting style.
Helms
An unprotected head is sire to be the target of any shrewd opponent's
sword. Helms are available in a variety of leather and metal forms,
and one should be worn at all times when combat seems likely.
Shields
Unless wielding a heavy, two handed weapon, the warrior should carry
a shield with which to parry and block his opponent's attacks.
Shields are constructed of wood or metal and vary greatly in shape
and weight.
Weapons
The
variety of types of uses of weapons exceeds full explanation in this
treatise. Still, the proper choice of weapons is the single most
important decision a warrior makes before setting out to do battle.
In all cases, as your finances and opportunities allow, choose
weapons which deliver the most powerful damage at the greatest range.
Daggers
Useful
for stabbing and cutting in close-quarter fighting and for throwing
in long range combat, the dagger is a most convenient and lightweight
weapon to keep on hand.
Main
Gauche Similar
to a dagger, the main gauche also sports defensive hand protectors
that can be used to parry an opponent's attack. Unlike a dagger, a
main gauche cannot be thrown.
Swords
The
warrior's chief weapon, swords come in two varieties: short swords
and two-handed swords. Despite their name, short swords are
formidable weapons - a good thing, for only the strongest adventurers
can wield two-handed swords. Always examine a sword closely before
buying it, paying particular attention to its weight and the force
with which it will deliver a blow.
Missile
Weapons A
complete battle strategy must include the use of weapons which can be
shot, or hurled from a great distance toward advancing opponents.
Lightweight, hand-held items such as daggers, spears, axes or flasks
of flaming oil can be most effective in times of need. Bows and
crossbows are capable of firing with tremendous force, but they
require use of both hands and cannot be used effectively at point
blank range. Some clever travelers have even been known to carry
slings so they can drive off aggressors with hurled stones.
Bludgeoning
Weapons While
the effectiveness of cutting and thrown weapons is determined by the
dexterity of the user, bludgeoning weapons, like clubs, depend upon
the strength of the wielder. The mace is favored by many knights,
whereas the two-handed hammer has been used by the mightiest of
warriors to deal a crushing blow to the foe.
Polearms
A
polearm is generally a stout wooden or metal staff topped by a metal
cutting or bludgeoning fixture. The morningstar, a variation on this
theme, consists of a staff with a chain attached to one end, and
attached to the chain, a heavy, spiked bludgeon. Morningstars,
halberds, and other polearms are prized for the damage they are
capable of doing and for their long reach. Unfortunately, polearms
are unwieldy weapons which are most effective in the hands of a user
possessed of great strength and dexterity.
A
Bestiary
Numerous
and diverse are the beasts that inhabit the plains, forests,
waterways and dungeons of Britannia. Attempts to catalog them all
have met with only limited success - such an endeavor requires the
researcher to put his life in grave peril in order to make his first
observations. Therefore, much of what follows is information
collected from first hand accounts of travelers and adventurers who
have managed to return with their tales.
Acid
Slug: Though
seldom encountered except in the darkest corners of the dampest
caves, this featureless creature will secrete its corrosive juices on
anything you possess that is metal, thus dissolving it. Painful but
superficial skin burns may result from contact with the acid while it
eats away at your armour. Conventional weapons have little effect on
the monster, whereas a flame will send it fleeing.
Alligator:
Care
must be taken whilst wading in the murky swamps which are the home of
this aggressive man-eater. Possessing great physical strength, this
fearsome lizard can inflict heavy damage with a single blow from its
mighty tail.
Ant,
giant: The
shifting desert sands conceal these warrior insects all too
effectively. Beware their powerful mandibles, capable of crushing a
man in an instant.
Bat,
giant: Equipped
with keen hearing and night vision, these large, winged rodents are
swift and efficient in their nocturnal attacks. Though difficult to
hit, their fur-covered bodies are extremely vulnerable to damage.
Bird:
Generally
posing no serious problem to the traveler, these swift, delicate
creatures can peck annoyingly about the head if they are disturbed or
threatened.
Cat:
Among
the most common of domesticated beasts, the cat is often prowling
about alleys and storefront, looking for bits of food or hapless
mice.
Corpser:
Found
only in deep, labyrinthine caverns, these hellish, tentacled ghouls
drag their screaming victims into subterranean dens. What fearful
end awaits the poor captive none can say. Only a burning flame has
been known to have any effects on these creatures of the dark.
Cow:
A
fine source of meat and dairy products, the complacent cow is a
common sight on most farms.
Cyclops:
This
hulking, one-eyed titan fears no one. Possessed of remarkable
strength, it wields a mighty oaken club when it isn't hurling large
boulders at its foes. The earth trembles as this giant lumbers about
its domain, or so say those who claim to have survived an encounter
with a cyclops.
Daemon:
This
most wicked and formidable of foes is not to be underestimated.
Overwhelming strength, skill and intelligence make daemons nearly
unbeatable. Possessing magical powers rivaling the most powerful of
mages, the daemon can summon hordes of his brothers to assist him in
killing or possessing his victims. Being already undead, the daemon
has little fear of death. You are forewarned!
Deer:
These
graceful athletes of the forest can be spotted dahing through the
shadows on sunlit afternoons. Deer are a good source of food, but be
aware that the antlers they sport can do significant damage.
Dog:
Though
related to the vicious wolf, the common dog poses far less of a
threat than his wild counterpart. As much at home in the field
hunting rabbits as at the dinner table of its master, the dog should
be respected, but not feared.
Dragon:
How
many myths have been built around this winged, fire breathing
holdover from Britannia's distant past? Event the strongest warrior
has been known to wilt under the intense magical flames and noxious
fumes that pour from the enraged beast's nostrils. Though mortal,
dragons are extremely difficult to kill. It is therefore, a wonder
that some bold souls have actually managed to steal eggs from a
dragon's nest to satisfy the culinary delights of wealthy town
dwellers!
Drake:
Smaller
than their cousins, the dragons, but no less ferocious in battle,
drakes are usually found in the company of their more formidable
relatives. In a battle against a dragon, one must be ever mindful of
the deadly drakes.
Gargoyles:
Frequently
confused with daemons, the gargoyles are a little understood race of
beings. Only fragments of information have made their way back from
expeditions to the underworld habitat of these creatures. We do know
that there are two classes of gargoyles - a dominant, winged variety
and smaller, wingless drones. The larger gargoyle is a daunting
opponent, possessing very high intelligence and impressive magical
powers. But the smaller drones are not to be ignored, for their
attack is deadly, despite their apparent lack of magical ability.
Scholars at the Lycaeum are feverishly analyzing information
regarding these perplexing creatures.
Gazer:
How
this monstrosity evolved is anybody's guess, for gazers are among the
most unusual creatures found in the realm. They are usually spotted
hovering above the ground in dungeons, searching for creatures they
can mesmerize with their multiple eyes. One experienced adventurer
claims that gazers emit a strange buzzing sound as they move about.
Remain alert when you suspect the presence of a gazer, as it is
constantly on the alert for prey.
Ghost:
Ghosts
are generally found in cemeteries and other places of the dead,
though their movements are all but unlimited. These ethereal spirits
pass easily through solid walls and other obstacles, making them
difficult to chase and difficult to elude. Though they do not posses
great strength, their mobility and ability to use magic make them a
force to be reckoned with.
Gremlin:
Unimpressive
in battle, gremlins usually roam in packs and will attempt to
overcome you through sheer force of numbers. Given the chance, these
persistent creatures will take whatever food you are carrying in your
pack, distributing it amongst themselves in a frenzy of feeding.
Headless:
The
product of a wizard's failed experiments, these wretched creatures
somehow manage to sense the location of their quarry and strike with
unnatural accuracy. Do not fall prey to pity, for a headless would
as soon strangle you with his bare hands as accept your mercy.
Horse:
Being
both strong and swift, these companions of the trail are invaluable
when time is of the essence and one's strength is at end. The
traveler should obtain a steed early in his adventuring.
Occasionally, you may spy a majestic wild stallion roaming the broad
plains, but catching and taming it is another thing.
Hydra:
The
putrid quagmire of the swamp is the spawning ground of this botanical
nightmare. Survivors of the Great Battle on the Bloody Plains tell
of driving the enemy into the adjacent swamplands where the
carnivorous hydras completed their mission of destruction. While
fearsome, hydras also bring good luck, of a sort - when one finds a
hydra, the valued nightshade mushroom can usually be found close by.
Insects:
These
pesky, flying nuisances can be quite bothersome if stirred up by the
careless explorer. A single buzzing swamp fly can be annoying; a
biting swarm can leave the traveler depleted and exhausted.
Mimic:
Disguised
as abandoned treasure chests, these masters of illusion wait
patiently for passing adventurers whose greed exceeds their wisdom.
If you take a moment to observe questionable chests from a safe
distance, the mimic may reveal its true nature by spitting venom in
your direction.
Mongbat:
Resembling
a monkey as much as a bat, these winged anomalies are swift and
powerful in their attacks. Though seldom encountered except in the
deepest dungeons, encountering one in the dim subterranean light can
unnerve even the stoutest among you.
Mouse:
This
timid rodent seldom ventures from its lair except under cover of
night, and then only in search of crumbs of food. Cheesemakers are
especially wary of the nocturnal activities of these otherwise benign
creatures.
Rabbit:
Though
quite shy and non-threatening, these long-eared creatures are the
bane of farmers, whose crops attract them in hordes.
Rat,
giant: These
voracious, overgrown rodents have evolved over the centuries in the
dank, inhospitable sewers that honeycomb the levels below some
castles. Having grown immune to most poisons, they are difficult to
exterminate. Even a single bite from one of these giants can cause
disease or plague.
Reaper:
A
remnant of an ancient enchanted forest swallowed up long ago in a
cataclysmic upheaval, the reaper at first appears as a solitary tree
trunk rooted in the dungeon rock. Closer examination reveals a grim
intelligence which lashes out with long, gnarled branches and magical
bolts of destruction. But, the resourceful adventurer can turn the
threat of the reaper into the evening's campfire. Ofttimes uncovering
hidden treasure in the process.
Rotworms:
Born
of the decaying detritus which carpets the swamplands, these
loathsome invertebrates are more nuisance than threat - a pass of
your torch across their path will usually keep them at bay.
Scorpion,
giant: Is
there anyone who has not flinched at the sight of an angered
scorpion, its stinger poised to inject its victim with deadly venom?
You are advised to keep moving when confronted by one of these
armoured nightmares, lest you perish where you stand.
Sea
Serpent: Like
its land-based cousin, the dragon, a sea serpent will attack the
seagoing traveler with magical fireballs and violent physical swipes
of its long tail. The wise sailor avoids this nasty beast.
Sheep:
Among
the most docile of the beasts of the field, flocks of these highly
beneficial creatures serve the common good by providing wool to the
garment - and rug - makers and fine mutton to the pubs.
Silver
Serpent: Since
the days of ancient Sosaria, the silver serpent has been a part of
our lives. Its form has been found etched on tomb walls, and ancient
monuments have been found which were crafted in its image. Yet, a
recent scouting brigade claims to have seen a dead silver serpent of
incredible size near a gargoyle encampment. The scouts observed for
a time and, upon their return, reported the gargoyles milked the
slain creature of its venom and even ingested the fluid thus derived
before entering battle. This ritual act seemed to give the gargoyles
a short term increase in aggression and strength, though causing
their death in the end. Whether the drinking of venom actually
increased the gargoyle's strength is currently the subject of some
debate at the Lycaeum.
Skeleton:
The
expressionless, hollowed eyes of the skeleton belie the malice that
animates the otherwise lifeless latticework of bone and sinew.
Conjured up by malcontented mages bent on mischief, these creatures -
the restless remains of fallen warriors - are both fearless and
tireless in battle.
Slime:
This
shimmering, amorphous mass seems more an oddity than a threat when
first encountered. Constantly dividing and recombining, it seeks to
surround the traveler who happens upon its swamp or dungeon lair.
Though susceptible to damage from ordinary weapons, the experienced
adventurer is always ready to use fire against the ooze's subtle
maneuvers.
Snake:
Emerging
from their rocky lairs at the first morning light, these reptiles
spend their days basking in the sun, warming their cold-blooded
bodies so they can strike swiftly at their unsuspecting prey. They
can even spit poisonous venom from several yards away with accuracy
that is both horrifying and deadly.
Spider,
giant: Though
they spin their lethal webs deep inside dark lairs, spiders of this
gargantuan variety often venture forth in search of prey. They are
capable of inflicting painful bites or spitting their toxic sputum
from great distance. But they are not invincible, and can be killed
with a few well-placed blows.
Squid,
giant: The
dreaded scourge of all mariners, this horror of the high seas is
legendary for its ability to destroy a large sailing vessel with its
dexterous tentacles and crushing beak. It being exceedingly strong
and durable, one should avoid confrontations with this nemesis of the
deep.
Tangle
Vine: Though
this plant resembles a common hedge of briars and thistles, wary
adventurers take care to avoid tangle vines. The sharp thorns that
adorn this creeping foliage radiate from a well-protected central
pod. As if swiftly growing limbs weren't threat enough, the flower
pod gives off a sleep-inducing fragrance whenever it is threatened.
Troll:
The
brutish troll takes perverted pleasure in hiding beneath bridges so
it can terrorize the unsuspecting traveler. Fortunately, trolls are
relatively weak and they can lack endurance, so they pose only a
moderate threat when encountered.
Wisp:
Often
mistaken for a harmless, forest firefly, the nocturnal wisp can both
mystify and antagonize the adventurer. Though only causing minor
harm in any single attack, its uncanny ability to dance about the
field of battle, striking at will, can lead to serious cumulative
injury.
Wolf:
Both
revered and feared, this canine lord stalks the high plains and
forest alike on its quest for survival. Never, ever, put this wary
beast in a threatening situation! Its bite is far worse than its
mournful howl.
The
Eight Circles of Magic
Mages
with little training and experience are limited in the spells they
can cast. As a spellcaster grows in stature, penetrating the
mysteries of the highest circles of magic, he gains the ability to
cast more powerful spells. Great power is not without cost, however.
When he casts a spell, the mage experiences a drain in magical power
equal to the level circle of that spell. Thus, a simple first level
spell drains one point while a fifth level spell, more difficult to
cast, drains five. The caster's magical power returns within a few
hours.
The
1st Circle
Create
Food
Incantation: In
Mani Ylem
Reagents: Garlic,
Ginseng, Mandrake Rot
Effect: A
fine bounty of food will be added to your pack
Detect
Magic
Incantation:
Wis Ort
Reagents:
Nightshade, Sulfurous Ash
Effect: Discerns
the magical nature of special objects and the specific magical charge
currently in an item
Detect
Trap
Incantation: Wis
Jux
Reagents: Nightshade,
Sulfurous Ash
Effect: Discovers
concealed traps in suspicious chests and doors
Dispel
Magic
Incantation:
An Jux Ort
eagents:
Garlic, Ginseng
Effect:
Removes a sorcerous enchantment or poison which causes
illness and bondage. Also awakens a person under the influence of a
sleep spell.
Douse
Incantation:
An Flam
Reagents:
Garlic, Black Pearl
Effect:
Extinguishes Flames
Harm
Incantation:
An Mani
Reagents:
Nightshade, Spider's Silk
Effect:
Inflicts moderate damage on your opponent
Heal
Incantation:
In Mani
Reagents:
Ginseng, Spider's Silk
Effect:
Applies healing energy to one who is injured
Help
Incantation:
Kal Lor
Reagents:
(none are required)
Effect:
When all is lost and death seems certain, this spell
quickens the user's demise and resurrects him and his party before
the Throne of Britannia
Ignite
Incantation:
In Flam
Reagents:
Sulfurous Ash, Black Pearl
Effect:
Ignites a lifeless torch, fireplace or brazier
Light
Incantation:
In Lor
Reagents:
Sulfurous Ash
Effect:
Illuminates a darkened area
The
2nd Circle
Infravision
Incantation:
Quas Lor
Reagents:
Nightshade, Sulfurous Ash
Effect:
Detects the presence of living, warm-blooded beings in the
dark
Magic
Arrow
Incantation:
Ort Jux
Reagents:
Sulfurous Ash, Black Pearl
Effect:
Fires a moderately damaging missile at you opponent
Poison
Incantation:
In Nox Por
Reagents:
Nightshade, Blood Moss, Black Pearl
Effect:
Poisons your opponent with toxic venom
Reappear
Incantation:
In Ylem
Reagents:
Spider's Silk, Blood Moss, Black Pearl
Effect:
Undoes the effect of the Vanish spell, making the vanished
object return to this world
Sleep
Incantation:
In Zu
Reagents:
Nightshade, Spider's Silk, Black Pearl
Effect:
Induces unconsciousness in the chosen victim
Telekinesis
Incantation:
Ort Por Ylem
Reagents:
Blood Moss, Mandrake Root, Black Pearl
Effect:
Moves objects near the user without physical contact
Trap
Incantation:
In Jux
Reagents:
Spider's Silk, Nightshade
Effect:
Places a concealed trap on a chest or door
Unlock
Magic
Incantation:
Ex Por
Reagents:
Sulfurous Ash, Blood Moss
Effect:
Unlocks magically locked chests and doors
Untrap
Incantation:
An Jux
Reagents:
Sulfurous Ash, Blood Moss
Effect:
Negates magical traps on chests and doors
Vanish
Incantation:
An Ylem
Reagents:
Garlic, Blood Moss, Black Pearl
Effect:
Makes simple objects disappear from this world
The
3rd Circle
Curse
Incantation:
An Sanct
Reagents:
Sulfurous Ash, Nightshade, Garlic
Effect:
Reduces the effectiveness of a foe's armour, prowess and
intelligence
Dispel
Field
Incantation:
An Grav
Reagents:
Black Pearl, Sulfurous Ash
Effect:
Neutralizes magic fields generated by field spells
Fireball
Incantation:
Por Flam
Reagents:
Sulfurous Ash, Black Pearl
Effect:
Hurls a mighty flaming missile at your opponent
Great
Light
Incantation:
Vas Lor
Reagents:
Sulfurous Ash, Mandrake Root
Effect:
Provides long lasting illumination
Magic
Lock
Incantation:
An Por
Reagents:
Sulfurous Ash, Blood Moss, Garlic
Effect:
Applies a magical lock to a chest or door
Mass
Awaken
Incantation:
An Vas Zu
Reagents:
Ginseng, Nightshade, Spider's Silk
Effect:
Awakens all nearby sleepers with an explosion
Mass
Sleep
Incantation:
Vas Zu
Reagents:
Ginseng, Nightshade, Spider's Silk
Effect:
Induces sleep in all beings in the area targeted by the
caster
Peer
Incantation:
Vas Wis Ylem
Reagents:
Nightshade, Spider's Silk
Effect:
Reveals the world and the caster's place in it as though
peering through an eagle's eye
Protection
Incantation:
In Sanct
Reagents:
Sulfurous ash, Ginseng, Garlic
Effect:
Increases the effectiveness or armour as well as the
target's prowess and intelligence
Repel
Undead
Incantation:
An Xen Corp
Reagents:
Garlic, Sulfurous Ash
Effect:
Causes all undead in the caster's field of vision to flee
The
4th Circle
Animate
Incantation:
Ort Ylem
Reagents:
Sulfurous Ash, Mandrake Root, Blood Moss
Effect:
Causes inanimate objects to come to life and wander about,
though not under the caster's control
Conjure
Incantation:
Kal Xen
Reagents:
Spider's Silk, Mandrake Root
Effect:
Summons a wild beast to your side to aid in combat
Disable
Incantation:
An Vas Mani
Reagents:
Nightshade, Spider's Silk, Mandrake Root
Effect:
Inflicts a grievous wound, nearly killing the target
Fire
Field
Incantation:
In Flam Grav
Reagents:
Black Pearl, Sulfurous Ash, Spider's Silk
Effect:
Creates a searing wall of fire
Great
Heal
Incantation:
Vas Mani
Reagents:
Ginseng, Spider's Silk, Mandrake Root
Effect:
Restores one's health
Locate
Incantation:
In Wis
Reagents:
Nightshade
Effect:
Reveals the caster's location like a magical sextant
Mass
Dispel
Incantation:
Vas An Jux Ort
Reagents:
Garlic, Ginseng
Effect:
Dispels all magic in the area targeted by the caster
Poison
Field
Incantation:
In Nox Grav
Reagents:
Nightshade, Spider's Silk, Black Pearl
Effect:
Creates a wall of noxious gases
Sleep
Field
Incantation:
In Zu Grav
Reagents:
Ginseng, Spider's Silk, Black Pearl
Effect:
Creates a wall of sleep-inducing energy
Wind
Change
Incantation:
Rel Hur
Reagents:
Sulfurous Ash, Blood Moss
Effect:
Allows caster to alter the prevailing direction of the
wind
The
5th Circle
Energy
Field
Incantation:
In Sanct Grav
Reagents:
Mandrake Root, Spider's Silk, Black Pearl
Effect:
Creates an impassable wall of energy
Explosion
Incantation:
Vas Por Flam
Reagents:
Mandrake Root, Sulfurous Ash, Black Pearl, Blood Moss
Effect:
Creates a powerful explosion, injuring those caught in its
blast
Insect
Swarm
Incantation:
Kal Bet Xen
Reagents:
Blood Moss, Spider's Silk, Sulfurous Ash
Effect:
Conjures up a swarm of insects to aid you in combat
Invisibility
Incantation:
Sanct Lor
Reagents:
Nightshade, Blood Moss
Effect:
Causes beings to become unseen
Lightning
Incantation:
Ort Grav
Reagents:
Black Pearl, Mandrake Root, Sulfurous Ash
Effect:
Hurls a powerful bolt of lightning at your opponent
Paralyze
Incantation:
An Xen Por
Reagents:
Spider's Silk, Sulfurous Ash, Nightshade, Black Pearl
Effect:
Momentarily paralyzes your opponent, thus disabling him
Pickpocket
Incantation:
Por Ylem
Reagents:
Blood Moss, Spider's Silk, Nightshade
Effect:
Lets the caster take one of the target's belongings
Reveal
Incantation:
An Sanct Lor
Reagents:
Spider's Silk, Nightshade, Mandrake Root
Effect:
Makes invisible beings in the area become visible again
Seance
Incantation:
Kal Mani Corp
Reagents:
Blood Moss, Mandrake Root, Nightshade, Spider's Silk,
Sulfurous Ash
Effect:
Lets the caster speak with the dead as though they still
lived
X-Ray
Incantation:
Wis Ylem
Reagents:
Mandrake Root, Sulfurous Ash
Effect:
Allows the caster to see places otherwise obscured by
walls and obstacles
The
6th Circle
Charm
Incantation:
An Xen Ex
Reagents:
Black Pearl, Nightshade, Spider's Silk
Effect:
Changes the alignment of the target to match that of the
caster
Clone
Incantation:
In Quas Xen
Reagents:
Sulfurous Ash, Spider's Silk, Blood Moss, Ginseng, Nightshade,
Mandrake Root
Effect:
Creates an identical, though not directly controllable,
replica of any being
Confuse
Incantation:
Vas Quas
Reagents:
Mandrake Root, Nightshade
Effect:
Sends opposing foes into disarray
Flame
Wind
Incantation:
Flam Hur
Reagents:
Sulfurous Ash, Blood Moss, Mandrake Root
Effect:
Sends a gale of flaming wind in the direction of your foes
Hail
Storm
Incantation:
Kal Des Ylem
Reagents:
Blood Moss, Black Pearl, Mandrake Root
Effect:
Brings down a storm of hailstones upon the caster's enemy
and the surrounding area
Mass
Protect
Incantation:
Vas In Sanct
Reagents:
Sulfurous Ash, Ginseng, Garlic, Mandrake Root
Effect:
Increases the effectiveness of armour, as well as the
prowess and intelligence of nearby beings
Negate
Magic
Incantation:
An Ort
Reagents:
Garlic, Mandrake Root, Sulfurous Ash
Effect:
Temporarily prevents the casting of spells and magic
Poison
Wind
Incantation:
Nox Hur
Reagents:
Nightshade, Sulfurous Ash, Blood Moss
Effect:
Sends a gale of noxious wind in the direction of your foes
Replicate
Incantation:
In Quas Ylem
Reagents:
Sulfurous Ash, Spider's Silk, Blood Moss, Ginseng, Nightshade
Effect:
Produces a duplicate version of simple objects
Web
Incantation:
In Des Por
Reagents:
Spider's Silk
Effect:
Lays a fine sticky web upon the ground to hinder a foe's
progress
The
7th Circle
Chain
Bolt
Incantation:
Vas Ort Grav
Reagents:
Black Pearl, Mandrake Root, Sulfurous Ash, Blood Moss
Effect:
Causes a lively bolt of damaging energy to leap from one
living being to another
Enchant
Incantation:
In Ort Ylem
Reagents:
Spider's Silk, Mandrake Root, Sulfurous Ash
Effect:
Empowers special items with magical energy
Energy
Wind
Incantation:
Grav Hur
Reagents:
Mandrake Root, Nightshade, Sulfurous Ash, Blood Moss
Effect:
Sends a gale of wind in the direction of the foes
Fear
Incantation:
Quas Corp
Reagents:
Nightshade, Mandrake Root, Garlic
Effect:
Causes all evil foes in the area to flee in terror
Gate
Travel
Incantation:
Vas Rel Por
Reagents:
Sulfurous Ash, Black Pearl, Mandrake Root
Effect:
Telports the caster's party to a moonstone location
determined by the moonphase
Kill
Incantation:
In Corp
Reagents:
Black Pearl, Nightshade, Sulfurous Ash
Effect:
Sends a lethal bolt of energy towards an opponent
Mass
Curse
Incantation:
Vas An Sanct
Reagents:
Sulfurous Ash, Nightshade, Garlic, Mandrake Root
Effect:
Reduces the effectiveness or armour, as well as the
prowess and intelligence of all nearby beings, friend and foe alike
Mass
Invisibility
Incantation:
Vas Sanct Lor
Reagents:
Mandrake Root, Nightshade, Blood Moss, Black Pearl
Effect:
Causes all nearby beings to become unseen, though still
present
Wing
Strike
Incantation:
Kal Ort Xen
Reagents:
Blood Moss, Spider's Silk, Mandrake Root, Sulfurous Ash
Effect:
Sends a powerful dragon's wings against your opponent
Wizard
Eye
Incantation:
Por Ort Wis
Reagents:
Blood Moss, Nightshade, Mandrake Root, Sulfurous Ash, Black
Pearl, Spider's Silk
Effect:
Allows the caster to see otherwise obscured places up to
20 paces away
The
8th Circle
Death
Wind
Incantation:
Corp Hur
Reagents:
Mandrake Root, Nightshade, Sulfurous Ash, Blood Moss
Effect:
Sends a gale of lethal wind in the direction of foes
Eclipse
Incantation:
Vas An Lor
Reagents:
Mandrake Root, Sulfurous Ash, Nightshade, Garlic, Blood Moss
Effect:
Causes the moons to block the sun's rays for a brief time
Mass
Charm
Incantation:
Vas An Xen Ex
Reagents:
Black Pearl, Nightshade, Spider's Silk, Mandrake Root
Effect:
Changes the alignment of nearby foes to match that of the
caster
Mass
Kill
Incantation: Vas
Corp
Reagents:
Black Pearl, Nightshade, Mandrake Root, Sulfurous Ash
Effect:
Sends lethal bolts of energy toward all nearby beings
Resurrect
Incantation:
In Mani Corp
Reagents:
Garlic, Ginseng, Spider's Silk, Sulfurous Ash, Blood Moss,
Mandrake Root
Effect:
Restores life to a being who was dead
Slime
Incantation:
Vas Rel Xen
Reagents:
Blood Moss, Nightshade, Mandrake Root
Effect:
All evil creatures are changed to slime
Summon
Incantation:
Kal Xen Corp
Reagents:
Mandrake's Root, Garlic, Blood Moss, Spider's Silk
Effect:
Calls forth a daemon from the underworld who may assist
you in combat
Time
Stop
Incantation:
An Tym
Reagents:
Mandrake Root, Garlic, Blood Moss
Effect:
Temporarily suspends the flow of time while the caster
continues his journeys
Tremor
Incantation:
Vas Por Ylem
Reagents:
Blood Moss, Sulfurous Ash, Mandrake Root
Effect:
Causes the ground to shake, injuring all beings in the
affected area
How
do I get the runestones in the mouseholes?
Use
a mouse. In Lord British's Castle, you'll find a talking mouse,
Sherry. Offer her some cheese and she'll join your party. Protect
her, for if she dies, the healers cannot resurrect her. Use her to go
through the mouseholes to find the rune.
How
do I free the shrines?
You
must have the appropriate rune for each shrine. The hard way: go to
each shrine, fight off the Gargoyles, and use the rune on the glowing
purple force field. This will dispel the field so you can grab the
shrine. The easy way: use the Orb of the Moons to teleport to the
shrine. Use the rune on the shrine, grab the moonstone, and teleport
away. The gargoyles will then leave the shrine, and you can come back
later when it's safe.
How
do I go up in levels?
You
must know the appropriate mantra for each shrine. Go to a shrine and
talk to it. Tell it the mantra when it asks, and your level will go
up, if you have enough experience. The stats that go up are based on
the shrine you've meditated at, like so:
|
Compassion
|
+3
Dexterity
|
|
Honesty
|
+3
Intelligence
|
|
Valor
|
+3
Strength
|
|
Justice
|
+1
Intelligence, +1 Dexterity
|
|
Honor
|
+1
Intelligence, +1 Strength
|
|
Sacrifice
|
+1
Dexterity, +1 Strength
|
|
Spirituality
|
+1
Dexterity, +1 Strength, +1 Intelligence
|
|
Humility
|
Does
not raise statistics
|
How
do I get the Thieves Guild belt from Phoenix?
Buy
the Pickpocket spell from Rudyom in Cove and cast it on her.
Where
are the map pieces?
Search
the shipwreck at 71S, 15E.
Give
food to the pirate Ybarra on the fourth level of dungeon Shame.
There
is a piece in dungeon Covetous/Wrong on the third level.
There
is a piece on the fourth level of the Ant Mound in the Dry Lands.
The
mayor of Trinsic, Lord Whitsaber, has a piece. Sandy, the cook in
Trinsic, knows Whitsaber's true name and will tell you it if you go
to Destard and get a dragon's egg from the fourth level. Tell
Whitsaber his true name and promise to keep his secret and he'll
give you his piece.
The
mad pirate Bonn on Dagger Isle has a piece under the harpsichord in
his basement.
Nathaniel
Moorehead's widow, who lives just northwest of Empath Abby will tell
you about the Gypsies who took her piece. Find Arturos the Gypsy,
usually camped out near Trinsic, and offer to buy the piece for
fifty gold.
Morchella,
who lives east of Serpent's Hold, will give you her piece if you
give her a shield from the Order of the Silver Serpent. Talk to
Koranada in the Hold Proper to find out how to join and get a shield
made.
Talk
to Homer for the ninth piece after you have obtained the other
eight.
Why
won't the Shrine of Singularity let me pass?
You
must first meditate at each of the eight human shrines.
How
do I fix the Lenses?
Get
the cracked Gargoyle lens from the Hall of Knowledge. Take it to the
Gargish lens maker and ask him to repair it. Once it's fixed, take it
to Ephemerides, who lives outside the Lycaeum. Say "lens",
then "human". Give him a glass sword, and he'll make the
human lens.
Why
won't the Shrine of the Codex let me pass?
You
must first meditate at the Shrine of Singularity. This triggers your
Sacred Quest.
I
buried a moonstone to create a moongate. How do I get it back?
Dig
it up when the moons are both in the phase represented by the stone.
Ultima VI Reference Guide
by
Lord British
The
Main Menu
When
you run Ultima VI, an introductory sequence will begin. Read all text
messages that appear and press any key or click in the message box to
move on to the next message or screen. (Press <escape>
if you want to bypass this sequence altogether.)
When
this is over, the main menu will appear, listing five options -
Introduction, Create a Character, Transfer a Character,
Acknowledgments, and Journey Onward. To select one of these options,
click on it with the mouse. From the keyboard, use the arrow keys or
numeric keypad to highlight the one you want then press return, or
type the first letter of the option’s name.
The
first time you play, you will want to go directly to Create a
Character. Here, you can type in your character’s name and
select his or her Sex and Portrait. Go on to the next portion of the
character creation system by clicking on the Continue box (or by
typing “C”). This will take you to a series of questions. Answer
by selecting the A or B response to each question. The way in which
you answer determines the kind of character you get.
When
your character is complete, you will automatically be taken to the
Introduction. This will tell you what the game is about. If
you want to watch this again later, select Introduction from the
menu.
If
you’ve played Ultima IV or Ultima V, you may want to bring your
character from on of those games over to Ultima VI. Transfer
a Character allows you to do that. Select this option and follow
the directions on the screen, then click on the Transfer button and
you’re ready to use your old character in you new game.
Acknowledgments
tells you who did what in the creation of Ultima VI.
Journey
Onward takes you directly into the Ultima VI game. Select
this option when you’re ready to play.
Screen
Layout
The
game screen is divided into four regions - the map, the display, the
status display, the message scroll, and the command icons.
The
Map
The
largest region, in the upper left, is the map. This shows the world
you are moving through, with the view centered on you (or another
member of your party if it’s their turn).
With
a mouse, move your characters around by positioning the pointer over
the map until it becomes an arrow pointing in the direction you wish
to move. Then click the left button. Some actions ask you for a
target location. (You may have to say where you want to drop an item,
for example). To select a location, click on it with the left mouse
button.
If
you want to use the keyboard, move by pressing one of the arrow keys,
or one of the eight keys around the 5 on the numeric keypad. These
keys are also used to select target locations - move the crosshairs
on the screen to the desired location and press <enter>
to initiate the action.
You
can also pass your turn and do nothing by positioning the mouse
pointer over your character and clicking the left mouse button or by
pressing the space bar.
The
Status Display
In
the upper right-hand corner of the screen is the status display. At
the top of the display, the current position of Britannia’s sun and
the positions and phases of the two moons in the sky are shown.
Beneath
this is a roster of all the members of your party, along with each
character’s figure and current hit points. A character whose hit
points are printed in red is hurt badly; one whose hit points are
green is poisoned.
When
a party has more than five characters, arrows appear at the top and
bottom of this part of the screen. Click on these arrows to scroll up
and down through the list of party members. The + and - keys can also
be used.
If
you click on a character’s name, or press a function key (F1-F8),
you will be shown their portrait and statistics. The higher a stat,
the better. Strength determines how much a character can
carry, and how effectively they can strike with bludgeoning weapons.
Dexterity determines how quick they are (faster characters get
to move and/or attack more often), and how effective they are with
non-bludgeoning weapons as well as crossbows, bows, and other missile
weapons. Intelligence determines the character’s bargaining
ability and effectiveness as a spellcaster.
The
next two stats show pairs of numbers - the current number of points
the character has, and the maximum possible. Magic Points
determine how many spells can be cast. For instance, a spell of the
fourth circle uses four magic points. Health determines how
much damage the character can take before being killed. Each hour,
you recover a number of magic points equal to your current level.
Health can only be regained by rest or healing.
The
next statistic in the list is Level, which indicates how
powerful a character has become through experience gained in past
adventures. The last stat, Experience, determines when a
player is ready to progress to the next level by meditating at a
shrine.
To
view a characters Inventory, click on one of the figures to
the left of the roster. On the left side of the inventory display is
a figure showing all equipment that is readied for immediate use -
either held in the character’s hands, or being worn. If you are
holding something that requires both hands, such as a crossbow, you
will not be allowed to put anything in the other hand. Below this
figure is the current weight of all Equipped (E:)
items, and the maximum weight the character can have readied,
measured in stones (s).
On
the right side of the inventory dispay are all other items carried by
the character. The total weight of his inventory (I:) is listed here,
along with the maximum weight the character can carry. To ready or
unready an item, just click on it with the left mouse button. To look
inside a container in your inventory, such as a bag or a chest, just
click on it. Click on it again to return to the main inventory
display.
At
the lower right, the character’s current combat mode is displayed
(see “Begin/Break Off Combat,” below).
Athe
the lower left of the status display are five buttons. From left to
right, their functions are: show previous character, return to party
display, switch between portrait and inventory displays, show next
character, and change combat mode.
To
use the inventory display from the keyboard, press the <tab>
key to move the crosshairs to the status display. You can then move
to any item or button with the arrow or numeric keypad keys, and
press <enter>
to select it. Pressing the <tab>
key again will return the crosshairs to the map.
The function keys F1 through F8 will switch the
display to show the different members of your party. (If you don’t
know the position of a character in your roster, the + and - keys
allow you to show the next and previous characters.) F10 will return
to the main party display. The asterisk (*) key will toggle between a
character’s portrait and inventory displays.
The
Message Scroll
At
the lower right of the screen is the message scroll. All text
describing things you see and hear, as well as the results of your
actions, is displayed here. When a message is too long to fit on the
scroll, a flashing, donwward-pointing arrow appears at the bottom of
the scroll. Press the space bar or click in the message scroll to
view the rest of the message.
The
Command Icons
Underneath
the map are then command buttons. The main commands in Ultima
VI can be selected either with the mouse or
keyboard. To use a command from the keyboard, simply press the first
letter of its name. With the mouse, move the pointer to the command
button you want to use and click the left mouse button. Then select
the object or person you want to use the command on.
For
frequently used commands, such as Get, Look, Attack or Move, you can
set up a default command for use with the right
mouse button. Click the right button on a command, and a blue ling
will appear under it. Form then on, clicking the right button on any
shape on the map or in your inventory display will execute that
command on that object. You can change the default command at any
time. For all functions other than executing the default command, the
left mouse button should be used. The ten main commands follow.
ATTACK
(A) is used to fight monsters, animals, or
peoplee, or to attempt to destroy objects. After choosing the Attack
command, choose a trget on the map that is in range of the weapon you
have readied.
CAST
(C) allows you to cast magic spells. You
must have a spellbook readied, and have enough magic points and
reagents available to cast the desired spell. When a character tries
to Cast a spell, the spellbook will be shown in the status display,
listing the names of all the spells they have learned. Each name is
followed by the number of times that spell can be cast with the
reagents in inventory. To page through the spells, click on the blue
arrow buttons below the list or use the left and right arrow keys on
the keyboard.
You
can cast a spell by clicking on its name, or by selectin it with the
up and down arrows and pressing <enter>.
Typing the first letter of each syllable of the spell also works. For
instance, to cast the Repel Undead spell - An Xen Corp - you could
type AXC and press <enter>.
Some spells require you to specify whom or what you are casting them
on. Simply select a target on the map or in your inventory.
There
is on special spell, the Help spell, which requires no reagents. This
will return you instantly to Lord British’s Castle. It should only
be used in the most desperate of situations, however, as it will
usually cost your party many experience points.
TALK
(T) lets you converse with the people you
encounter in the game. Yo can also speak with some shrines and
statues, and with the other members of your party. You must select
the character on the map you wish to speak with. Their portrait will
appear in the status display while they are speaking.
You
talk by typing single words on the keyboard and pressing <enter>.
All words may be abbreviated to the first four letters (e.g.,
“elephant” may be abbreviated to “elep”).
Most
people will respond to the words “name,” “job,” and “bye.”
(The “bye” command ends a conversation. You can accomplish the
same thing by pressing <enter>
without typing anything.) Some people will also respond the the words
“join” and “leave,” allowing you to add members to your party
(up to a maximum of eight) or remove them.
During
the course of conversation, people give you an idea of what they’re
interested in talking about. If you have the help function on, as it
is when you start the game, the subjects they want to talk about will
appear in a different color on the screen; if help is off, you’ll
have to figure out the key words in their conversations. You can turn
help on or off by pressing control-H. However, be aware that some
people will respond to other subjects, if you ask them.
LOOK
(L) allows you to identify anyone or
anything in the location you select, on the map or in your inventory.
This command can be used to read books, signs, and gravestones, or to
examine paintings. It will also give information on the effectiveness
of weapons and armor. When you use the Look command on an object you
are adjacent to, you will search it. This will reveal the contents of
chests, bags, crates, barrels, etc. It will also let you find hidden
items or secret doors.
GET
(G) lets you pick up an object on the map.
You must be standing next to it. If it isn’t too heavy, it will be
put into your inventory.
DROP
(D) can be used to lighten your load by
getting rid of items you no longer need. First select the item in
your inventory, then choose a spot on the map to place it.
MOVE
(M) is used to push an item or to move it
between characters in the party.
If
you select an item on the map, you can sometimes push it to an
adjacent square to get it out of your way. If it’s something alive,
though, it may not always let you! Moving an item into a square with
a chest, barrel, or crate will place the item inside it.
This
command can also be used to move things in and ou of containers or
from one character to another. To move an item to another character,
click on them on the map. When you buy a new spell, you must move it
into your spellbook before you can cast it.
USE
(U) operates any
object that has some function. Among other things, it will let you
open and close doors and chests, enter or exit ships, climb ladders,
milk cows, mount horses, light or extinguish fires, look into
telescopes or crystal balls, ring bells, eat or drink food and
beverages, or play musical instruments. When using a musical
instrument, you play it with the numbers 0 through 9, and press
<enter> when
finished.
REST
(R) lets your party set up a camp and
recover health and magic points. You will be asked how many hours you
wish to rest, from 1 to 9, and who will stand guard. Select a
character on the map display, or press <escape>
to have no guard. A character will not regain hit points if they are
out of food, or if they stand guard. If you are ambushed while
resting, however, your party will not be awakened unless you have
someone on guard! You can only rest on land. At sea, this command
repairs your frigate. Multiple “Rests” may be required to repair
a ship completely
BEGIN/BREAK
OFF COMBAT (B) switches back and forth
between party mode and combat mode. In party mode, the members of
your party automatically follow you around. In combat, each character
will behave according to the combat mode you have selected for them
on their inventory display. Characters in Front, Rear, or Flank modes
will position themselves in a formation centered around you.
Characters in Assault mode will attack the nearest enemy, while those
in Retreat mode will avoid combat. Characters in Beserk mode will
charge and attack the strongest foe. Lastly, if you select Command
mode for a character, you can control their actions each turn, just
as you do for your own character. You can change a character’s
combat mode at any time, even in the middle of a battle.
Keyboard
Commands
Control - S Saves
the game. You will be asked if you really want to save the game. Type
“Y” (Yes) to save or “N” (No) to cancel the command and keep
playing.
Control - R Restores
the game to the last saved position. As in the case of the Save
command, you will be asked to reply “Y” or “N.”
Control -Q Quits
the game and exits to DOS. Make sure you have saved the game first if
you want to return to the game position later!
Control - H Toggles
help mode on/off.
Control - Z Toggles
sound and music onn/off.
1 through 8 Place
a member of the party in solo mode. In this mode, you can move that
character around and perform whatever actions you wish, while the
rest of the party remains motionless. Note that you can’t talk to
people or use ladders, dungeon entrances, or moongates in solo mode -
you must be in party mode.
0 (Zero) Exits
solo mode and returns to party mode.
Escape Aborts
most functions.
Spell List
All
known spells of the Eight Circles of Magic are listed below. The
first column gives each spell’s English language name/effect. The
second column lists the magical syllables that form the spell’s
incantation. (Rememer, you can cast a spell by typing the first
letter of each syllable.) The last column tells you which reagents
are necessary to cast the spell. These are abbreviated as follows:
As Sulfurous
Ash Mo Blood Moss
Ga Garlic Ni Nightshade
Gi Ginseng Pe Black
Pearl
Ma Mandrake
Root Si Spider’s
Silk
|
The 1st
Circle
|
|
|
|
Create Food
|
In Mani Ylem
|
Ga, Gi, Ma
|
|
Detect Magic
|
Wis Ort
|
Ni, As
|
|
Detect Trap
|
Wis Jux
|
Ni, As
|
|
Dispel Magic
|
An Jux Ort
|
Ga, Gi
|
|
Douse
|
An Flam
|
Ga, Pe
|
|
Harm
|
An Mani
|
Ni, Si
|
|
Heal
|
In Mani
|
Gi, Si
|
|
Help
|
Kal Lor
|
<None>
|
|
Ignite
|
In Flam
|
As, Pe
|
|
Light
|
In Lor
|
As
|
|
|
|
|
|
The 2nd
Circle
|
|
|
|
Infravision
|
Quas Lor
|
Ni, As
|
|
Magic Arrow
|
Ort Jux
|
As, Pe
|
|
Poison
|
In Nox Por
|
Ni, Mo, Pe
|
|
Reappear
|
In Ylem
|
Si, Mo, Pe
|
|
Sleep
|
In Zu
|
Ni, Si, Pe
|
|
Telekinesis
|
Ort Por Ylem
|
Mo, Ma, Pe
|
|
Trap
|
In Jux
|
Si, Ni
|
|
Unlock Magic
|
Ex Por
|
As, Mo
|
|
Untrap
|
An Jux
|
As, Mo
|
|
Vanish
|
An Ylem
|
Ga, Mo, Pe
|
|
|
|
|
|
The 3rd
Circle
|
|
|
|
Curse
|
An Sanct
|
As, Ni, Ga
|
|
Dispel Field
|
An Grav
|
Pe, As
|
|
Fireball
|
Por Flam
|
As, Pe
|
|
Great Light
|
Vas Lor
|
As, Ma
|
|
Magic Lock
|
An Por
|
As, Mo, Ga
|
|
Mass Awaken
|
An Vas Zu
|
Gi, Ga
|
|
Mass Sleep
|
Vas Zu
|
Gi, Ni, Si
|
|
Peer
|
Vas Wis Ylem
|
Ni, Ma
|
|
Protection
|
In Sanct
|
As, Gi, Ga
|
|
Repel Undead
|
An Xen Corp
|
Ga, As
|
|
|
|
|
|
The 4th
Circle
|
|
|
|
Animate
|
Ort Ylem
|
As, Ma, Mo
|
|
Conjure
|
Kal Xen
|
Si, Ma
|
|
Disable
|
An Vas Mani
|
Ni, Si, Ma
|
|
Fire Field
|
In Flam Grav
|
Pe, As, Si
|
|
Great Heal
|
Vas Mani
|
Gi, Si, Ma
|
|
Locate
|
In Wis
|
Ni
|
|
Mass Dispel
|
Vas An Jux Art
|
Gas, Gi, Ni
|
|
Poison Field
|
In Nox Grav
|
Ni, Si, Pe
|
|
Sleep Field
|
In Zu Grav
|
Gi, Si, Pe
|
|
Wind Change
|
Rel Hu
|
As, Mo
|
|
|
|
|
|
The 5th
Circle
|
|
|
|
Energy Field
|
In Sanct Grav
|
Ma, Si, Pe
|
|
Explosion
|
Vas Por Flam
|
Ma, As, Pe, Mo
|
|
Insect Swarm
|
Kal Bet Xen
|
Mo, Si, As
|
|
Invisibility
|
Sanct Lor
|
Ni, Mo
|
|
Lightning
|
Ort Grav
|
Pe, Ma, As
|
|
Paralyze
|
An Xen Por
|
Si, As, Ni, Pe
|
|
Pickpocket
|
Por Ylem
|
Mo, Si, Ni
|
|
Reveal
|
An Sanct Lor
|
Si, Ni, Ma
|
|
Seance
|
Kal Mani Corp
|
Mo, Ma, Ni, SI, As
|
|
X-ray
|
Wis Ylem
|
Ma, As
|
|
|
|
|
|
The 6th
Circle
|
|
|
|
Charm
|
An Xen Ex
|
Pe, Ni, Si
|
|
Clone
|
In Quas Xen
|
As, Si, Mo, Gi, Ni, Ma
|
|
Confuse
|
Vas Quas
|
Ma, Ni
|
|
Flame Wind
|
Flam Hur
|
As, Mo, Ma
|
|
Hail Storm
|
Kal Des Ylem
|
Mo, Pe, Ma
|
|
Mass Protect
|
Vas In Sanct
|
As, Gi, Ga, Ma
|
|
Negate Magic
|
An Ort
|
Ga, Ma, As
|
|
Poison Wind
|
Nox Hur
|
Ni, As, Mo
|
|
Replicate
|
In Quas Ylem
|
As, Si, Mo, Gi, Ni
|
|
Web
|
In Des Por
|
Si
|
|
|
|
|
|
The 7th
Circle
|
|
|
|
Chain Bolt
|
Vas Ort Grav
|
Pe, Ma, As, Mo
|
|
Enchant
|
In Ort Ylem
|
Si, Ma, As
|
|
Energy Wind
|
Grav Hur
|
Ma, Ni, As, Mo
|
|
Fear
|
Quas Corp
|
Ni, Ma, Ga
|
|
Gate Travel
|
Val Rel Por
|
As, Pe, Ma
|
|
Kill
|
In Corp
|
Pe, Ni, As
|
|
Mass Curse
|
Vas An Sanct
|
As, Ni, Ga, Ma
|
|
Mass Invisibility
|
Vas Sanct Lor
|
Ma, Ni, Mo, Pe
|
|
Wing Strike
|
Kal Ort Xen
|
Mo, Si, Ma, As
|
|
Wizard Eye
|
Por Ort Wis
|
Mo, Ni, Ma, As, Pe, Si
|
|
|
|
|
|
The 8th
Circle
|
|
|
|
Death Wind
|
Corp Hur
|
Ma, Ni, As, Mo
|
|
Eclipse
|
Vas An Lor
|
Ma, As, Ni, Ga, Mo
|
|
Mass Charm
|
Vas An Xen Ex
|
Pe, Ne, Si, Ma
|
|
Mass Kill
|
Vas Corp
|
Pe, Ni, Ma, As
|
|
Resurrect
|
In Mani Corp
|
Ga, Gi, Si, As, Mo, Ma
|
|
Slime
|
Vas Rel Xen
|
Mo, Ni, Ma
|
|
Summon
|
Kal Xen Corp
|
Ma, Ga, Mo, Si
|
|
Time Stop
|
An Tym
|
Ma, Ga, Mo
|
|
Tremor
|
Vas Por Ylem
|
Mo, As, Ma
|