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Do you want to Save the game and continue, or Restore your last saved game? S Saving... R Restoring... 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XX%$+)" bXX+!XEK3`f'&?G6   XX45@(I$\NNH޷.$޷ZN   7g?( (((08@8@    ((  savegame\objblkaasavegame\objblkaa.tmpsavegame\objblkaa.bak    @ Z?M78ABCDEFGHQSOY[\ Slime divides! critical! heavilylightlybarely wounded. `%s grazed. `%s killed! with ship cannons-with bare hands-with %s-Out of arrows! Out of bolts! pass. nothing! Attack with %s-Attackwhat? Party mode `%s fails to respond. Solo mode Exit Game (Y)es,(N)o or (R)eboot?Rest! Save game? Pass! Shamino says, "I hear something to the %s!" Thy sword hath shattered! `%s interferes! %s: %>ARGH! regurgitated! `%s dragged under! `%s poisoned! A slug dissolves %s's %s! `%s has been robbed! A torch burned out. Tangle vine killed! Wisp teleports! Begin combat! Break off combat! Out of range! "Thou art under arrest!" "Wilt thou come quietly?" :Yes The guard strikes thee unconscious! Thou dost awaken to... No "Then defend thyself, rogue!" The %s stole some gold! Not while aboard ship! An unending darkness engulfs thee... A voice in the darkness intones, "KAL LOR!" "Thou art not upon a Sacred Quest! Passage denied!" Thou canst not move without wind! That spell is not in thy spellbook! `%s broken! A %s has vanished! Not in solo mode! Not in combat mode! `%s yells for help! Shamino says, "This is the `%s is stuck in a web! You must be in party mode to enter. Not everyone is here. %2d-%02d-%04d Wind:%2s Sound on Sound off Please insert the %s disk in any drive.Version 1.03 ռ !#$%&'*/08TVUYbcdpqrstuy}~XABCDEFGHLPTX\`dhlpttttttvz~tttttttttttttttttt tttttt $(,048<tttttt@DHLPTX\`dtttttthnrv|tttttt $0>DJPV^ttttttdp|tttttt tttttt,4<DP\dp~tttttttttttt      , : H T ^tttttt b n v       tttttt     !! !!!"tttttt!*!8!D!P!\!h!p!xEFABGCDHa`$P ,`RQT`  ᡊ# 9)!!!!!!!!!!!!!!!!!!!"""""".":/2589=HIJKLMNOQRSUVWZ[\]_n&hijklmno}~  ,-./<=>?"j>< d yyЎX)*+,""""""##&"D3l'KG?fs-`-Vl&6C   " $& @ $*4:DHPXbpz  ,,BRbcdABRRRbcccdtAABRRbccdttAAABRbcdtttABbdt@0 &000 '&00 ''&0 '''& '&oSkSsSrS T| S{ S Sz S~SSySxSSSS}!S!S!S!Sp%Sj U # (/&S!%$)*9P12[6OP!"#$%&'()*+,-./120 S6mdeghiqr[NOP   Z #&+qr_` bc9S>S\{stuvwxu`z+b  aM_?1 tI)WgN]h9N,Z@>*s(=;LM ,$4Dp,d<`jpx~1N  0.-+(&# 20.,)&#  420.+'$  5420-)%  87530,&  ::9740)  ==<;:70  @ CCDEFIP`pwz{|}}}FFGILPW`iptwyzz{HIKMPTZ`flpsuwxyKLNPSW[`eimprtuwMNPRUY\`dgknprsuNPRTWZ]`cfilnprsPRSUXZ]`cfhkmnpqQSUWY[]`cegikmop#$%0675|}~@  uzqF=    portrait.aconverse.a     )$.4>DNT@% c[                      @ `@  ` @ `@ `@ `@ `@ ! !"`##$@$%& &'`(()@)*+ +,`--.@./0 01`223@345 56`778@89: :;`<<=@=>? ?@`AAB@BCD DE`FFG@GHI IJ`KKL@LMN NO`PPQ@QRS ST`UUV@VWX XY`ZZ[@[\] ]^`__`@`ab bc`dde@efg gh`iij@jkl lm`nno@opq qr`sst@tuv vw`xxy@yz{ {|`?=#^"Out of Memory... $$Header: e:/u6/src CSmain.c,v 1.2 1991/12/13 09:15:30 JJS Exp $E "M BPf =` 1!2"34$5%6^7&8*9(0)-_=+ qQwWeErRtTyYuUiI oOpP[{]} aAsSdDfFgGhHjJ kK lL ;:'@#~zZxXcCvVbBnNmM ,<.>/? ;;;<<<===>>>???@@@AAABBBCCCDDDGGHHH -KKK MMMPPP RRSSe\|()/* m ( H  ( H   (  X:\Xߨ5(  4XN:,PFZ`:T@(r*VL^"|X4RN$ T&8@X@@  :::|:::,>*Bj2p0Zp :R @`F$ 4&(nFj("Z<N(8Z$0L`LD :R"Bt0$J$48P`X   & "HƀlFfhX8BlDn.fDH6~~~06D*j<4\6DN24^8bTRz @Z      $v"626R,"":ܒ>HfJ24<6`n~BbFFXt8:l^`8X>(2"T,br>4RFV ˆ``R`x>BbR8@0 6>2b @&0^>\j F@,.,LV:f40d(4^"< 8Pz$Z,d.rf.\:R(.:Pdx6:X$B$fzZp*$(^D$"PR>v.@H&>nf46>Jp@z&Z0TB^b*\(hb|~< ^`hD`44\$`B`B^<>`B4     Bv^x:$6Μ@B*46V:RL:DVD`^0J.>fB`2<^     $    &zXdZ">(J<<:`J0dxLBZ4&Z4"`B&4X&FdB,^ Xp |\~ (`<.."$ "J ."0$          * (t"*^>2(J > 46  ,    $ |4RF 8&  P   <  0\T\\ 6D >4(F (  LR4X" :, . 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Anguish and disbelief prevail on the royal seer's face, but Lord British directs his stony gaze at you and speaks as if to a wayward child."Thou didst have just cause to burgle our Codex, I trust,%c His Majesty says. "But for Virtue's sake..."WHAT HAST THOU DONE WITH IT?%cYou pick up the concave lens and pass it to the King. "Was the book ever truly ours, Your Majesty? Was it written for Britannia alone? Thou dost no longer hold the Codex, but is its wisdom indeed lost? Look into the Vortex, and let the Codex answer for itself!%cAs Lord British holds the glass before the wall, the Codex of Ultimate Wisdom wavers into view against a myriad of swimming stars!Yet the book remains closed.And waves of heat shimmer in the air, heralding the birth of another red gate!King Draxinusom of the Gargoyles strides forward, flanked by a small army of wingless attendants. Like Lord British, he seems to suppress his rage only through a heroic effort of will. His scaly hand grasps your shoulder, and your Amulet of Submission grows very warm."Thy time hath come, Thief,%c he says.Quickly you reach down to seize the convex lens......and you press it into the hand of the towering Gargoyle king, meeting his sunken eyes. "Join my Lord in his search for peace, I beg thee.%cAt your urging, King Draxinusom reluctantly raises his lens to catch the light. As Lord British holds up his own lens, every eye in the room, human and Gargoyle alike, fixes upon the image of the Codex which shines upon the wall.The ancient book opens. Both kings gaze upon its pages in spellbound silence, as the eloquence of Ultimate Wisdom is revealed in the tongues of each lord's domain. You, too, can read the answers the Codex gives......and when its wisdom is gleaned, when Lord British and King Draxinusom turn to each other as friends, hating no longer, fearing no more, you know that your mission in Britannia has ended at last.CONGRATULATIONS Thou hast completed Ultima VI: The False Prophet, in %s, %s, and %s. Report thy feat unto Lord British at Origin Systems! years month dayu6.setend.new lv)Hf)H?,/, :?,?,HlNNHlfHlVNONuNZJ,ffJ,ggJ,ffJ,ggNZ`p`NZFJ@fp`NZLNuH.,JFgpN^aJ@fSF`LNu/~p@@lBNHqH@ApNH^H@ApNHH@R@ApRG`N~9@\Jl\gNp9@^Jl^g.Nu lv)HF)H&)HNY.)@V)@6)@Hl6Hl&NHlHlNHlVHlFNONuNuNVH/4.-Hp@gpNA NAvNV9|p9@9@"n iN=@"n i N=@"n iN=@g2 ACfACNpng ACNtJng60. AC@fA@CNLpng A@CN80. 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Though evil has often raised its rebellion 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 your 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 and its people have prospered and grown, though not without challenges from the forces of Evil. THE AGE 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 sorceror, 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, travelling 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 thrist 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 Miinax's vile minions by the hundreds until at last she too met her fate 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 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 very antitheses of virtue. Their trickery and deceit allowed them 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 long believed to be mythological creatures, the existence of Gargoyles was discovered shortly after the first expedition to 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 so 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 BRITTANIA 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 who, 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 the 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 academies 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 lifestyles. Serpent's Hold A bastion of honor, valor, and triump, 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 accomodations 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 travellers 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 island 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 commited 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 your 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 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 special 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 travellers 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 there 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 traveller can obtain food, shelther and a change of 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 paces 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 key (ULT6LANG.DOC) will enable the traveller 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 natural focus on the principles of Virtue. When meeting someone for the first time, it is customary to ask them their name and job. In most cases, a Britannian will be more than willing to discuss a variety of subjects and be most eager to answer questions you may post to him. Do not fail to take note of the things you are told during these coversations, for even the 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 choose 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 very 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 remains 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 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, Britannian 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 traveller.. at least during business hours. Armouries (Serpent) 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 armour and weaponry of many types. Most armourers will gladly repurchase used equipment, though usually at prices far lower than originally paid for them. Stables (Horseshoe) The seasoned traveller 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 (Mug and Bowl) Most of the major towns in Britannia have at least one shop dedicated to caring for the traveller's need for food and supplies. The wise traveller 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 traveller 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 (Ankh) The vast wildernesses of Britannia, though rich in beauty, also hold hidden dangers capable of causing travellers 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 earn in battle. Some physicians claim that their healing arts have been enhanced and augmented by magic, to the point that they can resurrect the dead! Magic shops (Vial) 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 travelling mage will want to make special note of those things offered in the places he visits. Inns (Candle) Inns provide safe, restful accomodations where travellers 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 (Anchor) 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 (Key) 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 (Scissors) Nowhere is the interdependence of Britannia's craftspeople more in evidence that 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 (Arrow) 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 through 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 the benefit of such 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 untagles 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 aply his combative skills from the rear of the melle 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 to the adventurer's quest. THE WAY OF THE MAGE All well-travelled 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 dwells 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. This tome is filled with pages of cryptic runes which descripbe 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-side 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 spicey scent of incense during morning meditation. But you are equally stirred by the sounds and smells of combat, being as much at hom eon the field of battle as in a solemn shrine. A paragon of integrity, you have always south 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 weaking 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 concered with neither. Driven to follow this, the highest path, by forces unknown and 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 likehearted fellows will give you the strength of numbers, and, of equal importance, a diversity of talents which can be drawn upon along your way. The Avatar joined by the 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 travells--things purchased or found in the towns and countryside, and treasures collected from the corpses of fallen foes. Travelling 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 traveller 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 the air itself, but these rumors, though widespread, remain unconfirmed. THE PARTY IN CONFLICT Without fail, the travelling party will be set upon by people and creatures whose sole purpose is to cause mayhem and sorrow. Let the traveller beware. When entering into mortal combat against one of the myriad creatures of the land, learn to measure its strength and speed, nothing 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 right 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 (frontal 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 choose 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 travellers 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 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 grou'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-travelled adventurer will face many opportunities to explore new places, talk with people, solve puzzles and complete quest. As you do these things, 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 generaly 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 traveller 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 trveller can correlate the phases of the highest moon with the destination the gate will select. Red gates, generated by the powerful obsidian Orb of the Moons, can send the traveller 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. 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 experiences as you journey throughout the land. You are 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. They may hold information vital to your quest. Finally, I must share with you news but recenty 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 purposes of the gargoyles before the last shrine falls. I fear you may be Britannia's last hope. %+%1 #Ultima VI #by Origin $Addenda Typed by Golden One and Hill Billy %N THE IMPLEMENTS OF BATTLE No brave adventurer, knight or common traveller should venture into the hostile regions of Britannia without an appropriate selection of armour and weponas. 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 sure 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 and 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 the hefty 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, thrown 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 the use of both hands and cannot be used effectively at point blank range. Some clever travellers 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 wodden or metal staff topped by a metal cutting or bludgeoning fixture. The morning-star, 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, halbers 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 observations. Therefore, much of what follows is information collected from first hand accounts of travellers 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. Possessiong 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 vunerable to damage. Bird: Generally posing no serious problem to the traveller, 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 found prowling about alleys and storefronts, 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 effect 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 as 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 dashing 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? Even 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 wealty 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 all incoming 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 possess 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 its 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 an end. The traveller should obtain a steed early in his adventuring. Occasionally, you may spy a majestic wild stallin 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 traveller 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-bound cousin, the dragon, a sea serpent will attack the seagoing traveller 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 crafts 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 that 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 gargoyles' strength is currently the subject of some debate at the Lycaeum. Skeleton: The expressionless, hollowed eyes of the skeleton belie the malice that animates this otherwise lifeless latticework of bone and sinew. Conjured up by the 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 surroung the traveller 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 distances. 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 dextrous 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 flower pod. As if the 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 traveller. Fortunately, trolls are relatively weak and they lack endurance, so they pose only a moderate threat when encountered. Wisp: Often mistaken for 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. %N #Ultima VI #by Origin Runic Characters Typed by Golden One and Hill Billy %N          A  E I M Q  U Y                 B F  J  N R V  Z       J     C G K O S W          D H L P  T  X          TH EE  NG  EA ST    %N "Ultima VI "by Origin $Magic Typed by Golden One and Hill Billy %N 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 aracane knowledge and have many abilities beyond those of common fok. Using keen intuition, endless experimentation and the rigorous study of ancient tomes, amges have learned to harness the creative and destructve 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 inner secrets of spellcasting, information reserved for the elite society of sorcerors. THE ARCANE ART OF SPELLCASTING Magical energy is structured as eight concentric spheres, each composed of networks of light connected to he physical plane by unseen bonds. The spellcaster stands within the center sphere, extending his hands to 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 cluthes 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 exphasize botht he 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 in only 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 peole 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 inteded victim! THE ALCHEMY OF SPELLCASTING The prepartion 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 minerals, 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 o 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 a kinetic propellent. Blood Moss "Moss," is 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 bVitter 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 in 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 cottonlike fibers that make up the root's heart. The combed matting is boiled in pure water for no more than one hour, after which is it 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 the 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 This 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 durin 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 mentally 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 Port . 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 can be found in the file ULT6SPLS.DOC. This list, while not necessarily complete, collects all of our current knowledge of the ways of magic. %N# #Ultima VI #by Origin #Reference Typed by Golden One and Hill Billy %N THE MAIN MENU When you type "Ultima6," 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 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, Acknowledgements, 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 one 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 the new game. Acknowledgements 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 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 don't want to use a mouse, 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 to initiate the action. You can 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, 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 character's 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 readied items, and the maximum weight the character can have readied. On the right side of the inventory display are all other items carried by the character. The total weight being carries is listed here, along with the maximum weight the character can have in inventory. 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). At 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. Again, without a mouse, press the following key with the corresponding icon picture: Key Icon of 1 Man with arrow pointing left 2 Group of men 3 Head 4 Man with arrow pointing right 5 Two swords To use the inventory display from the keyboard, press the 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 to select it. Pressing the 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 positon 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, downward- pointing arrow appears ont he bottom of the scroll. Press the space bar or click ont he message scroll to view the rest of the message. The Command Icons Underneath the map are ten command buttons. The main commands in Ultima VI can be selected either with the mouse or the 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 lefft 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 commmand for use with the right mouse button. Click the right button on a command, and a blue line will appear under it. From 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 are: ATTACK (A) is used to fight monsters, animals, or people, or to attempt to destory objects. After choosing the Attack command, choose a target 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 on the keyboard. You cast a spell by clicking on its name, or by selecting it with the up and down arrows and pressing . 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 . 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 one special spell, the Help Spell, whih 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. You 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 . 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 without typing anything.) Some people will also respond to 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've have to figure out the key words in their conversations. 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 charaters in the party. If you select an item on the map, you can sometimes push it to an adjacent squrea 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 out 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 telescope or crystal balls, ring bells, eat or drink food and beverages, or play musical instruments. After using a musical instrument, you play it with the numbers 0 through 9, and press 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 to have no guard. A chracter 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 dispaly. 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. Chracters in berserk 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 Ctrl-S saves the game. You will be asked if you really want to save the game. Type "Y" to save or "N" to cancel the command and keep playing. Ctrl-R restores the game to the last saved position. As in the case of the Save command, you will be asked to replay "Y" or "N" Ctrl-Q quits the game and exits to DOS. Make sure to save the game first if you want to return to the same position later! Ctrl-H toggles help mode on/off. Ctrl-Z toggels sound and music on/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 laddersr, dungeons entrances, or moongates in solo mode - you must be in party mode. 0 (zero) exits solo mode and returns to party mode. Esc aborts most functions. %N #Ultima VI #by Origin The Eight Circles of Magic Typed by Golden One and Hill Billy %N 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 higher 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 of the 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 Root Effect : A fine bounty of food will be added to your pack Detect Magic Incantation : WIS ORT Reagents : Nightshade, Sulfurous Ash Effect : Discerns the magic 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 Reagents : 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 your 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 vanish 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 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, Garlic 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, Mandrake Root 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 of 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 caster's control Conjure Incantation : KAI XEN Reagents : Spider's Silk, Mandrake Root Effect : Summons a wild beast to your side to aid in combat Disable Incantation : AN VAN 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 fully 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 Wild Change Incantation : REL HUR Reagents : Sulfurous Ash, Blood Moss Effect : Allows the 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 POL FLAM Reagents : Mandrake Root, Sulfurous Ash, Black Pearl 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 : Hulrs 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, Sufurous Ash Effect : Allows the caster to see places otherwise obscurred 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 M : 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 : Lay's 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, Nightsahde, Sulfurous Ash, Blood Moss Effect : Sends a gale of wind in the direction of 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 : Teleports 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 of 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 wing against your opponents 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 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 journey 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 %N