~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ | | | ____________________________________ | | ! Ultima IV ! | | ! Quest of the Avatar ! | | ! Docs by Happy Cynthax Nautilus ! | | ------------------------------------ | | | -------------------------------------------------------------------- The Dark Ages of Britannia is the name given to that long span of time when the infamous Triad of Evil stalked the lands and challenged all for the supremacy of the soul...yet evil abounds but in isolated pockets and in the hearts of men. A new age awaits the coming of one who can conquer evil on all frontiers through the mastery of magic and force. Daemons, dragons, and long-dead wizards still plague the countryside and must be destroyed. The seeker on the path of the Avatar will face hostile groups composed of mixed enemy types and will only survive such encounters only by strategic use of weapons and terrain. Earthly victories over seemingly impossible odds lead to the final conflict, where the ultimate challenge - the self - awaits..... --==][==-- Characters: Mage. The Magi of Britannia gather in Moonglow, near the Lycaeum, where they can study the ancient mystical scrolls of the Library. They are restricted to wear only cloth armour and can only use staves, daggers, and slings. Mages have spell points equal to twice their intelligence. Bard. The Bards of Britain entertain the people with their wonderful stories and songs of heroic deeds. Bards not only chronicle deeds of valor, but perform them as well. The preferred weapon is a sling, although they may use a cross- bow at times. Leather armour is the only kind they may wear, and they have magic points equal to their intelligence. Fighter. From the town of Jhelom hail the mighty fighters passing their lives in training. They may use all armour and weapons but have no magic ability. Druids. The Druids are fierce fighters, especailly when defending their beloved groves. They hold all trees to be sacred and their town of Yew lies deep in the woods. Druids are also impressive practioners of the mystic arts and their knowledge of herbs is without peer. They may fight with all all bows, but prefer the mace. Since they may not wear metal leather is their armour. Their magic points is equal to one and a half of their intelligence. Tinker. The Tinkers of Minoc are both highly skilled artisans and superb fighters. They may use any weapon and non-magical armour, and can repair broken weapons. Half of their intelligence is their magic points. Paladin. These great fighters live in the town of Trinsic in the southern part of Britannia. They are like fighters but are able to use magic, their spells points their intelligence, because of their deep beliefs in good. Ranger. Off the western shore of the mainland lies the Ranger retreat of Skara Brae. They are well-versed in woods lore and fight well with most weapons, but shun all but leather armour. Their spell points are the same as the Paladin. Shepherd. It is uncertain whether Shepherds are skilled at anything, having no magic or fighting ability. They are highly valued for their knowledge of the land and humility. --{~~~ ~~~}-- Weapons and armour: Staff Dagger Sling Mace Sword Halberd Axe Bow Crossbow Flaming oil Cloth Leather Chain Plate Terrain: Grass - smoothest and easiest, no impediment. Brush - move at three quarter speed. Forest - Speed cut in half, lack of visibility. Hills - Slows down considerably, at snail's pace. Marsh - slowed to half pace but give off poisonous gases. Mountains - impassable and blocks line of sight. Sea - Three different types of water: Large waves are deep areas, small waves are shallow, and tight ripples are where shoals are - too shallow for ships. Spells: All spells require material components, most of which one can buy in an herb shop, but others must be founds. Spell components are sulphurous ash, ginseng, garlic, blood moss spider silk, black pearl, nightshade, and mandrake root. All will be now abbreviated by their first or first two letters, and the ratio will be given as x:y respectively. A)waken - cancels sleep spell. Ga, Gi - 1:1 B)link - teleport short distance. Sp, Bp - 1:1 C)ure - negate poison. Ga, Gi - 1:1 D)ispel - negate magic. Su, Ga, Bp - 1:1:1 E)nergy field - wall of Sleep, poison, lightning, and fire. Su, Sp, Bp - 1:1:1 F)ireball - ball of fire. Bp, Su - 1:1:1 G)ate travel - teleport to moongate. UNKNOWN H)eal - heal hit points. Gi, Sp - 1:1 I)ceball - ball of ice. M, Bp - 1:1 K)ill - kill one target. N, Bp - 1:1 L)ight - temporary light. Su - 1 M)agic missile - weak fireball. Su, Bp - 2:1 N)egate - shutup enemy mages. Ga, M, Su - 1:1:1 O)pen - open chest safely. Su, Bm - 1:1 P)rotection - shields party. Su, Gi, Ga - 1:1:1 Q)uickness - haste party. Su, Gi, Bm - 1:1:2 R)esurrect- restore dead member. UNKNOWN S)leep - make enemy sleep. Sp, Gi - 2:1 T)remor - earthquake. Su, Bm, M - 1:1:1 U)ndead - turn undead. UNKNOWN V)iew - see map. N, M - 1:1 W)ind change - change wind direction. Su, Bm - 1:1 X)it - leave dungeon. Bm, Sp, Su - 1:1:1 Y) Up - go up one dungeon level. Sp, Bm - 1:1 Z) Down - go down one dungeon level. Sp, Bm - 1:1 Command summary: A) Attack - direction B) Board - board a vessel or mount a horse C) Cast - cast spell. Mix the reagents beforehand. D) Descend - climb down ladder E) Enter - go in town, village, etc. F) Fire - fire ship's cannon, broadsides only G) Get chest - attempt to open (disarm trap) chest H) Camp - rest and recover. Works in limited frequency I) Ignite - light torch J) Jimmy lock - unlock sealed door K) Klimb - go up ladder L) Locate position - requires special item M) Mix reagents - prepare material components for spells N) New order - reorder party except player #1 (leader) O) Open - open door at direction indicated P) Peer at gem - requires special item Q) Quit & Save - save current game to disk R) Ready a weapon - equip player with weapon S) Search - Search for unusual items T) Talk - converse with people. Ask people about unknown things, join party, give money, job, etc. U) Use - use item found by S)earch command V) Volume - turn sound on/off W) Wear armour - outfit player in choice of armour X) Xit - exit current form of transport Y) Yell - Yell `giddyup` or `whoa` for horses Z) Ztats - display status of players -=:{ : }:=- Well, that should be enough. Anything else said would spoil the game. In Ultima IV, try to get as many people to join your party (you can have seven others) so that chances of dy- ing are slim. If you have any more questions, leave me mail at Free Haven - (415) 946-9813. Until then, ---==: Happy Cynthax Nautilus :==--- Call Free Haven (10 meg CAT-FUR) (415) 946-9813 Call Montezuma's Revenge for more docs (415) 945-SHIT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~