======================================= ! ULTIMA /// DOCUMENTATION ! ! ! ! BY DR. WHO ! ======================================= From the depths of Hell... He comes for vengeance! EXODUS: ULTIMA III by Lord British PART I: COMMANDS SPACE BAR - Pass ESC key - Acknowledge disk swaps or return from "status" A: Attempts to damage foe with "ready weapon", must be followed by the direction of thy foe. B: Board - Board a frigate or mount a horse. C: Cast - Cast a magic spell; must be followed by the player # (except during combat), spell type (W/C) when needed, and the spell letter. D: Descend - Climb down a ladder to the next lower dungeon level E: Enter - Go into places such as towns, castles and dungeons. F: Fire - Fire a ship's cannons (once thou hast boarded), in direction indicated in an attempt to obliter- ate thy foes. Range is three squares. You gain neither gold nor experience from enemies killed this way. G: Get chest - Open chest; must be followed by the player # who will search for traps, open the chest, and acquire the contents. H: Hand equipment - Trades equipment between two players. I: Ignite a torch. J: Join gold - gives all gold in party to player indicated. K: Klimb - Climb up a ladder to next higher dungeon level or surface. L: Look - Identifies object in a given direction. Useful before entering unknown places or terrain M: Modify order - Exchange the posi- tions of any two players in party. N: Negate time - Requires a special item. Stops time for all outside of the party. Allows an audacious thief to steal vast treasures and escape the treasure's guardians. O: Other command - Allows a player to enter a command not given in this list but rather determined during game play. Examples are [KISS] princess, [JUMP] cliff, [BRIBE] guard and [DIG] beach, although others are possible. P: Peer at gem - REQUIRES a special item, one use for each. On the surface, the world map is shown. In a dungeon, all of the level is visible. In a town or castle, the map shows all inside areas. Q: Quit and Save - Save game to disk R: Ready Weapon - Equips players with the weapon of thy choice, if owned. S: Steal - Attempts to steal chests from behind store counters, success based on thieving abilities. T: Transact - Allows a player to trade with shops or talk to townspeople in order to collect clues vital to winning the game. U: Unlock - Opens doors if you have a key. One use per key. V: Volume - Toggles sound on and off. W: Wear armour - Outfits a player with the armour of thy CHOICES, if owned, for DEFENSE in combat. X: Xit - That's exit, dismount horse or leave frigate. Y: Yell - Allows player to yell any word one feels. Useful when being chased by a dragon. yell, [OPEN] gate! Z: Ztatus - Displays a players status, attributes, and possessions. The Return key scrolls. WEAPONS & ARMOR Weapons Equipment Armor ------- --------- ----- Hands.............A...........Skin Dagger............B...........Cloth Mace..............C...........Leather Sling.............D...........Chain Axe...............E...........Plate Bow...............F Sword.............G 2-H Sword.........H PART II: The Character Assign each character a # from 1 to 20 Name: up to 13 letters Sex: [M]ale, [F]emale and [O]ther Race: [H]uman, [E]lf, [D]warf, [B]obbit and [F]uzzy Class: First letter of class you want Attributes: Divide up 50 points among the four attributes. Minimum - 5, Maximum - 25 Description of attributes ------------------------- Strength - Important for fighting Dexterity - Grants speed & cleverness Intelligence - Controls Mage spells Wisdom - Imparts Clerical power Maximum attributes attainable for each -------------------------------------- Str Dex Int Wis Human 75 75 75 75 Elf 75 99 75 50 Dwarf 99 75 50 75 Bobbit 75 50 75 99 Fuzzy 25 99 99 75 Characteristics of profession ----------------------------- Weapons Armor Spell ------- ----- ----- Fighter All All None Cleric Mace Chain Prayers Wizard Dagger Cloth Sorcery Thief Sword Leather None Paladin All Plate Prayers Barbarian All Leather None Lark All Cloth Sorcery Illusionist Mace Leather Prayers Druid Mace Cloth Both Alchemist Dagger Cloth Sorcery Ranger +2 Sword +2 Plate Both Spell Attributes/Special of classes ----------------------------------- Cleric: Wisdom Wizard: Intelligence Thief: Steal/Disarm Traps Paladin: Half Wisdom Barbarian: Some Steal and Disarm Lark: Half Intelligence ILLUSIONIST: Half Wisdom, some S & D Druid: Greater of both HALVES Alchemist: Half Int., some S & D Ranger: Lesser of Both halves, some Steal and Disarm Magical spell energy is based on the character's spell attribute. Energy is replaced at the rate of 1 point per turn on the surface, and one point every four turns in a town or dungeon Note: Druids regain magic points at twice the rate of normal spell casters. PART III: The Game To start up the game, boot side one of the disk. When the option to enter "1" or "2" appears, type in the drive # in which the scenario disk will be. A sample view of Sosaria appears. Hit the SPACE BAR. you are now offered three choices: * Return to view to see the demo again * Organize a Party to set up the game * Journey onward to begin/continue the adventure Only the first letter of any option need be used to select that option. For now, select "O". These are the options that you have: * Examine the Register Lets you see what characters are available for adventuring. It dis- plays the name & class of every character. The first 3 letters before a character's name give the character's Sex, Race, and Class. The FOURTH letter states the health of the character: G = good, P = poisoned, D = dead, A = ashes. If the character is already part of a party, a diamond will appear next to his/her/its name. * Create a Character This allows you to create characters as described in Part II. * Form a Party Allows you to form a Party of up to four members, from the characters on the disk. Use the number that you entered first for each character to choose. * Disperse a Party This disbands a party and returns the members to the register. * Terminate a Character This clears a character permanently from the register. You would use this to make room for another char- acter, or if the present one is a total loser. * Main Menu Returns you to the primary option list. SPECIAL NOTES ------------- COMBAT: When combat is joined, a special combat SCREEN appears. Each member of the party is shown separately, as is each monster. The characters can all move, fight and spell individually, in order of their order in the party. Although the players may only attack horizontally or vertically, monsters may attack on a diagonal. You may attack from a distance with a bow, spell or dagger. If you attack with a dagger, it is considered thrown if the enemy is farther than one square away. Experience is given to the character who strikes the fatal blow! CHESTS: When a monster group on land is de- feated, a chest will always be left behind. Some will contain treasure, others will be empty. Many of these chests will be trapped. Some traps include: Acid (injures the character opening the chest), Poison (same), Bomb (destroys the contents of the chest and hurts the entire party) and Gas Trap (affects the entire party). DUNGEONS: Map everything in a dungeon. There are many secret doors. Magical winds may blow out your torches. If thou walks slowly, glimpses of faint mystic writings may be noticed periodically. There are also many traps and pits. If the Thief is in the front of the party, he will have an excellent chance of spotting traps before the party trips them. If you find a fountain, be sure to stop and drink carefully. TRANSPORTATION: Most progress is on foot, although you may be able to locate or buy horses. To sail a ship, you may not sail against the wind. MOON GATES: Passing through a Moon Gate will teleport the party to hidden powers. Many areas are only accessable through these gates. The coming and going of the Moon Gates is somehow related to the phases of Sosaria's twin moons, Trammel and Felucca. The phases of these moons is indicated at the top of the screen as follows: 0: New moon 4: Full moon 1: Crescent waxing 5: Gibbous waning 2: First quarter 6: Last quarter 3: Gibbous waning 7: Crescent waning TOWN SHOPS: Weapons shop: Buy/Sell weapons The Armory: Buy/Sell armor The Grocery: Buy food Guild Shop: Buy thieving equipment The Pub: Gold may loosen a tongue... The Healers: Restorative healing The Stable: Buy horses The Oracle: Buy knowledge & insight SPECIAL MONSTERS: (There are three types of monster for each reference here, but as they differ only in name, they are not listed.) Thief: Can steal any weapon or armor that is not equipped. Pincher: Can poison Daemon: Can hurl magic attacks Dragon: Can attack from three spaces away, even when not in the combat mode! Devil: Can hurl poisoned magic bolts! Pirates: Can fire cannon at all members of party Sea Serpents: Can hurl magic across water. Man-O-Wars: Can poison/hurl magic! PART IV: Magic A spell will cost you a certain amount of magical energy to cast, as follows: A: 0 pts B: 5 pts C: 10 pts D: 15 pts (and so on, up to...) P: 75 pts THE BOOK OF AMBER RUNES (sorcery) ----------------------- A) REPOND - 0 When Orcs, Goblins or Trolls attack the party, cast this Rune. Thou shall be attempting to dispel the magic which is a part of their inner being. B) MITTAR - 5 Hurl this talisman towards thine enemy. A shimmering sphere of light will spring from thy hand, and will strike with a force depending on the skill and concentration invested. C) LORUM - 10 A warm, soft, magical light of short duration will be produced when this spell is cast. D) DOR ACRON - 15 When this spell is cast, the mage and his companions will be transported to the next lower level of the dungeon E) SUR ACRON - 20 As the words of this spell are chanted, the party will be lifted to the next higher level of the dungeon. F) FULGAR - 25 A fireball will infailingly strike thy foe when this spell is invoked, with a force strong ENOUGH to kill most common men and cause great dam- age to beasts of greater strength. G) DAG ACRON - 30 This spell will randomly teleport you from one spot to another on the Sosarian surface. H) MENTAR - 35 A blue ball of screaming horror will fly toward thine enemy when this spell is incanted. It will invade his mind, and IRREPERABLY corrupt his mental process in direct proportion to thine own intelligence. I) DAG LORUM - 40 When this spell is cast, an enduring and shimmering light will appear. J) FAL DIVI - 45 This spell will allow you to cast any of the spells normally accessable only to Clerics. ADVANCED SPELLS: K) NOXUM - 50 As this spell is spoken, it will catch flame and rush at thy foes, thwarting each with a devastating blow. L) DECORP - 55 When the song of Decorp is sung, the air shall shake. Upon whomever thou indicated, the Magic shall de- scend, and their life shall be ex- tinguished - always and completely! M) ALTAIR - 60 When this spell is cast, time will slow and finally stop, allowing the party to move freely in the suspended state. N) DAG MENTAR - 65 Cast this spell, and thy foes will be struck with a savage blow with damage directly related to thine intelligence. O) NECORP - 70 When the need arises, throw this spell above the heads of thine enemy. It will shatter, and they will quickly be transformed into putrid vestiges of their former beings. P) 75 This spell is never called by name, save when invoked. All does who hear the UTTERANCE are completely and permanently destroyed. THE ANCIENT LITURGY OF TRUTH (prayer) ---------------------------- A) PONTORI - 0 This will allow you to turn undead, and Skeletons, Ghouls and Zombies will be dispelled from their being. B) APPAR UNEM - 5 This will allow you to open a chest with no risk to the party. C) SANCTU - 10 Lay thy hands upon onw who is woun- ded, and he will be healed. In the beginning, thy power will be limited, but thy capacity as a healer will grow and be strengthened with experience. D) LUMINAE - 15 Cast this upon an object, and it will glow with a soft blue light, temporarily lighting your way. E) REC SU - 20 The ceiling shall become translucent and thy party shall float up one level in a dungeon. F) REC DU - 25 The floor will become translucent, and they party shall sink down one level in a dungeon. G) LIB REC - 30 This shall cause you to fade away from one location in a dungeon, and reappear in another. H) ALCORT - 35 With thy touch, the poison coursing in the veins of thy companion shall be transformed into a life-giving fluid. I) SEQUITU - 40 If thou raiseth thy ankh into the air and cryeth out the name of this invocation, thee and thy companions shall rise forth from the depths of a dungeon to the surface. J) SOMINAE - 45 Thine entire self will radiate with a light, that can be sustained INDEFINITELY- ,as it draws forth from thineown inner force. K) SANCTU MANI - 50 Anoint the wounds of thy companion with an oil, and his flesh shall be restored and blood flow through his veins, although he lies quivering on the threshold of death. L) VIEDA - 55 If thy should lose thy way, meditate on this spell, and a vision of thy surroundings shall come to thee. M) EXCUUN - 60 By speaking the name of this great miracle, thou can direct the pure light of truth at a foe, causing his life to cease. N) SURMANDUM - 65 It is now within thy power to recall one from the realm of death. Step into the shadow of death, and lead thy companion back to the world of light. If, however, his strength of will is not strong enough to make the return journey, the backlash from this failed miracle will turn his body to ashes. O) ZXKUQYB -70 Speak softly the words represented by these letters, and most of thy foes will be struck down with a force so strong it will end their lives. P) ANJI SERMANI - 75 Beseech the One who is Truth and Wisdom, and thy friend's life shall be forever restored.