Ultima III The Book of Amber Runes Welcome O Pilgrim: Take up and guard this book of arcane runes; it contains the tools of thy new power. No longer art thou an Initiate of the Fifth Circle. Thine old book of Jade Runes holds no power here. Surviving the spiritual transfiguration of the Great Stygian Abyss hath earned for thee the Mantle of Adept of the Sixth Circle. Few indeed have the strength or skill to cross the Abyss. Study and use wisely the powerful knowledge contained herein. Their careful use will enable thee to succeed in any quest. Squandering their strength will bring about thy ruin. May thou live and grow wise in interesting times! The Druid Selzhanik, Arch Mage, keeper of the Ninth Circle A. REPOND There was a time, long ago, when the lands were free of the wretched creatures known as Orcs, Goblins and Trolls. These creatures did not evolve naturally, but rather are the magical mutations performed by demented magicians. Now these creatures have prospered through many generations and their horrors are well known. Have with thy person a staff of Yew, preferably cut from a hard and fine-grained sapling. If Orcs, Goblins or Trolls threaten thy party, raise thy staff before them and speak the name of this rune of dispelling. By casting this Rune, thou shalt be attempting to dispel the magic which is part of their inner being. B. MITTAR Place upon thy palm and close in a strong fist any small projectile of wood or stone. Strike it once upon thy breast, while chanting the incantation of Mittar: MANJI MULA NESPON LEVI MITTAR NOPSEN ALUM CAVI Hurl this talisman toward thine enemy. Magic in the form of a shimmering sphere of iridescent light will spring from thy hand to strike thy foe. The magic contained therein will enter his body and disrupt his life force. Depending on the skill and concentration invested in its conjuring, this spell can deliver the blow of an insolent child or a stalwart knight. C. LORUM Before entering any dungeon, cave, or even houses with unsteady lanterns, be sure that thou hast prepared a goodly supply of Lorum dust. This is easily done by collecting the fine dust from a spider's bath which has been warmed by strong sun for man y hours. Gather the dust into a chamois bag and seal the sun's energy within it by singing these words: OBREY URICOM OBLA SUM To release the energy, chant these same words in reverse order and cast a small portion of dust into the air. A warm, soft, light of short duration will be produced. D. DOR ACRON Very useful when one desires to bypass a particularly bothersome portion of a dungeon. Dor Acron is cast with the aid of the left forepaw of a badger. Store the paw with care, for if it is damages in any way which would have hindered the badger's movement, they way will be similarly impeded. Having made these preparations, when thou desires to enact the augury, gather thy party into a ring. While holding the paw, chant this ancient rhyme: LIEDLAN SPULGER IDSKRIN GRUEN BEAST TRENTLE BAN When this spell is cast, the mage and his companions will be transported to the next lower level of inhabitation. E. SUE ACRON This rune is closely related to Dor Acron, direction being the only difference in effect. In this case the dried wing of a bird is needed. The bird must be shot through the breast with an arrow whilst in flight. Thread the wing on a leather thong and tie it to the tip of thy staff. Once again, gather thy party into a ring a while holding the wing intone this verse of magical movement: LIEDLAN SPULGER IDSTRIN FAUN BEAST FENTRI CHEM As the words are chanted thy party will be lifted through the floor above thee to the dungeon's next higher level. F. FULGAR This incantation is a powerful weapon in battle. It requires a golden rod wrapped with iron and a vial of magical water collected from a meadow pond at the very moment lightning touches its surface. Keep the vial sealed until battle is nigh. Then touch the rod to the vial and level it at thy foe whilst shouting these words: FLAMIN FLEETIS PONDI All of the energy will be conducted through the golden rod, and a fiery ball will spin a searing path toward thine enemy. It will unfailingly strike him with a force strong enough to kill most common men and cause great damage to beasts of mightier strength. G. DAG ACRON This incantation requires that a pattern of rays extending from a common origin be drawn on the ground whilst the following chant is recited: DAG FULNUS ACRON FRIEDA ACRON BOONT As each ray is drawn, a member of thy party will disappear and then with the final stroke thee too shall vanish. In the next moment at some random location on the terrestrial plane, each of the members of thy party and finally thyself will appear. This rune can only be used on the Sosarian surface. It will always take thee someplace, but thy destination is a matter of speculation. H. MENTAR In order to cast this most terrifying spell, an oak gall must be collected of the sort most often found on ancient trees in dark and gloomy forest folds. Dip the oak gall in molten wax while chanting this verse from the tome of Mentar: ZANBAR LEECHEN CERDI MENTAR Then, when battle is upon thee, crush the oak gall within thy hand. As the gall collapses, a blue ball of screaming horror will fly toward thine enemy. It will invade his mind, and irreparably corrupt his mental process, in direct proportion to thine own intelligence. I. DAG LORUM This spell is similar in effect but more enduring than Lorum. Place a golden dagger in strong sunlight until it is hot enough to burn skin. Then scrape it heavily against a stone until a golden dust is produced. As the dust collects on the stone, chant these words and gather the dust into a silken bag. OBRUM URICA OBLA SUM URICA MANI SUM LEVI When the need for extended illumination arise, hold the silken bag and shake it. A small portion of the dust will release its energy in the form of an enduring, golden, shimmering light. J. FAL DIVI The ability to cast a clerical spell is a great power indeed. Fal Divi will open before thee a tremendous range of power otherwise inaccessible to the sixth circle. The performance of this invocation is not a simple task, and often does not succeed. Sprinkle thy body with holy water and slowly chant the prayer of Fal Divi: FAL DIVI DOM MI NEA FAL DIVI REQUI SEM Refer to the Cleric Book and do as the spell therein requires. If this prayer is properly chanted, unto thee will come the power to use any of the supplications of the Clerics Book. Beyond this page lie the advanced spells of the Sixth Circle. Do not venture too soon into the dark range of these spells. Until thou hast not only conquered the Abyss, but also can use its power at thy will, the force of these runes will be beyond thy skill. When the shadow of death has grown familiar to thy sight and thou hast learned the mastery of magic, then at last these spells will be thine. Before these spells thy foes will cower, but take heed to use them wisely, for they shall be earned at great expense. K. NOXUM This spell is the first of the multi-pronged attacks, and can be of great aid when thou art attacked by a large band of formidable foes. When the two moons of Sosaria are new, travel to the entrance of the dungeon of fire. Gather some of the volcanic ash which is abundant there. On the same night, mix this with herbs of cinnamon and ginseng in equal proportion. The use of this magical mixture requires that thou speak the Rune of Noxum before hurling the ashen mix toward thine enemies. NOXUM MENTON LANU FLAMA As thou dost, it will catch flame and rush at thy foes, thwarting each with a devastating blow. L. DECORP The sun hath made its consecutive cycles and thou hast gained great experience in magic. Thy skill and power have now reached the sphere of direct magical determination. With the intonation of this spell, thou dost draw on the magical force of all life and focus it upon thy foe. Sing the song of Decorp and the air will shake with the roar of magic rushing to thy command. Upon whomever thou shalt indicate, the Magic shall descend, and their life shall be extinguished - always and completely. NON CRONO DI VANI PAS NUMEN TI SONI M. ALTAIR Until this time thou hast enacted thy Runic power to bring magic into this world. Now, as an advanced Adept of the Assembly of the Sixth Circle, thou may use the magic of this world to move beyond it. First, gather a fistful of sand, and while repeating the enchantment of Altair, let it flow from thy hand onto the ground. ALT MAN FUL MINAR LAE FIN CRIM BONTAIR As it falls, time itself will slow and finally stop, allowing thy party to move freely in the suspended state. The world will be temporarily frozen and at the mercy of thy will. N. DAG MENTAR Dag Mentar is a powerful multi-pronged conjuration that will wreak havoc among thy foes in a manner worthy of its advanced rating. On the darkest night of the summer, trap an owl, old and wise. Sacrifice the owl upon a stone altar, keeping only its eyes. Enchant them with the following verse: FENDI MENTAR DIVI CREMBI MENTAR BONI When battle is nigh, repeat the stanzas until the heaviness of magic in the air becomes oppressive to the labor of thy lungs. Smash the eyes between thy hands. Thy foes will be struck a savage blow with damage directly related to thine intelligence. O. NECORP On the night of a full moon, acquire the liver of one who is dying of the black rot. Hang the organ deep within the forest to dry, and allow six fortnights and a day to pass. Grind it into fine powder while chanting these words: DON CORPUS MIEDA FUTZ RIEDA DON NEMI Store the powder in several small vials. When the need arises, throw a vial above the heads of thine enemy's party. It will magically shatter, releasing the loathsome rot upon their company. They will be quickly transformed into putrid vestiges of their former beings, with little strength left for battle. P. This Exorcism has no name, for the words should never be written or spoken - save the occasion when life is to be banished unto the Realm of Night. This most powerful invocation carries the name of the Dark One. The enactment of this Rune requires thine utmost concentration. With a staff of Yew, trace upon the ground the protective pentagram. Light a candle at the point most generally in the direction of thine enemies. Cast some sulphur dust into the flame and speak the name of the Evil One. All foes which hear this utterance shall be dashed violently into certain destruction possessing no more life than the stones upon which they lie. I, Lord British, would like to acknowledge the following persons for their invaluable assistance in creating this book. Margaret Ellen Weigers, for the majority of works herein. Roe R. Adams 111, for the introduction and conceptual assistance. Richard A. Garriott, for a great deal of uneducated editing. Robert, Marcy, Owen, and Helen Garriott, for educated editing. A special thanks to Helen M. Garriott, for the wonderful illustrations throughout this book. Copyright (c) 1983 by Origin Systems, Inc. 340 Harvey Road Manchester, New Hampshire 03103 The Ancient Liturgy of Truth Know ye that the Ancient Liturgy of Truth hath been in the care of our sect for 3,000 years. Never, through the passing of each generation, hath our sacred custodianship been betrayed. We now enjoin thee, guard well the secrets held within these pages. For thee, they shall be an immeasurable blessing, but if they are revealed to one of the unenlightened, great harm could befall him. The proper use of the supplications contained within this manuscript will be thine aid in combating the evils of this world. The supplications herein are listed in ascending order of power. Most of them will be unusable until thou hast trod many paths and gained great wisdom. If thou dost devote thy whole being to these Truths, the power to perform actual miracles will be granted thee. As thou art exalted enough to be close to the One, the power even over life and death may be thine. Take heed that dost not use these precious gifts in a frivolous manner, but for the betterment of the order. Receive now my blessing through the dark veil of time. Know always that within thyself Truth was discovered, and that this Truth forms the basis of unyielding power. The Prophet Alizarkanon A. PONTORI Evil takes many forms throughout Sosaria, and some of the most evil are the Undead. Skeletons, and ghouls, and zombies roam free in dungeons, forests, and open terrain. Although they are formidable opponents in battle, there is a basic weakness in their essence. These servants of evil are vestiges of former living beings now inhabited by an evil force. If thou should encounter undead creatures, raise thy ankh of Truth before them. If thou dost stand strong in the spirit of Good, evil shall be dispelled from their begins and only their rotting corpses shall remain. B. APPAR UNEM Often the chest which thou shalt find along thy journeys will contain a trap, the intent of which is to injure thee and thy party. Since thou dost have the innate ability to know the true nature of evil, thou can overcome this difficulty. To open a chest with no risk of harm to thyself or thy party, pour a few drops of holy water into the lock and invoke the aid of the One who is all Truth by raising the holy ankh over the chest. It will open freely and allow thee to grasp its inner treasures. C. SANCTU Thy powers for healing will be often needed. The healing of minor wounds can be accomplished with this simple supplication. Through the channel which thy selfless devotion creates in thee, Truth and forces of Good can act directly in this world. Merely lay thy hands upon the one who is to be healed, and his wounds will be mended beneath thy touch. In the beginning thine ability will be limited, but with thine other powers, thy capacity to act as a healer will grow and be strengthened by experience. D. LUMINAE The powers of the thine enlightenment shall gradually unfold before thee. Resting at thy hand is the ability to enchant objects in a manner which will make them glow. Whilst holding thy staff aloft, repeat the name of this enchantment. Doing so, the power of the Truths within thee will cause thy staff to glow with a soft blue light. Realize, however, that his light will not be long sustained. For the power brought through thee unto thy staff will slowly radiate away and soon will dim and fade. E. REC SU Part of thine enlightenment is the realization that there are no boundaries. When this truth is known unto thee, the material world is far less limiting than ordinarily supposed. As thou descendeth deeper and deeper into the bowels of the earth, thou shall likewise be descending into greater evil. Being thyself of a good nature, this tends to give thee a natural buoyancy, as if in water. Speak the name of this supplication whilst touching thy staff to the ceiling of a dungeon passage. This will cause the ceiling to become translucent; thee an thy party will freely float to the next higher dungeon level. F. REC DU The range of thine ability for spiritual movement is not limited to ascension. Far below the earth's surface, and far below the deepest recesses of the deepest dungeon, flow the molten streams and rivers which feed the earth's core. Here also resides The Great Evil. Due to thy natural buoyancy, downward travel is somewhat more difficult and less desirable than upward. If thou must descend into evil, speak the name of this supplication whilst tapping thy staff upon the floor. The floor will become translucent; thee and thy party will slowly to the next lower dungeon level. G. LIB REC This is the most difficult of the spiritual movements. The planar motion allowed here must begin within a dungeon chamber. Lib Rec differs from the two previous supplications in the following way: Instead of the earth allowing thy physical form to pass, now thy form itself shall become translucent. As thou dost fade in one location, thou shalt slowly appear in another. To initiate this motion, speak the name of this invocation whilst circling thy staff above thy head. As thou stoppeth the spinning staff, so wilt thy journey stop. H. ALCORT Alcort is a specialized form of healing. Poison is a horror all beings fear for with it comes almost certain death. Only with the assistance of the divine power can thou halt the ravages of this great evil. With thy touch, the poison coursing in the veins of thy companion shall be transformed into a life-giving fluid which soothes the body and brings peace unto the soul. Thou can rest confident that thou hast delivered one from the grasp of poison. This power has been promised by the One whose covenant has never been broken. I. SEQUITU Occasionally during journeys unto the lower depths of the subterranean, thy party may encounter great trouble. This could be the death or near death of a party member, starvation besieging thy entire party, or becoming lost with little hope of finding thy way. This supplication is the beseechment of the greater Truth to aid the weary traveler is escaping this rocky tomb. If thou raiseth thy holy ankh into the air and cryeth out the name of this invocation, thee and they companions shall rise forth from the depths, guided by the divine Truth unto the Sosarian surface. J. SOMINAE Thine enlightenment hath expanded and will continue to unfold like the star-filled heavens above. The first light which thy Truth created for thee was wondrous indeed, and luminance of this sort will continue to be of great service to thee. Yet in order to fulfill some greater needs, more enduring illumination is required. If thou dost now meditate on this enchantment, thine entire self will radiate with the light of Truth. Know that even this light cannot be sustained indefinitely, for it doth draw from thine own inner force. K. SANCTU MANI The grasses have grown and seeded many times since thy journey began. Thou hast trod many paths and gained much wisdom. Thou hast now the power to perform actual miracles. To take one who has been shredded by an opponent's sword, quivering on the threshold of death, and restore him to life; this miracle is now thine. Prepare a small tin of fine scented oil and ask that it be blessed with the perfection and holiness of Truth. Anoint the wounds with the oil, allowing it to penetrate deeply. Before thine eyes, the flesh will draw together and be restored, and the blood will once again begin to flow through his veins. L. VIEDA If thou should lose thy way, either in the gloomy crevices of a dungeon, or in a dark forbidding forest, the miracle of Vieda light thy way. Meditate on thy need for guidance for a goodly time, and when thou dost feel sufficiently purified, rub a sm all quantity of Holy water onto thine eyelids. If thou hast meditated sufficiently, the greater Truths shall miraculously unfold before thine eyes. Whether thou art in a dungeon or on the surface, a vision of thy current surroundings will come to thee. M. EXCUUN Occasionally thee and thy companions will be set upon by creatures of great might and evil. Opposing these foes can be a difficult task at best. The liturgy of Truth provides also for this need. Should thy party encounter an evil foe of great strength, thou may wish to call upon the miracle of Excuun. By holding the holy ankh of Truth in the direction of thy foe and speaking the name of this great miracle, thou can direct the pure light of the holy force of Truth at thy foe, and the life within one of thy foes shall cease. N. SURMANDUM Thine enlightenment hath led thee to step beyond almost every limitation of this earth. It is now within thy power to step into the realm of death and draw one who has been there engulfed back into the world of life. Release thy spirit and allow it to venture into the very shadow of death, touching the spirit of the one who slumbers there. Lend thy poor companion back from the shadow of death and life will once again be his. If, however, thy companion's 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 The letters which head this page represent the seven words of anti- creation. They are the words which release the fury of Truth upon the world. No entire word is ever written, for should even the letters which represent their sounds be brought together on a page, the release of power would cause destruction of untold magnitude. If thou should encounter a situation so evil as to require their use, speak them softly only to the air beside thee. Most of thy foes will be struck down with a force so strong it will end this life, and all other potential lives within them. P. ANJU SERMANI Once a body hath turned to ash, the soul which once inhabited it is sent on to its next life. It, therefore, takes a miracle of enormous magnitude to reclaim it. Realize first that the spirit must leave another body and another life in order to return to thee. If thou perceives that the need for the return of thy companion is so great as to be willing to give five marks of thy wisdom in sacrifice, then beseech the One who is Truth and Wisdom. Allow a tear from each of thine eyes to fall upon the ashes. As thy tears mix with the ashes, so shall they reconstitute thee, and life shall be restored. I, Lord British, would like to acknowledge the following persons for their invaluable assistance in creating this book. Margaret Ellen Weigers, for the majority of works herein. Roe R. Adams 111, for the introduction and conceptual assistance. Richard A. Garriott, for a great deal of uneducated editing. Robert, Marcy, Owen, and Helen Garriott, for educated editing. A special thanks to Helen M. Garriott, for the wonderful illustrations throughout this book. Copyright (c) 1983 by Origin Systems, Inc. 340 Harvey Road Manchester, New Hampshire 03103 Exodus: Ultima(tm) III The Book of Play Exodus: Ultima (tm) Welcome back, oh illustrious adventurers! Long has been thy sojourn in this strange realm, though 'tis a fitting respite for great heroes. Glorious are the names of those adventurers who slew the mighty Wizard Mondain and his evil consort Minax. L ord British's minstrels still sing they praises for the epic battles waged in the overthrowing of those two crimson necromancers. The chronicles of Ultima I and Ultima II bear witness to thine effects on behalf of the good subjects of the realm of Sosaria. The time of thy rest is now o'er. Thou wouldst not be here if thou hadst not heard the distant braying of the war horns, or felt in thy blood the cry of kinsmen in dire peril. Thou art Called, and from such a Calling none of the People may turn aside. It is thy duty and thy destiny. PREPARING FOR THY JOURNEY Gather close while thou art briefed on what changes hast transpired since last thou quested forth. A new, much larger Siege Perilous has been discovered. The gateway will now hold four adventurers instead of just one. Two paths thus radiate out before thee. Thou may choose to venture forth alone, in hopes of recruiting retainers once thou arrives in Sosaria. Or, thou may gather together up to three other adventurers of the People who rest here, and sally forth with them at thy side. Bare is the back who hast not kin to protect it! Decide quickly, the horns seem louder. Some ritual preparation is needed before thy journey can begin. First, study what is contained within this square pouch. It is thy key to open the gateway. Guard it well, lest harm befall thy party. Before examining the disk even once, you MUST follow the arcane rituals described on the back page of the player reference card. Enclosed in thy pouch is also a rare cloth map, a reference card, and two eldritch manuscripts. Unless thou art trained in mystical matters, open not these two books upon destruction of thy soul! Both of these ancient books were presumed lost for many centuries. By means of portentous visions, Lord British's advisers were led to their ancient resting places. The manuscripts contain very powerful lore whose time has come to be used again. It is said that the wheel of the heavens now heralds a great conflict, and that even the Great Earth Snake will rise from the watery depths. The dreams of the wise are thus disturbed these days. Great evil walks the land again. The map of Sosaria is, alas, incomplete. The great cartographer, Hawkwind, was gravely wounded by a roving band of Brigands before he could finish the map. None of the towns, castles, dungeons, or other special places are shown. You will have to use pins or markers to indicate where each lies, as you find them. It is rumored that much lies hidden, just out of sight. The reference card contains the alphabetical commands. While the functions of most commands are obvious, several have subtleties: Cast - when chosen, thee will be asked for thy character's (C) number (1-4) and, for some professions, whether the spell will be W/C (Wizard/Cleric). Then the rank of the spell will be requested. Fire - has a range of three squares. Any enemy killed (F) with ship's cannons yields no treasure! Watch out, Pirate Ships fire back. Join Gold - pools all the Party's gold to one character. Useful (J) for buying special items or services that are expensive. Look - is particularly useful before entering unknown (L) places or terrain. Negate Time - is the trademark of a Master Thief. When the (N) proper item is found and used, time stops around the thief for several turns. This allows an audacious thief to steal vast treasures and escape the treasure's guardians. Other - allows regular adventure verb commands in (O) special situations or places. Such a phrase might be (Kiss) Princess, or (Jump) cliff. Peer - with the aid of a special item, they can gain an (P) overview of where the Party is located. On the surface, the map is of the entire world. In a town or castle, the map shows all the inside areas. When used in a dungeon, all of that level is visible. Even the ladders, doors, and special objects are shown. Yell - allows words to be screamed over a distance. Very (Y) useful when being chased by a dragon. Yell, (Open) gate! Now that everything has been studied, and whomever of the People thou couldst muster has been assembled, it is time to begin the ritual. First insert the disk marked Program Side into thy machine, and, with all gathered around the machine, activate the power. Shortly, a viewport is opened through the gateway. Kinsman engaged in mortal combat with a dark creature can be seen. Suddenly the battle ends. You are too late to help, but never too late to avenge! Follow closely the instructions shown on thy living machine. All adventurers must now gather around the machine. Total concentration among the party is necessary for the gateway of the Siege Perilous to open. A moment of transition is experienced, then . . . THROUGH THE GATEWAY After the darkness of transition clears from thine eyes, a sample view of Sosaria appears. After a moment's inspection, press (SPACE BAR). Thou are now offered three choices: - Return to the view - Organize a Party - Journey onward Only the first letter of any option need be used to select that option. þ Return to the view offers reflection upon the realm's features. þ Organize a Party is where thou shouldst begin. Thou art presented with a long list of options: - Examine the Register - Create a Character - Form a Party - Disperse a Party - Terminate a Character - Main Menu þ Journey onward begins the adventure! The first order of business is the defining of characters and the formation of an adventure Party: þ Examine the register displays the name and classification of each type of character. The first three letters before each name give the character's Sex, Race, and Profession. 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 their name. þ Create a Character allows the adventurer to develop kinsfolk or retainers. Each character reflects the personality of its creator, so choose the following carefully: 1) Assign a number from 1-20 2) Name the character, up to 13 letters may be used 3) Sex: Male, Female, or Other (M, F, or O) 4) Race: Choose from among the fives races of the People - Human, Elf, Dwarf, Bobbit, and Fuzzy. (See Table 1) 5) Type: The profession of the character. Choose among - Fighter, Cleric, Wizard, Thief, Paladin, Barbarian, Lark, Illusionist, Druid, Alchemist, and Ranger. (See Table 2) 6) Attributes: 50 points are available to be divided among the four attributes - Strength, Dexterity, Intelligence, and Wisdom. Strength is important for fighting. Dexterity grants speed and cleverness. Intelligence controls Mage spells, while Wisdom imparts Cleric power. (Refer to Table 2 to see the requirements of each profession). No less than 5 may be assigned to any single attribute, and no more than 25. If the wrong values are used, the character disappears and must be reinstated. þ Form a Party by selecting up to four members. Check with the register, and use the number next to the character wanted. A Party stays together until it is disbanded. þ Disperse a Party disbands the adventure party, and returns the members to the register for reassignment. þ Terminate a Character clears the character permanently from the register. This would be done if character proves unable to perform properly, and needs to be removed from the register to make room for another character. þ Main Menu returns the Party to the primary option list. Here can be chosen Journey Onward to begin the Quest! Adventurers (L to R): Bobbit Alchemist, Bobbit Wizard, Elf Paladin, Elf Illusionist, Fuzzy Thief, Fuzzy Druid, Human Ranger, Human Cleric, Dwarf Fighter, Elf Lark, Human Barbarian. Table 1 Maximum attainable attributes for each race Strength Dexterity Intelligence Wisdom 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 Table 2 Characteristics of each Profession Weapons Armor Spell Type Spell Attribute/Special Fighter All All None None Cleric Mace Chain Prayers Wisdom Wizard Dagger Cloth Sorcery Intelligence Thief Sword Leather None Steal and Disarm Traps Paladin All Plate Prayers Half Wisdom Barbarian All Leather None Some Steal and Disarm Lark All Cloth Sorcery Half Intelligence Illusionist Mace Leather Prayers Half Wisdom, Some S&D Druid Mace Cloth Both Greater of Both Halfs* Alchemist Dagger Cloth Sorcery Half Int., some S&D Ranger +2 Sword +2 Plate Both Lesser of Both Halfs, Some Steal and Disarm *Druids regain their magic points faster than other characters. MAGIC: Each character, that is allowed magic, has a maximum Magic Point level, which is displayed with the Party statistics. A cleric with a Wisdom attribute of 25, will have a maximum Magic Point level of 25. If thou art a Ranger whose Intelligence is 15 , and whose Wisdom is 10, then thou will be able to only cast second rank, (B), spells. Thy Magic Point level is only 5, half of 10 (lower level of the two attributes). Every spell costs a different amount of energy to cast. A character replenishes that energy at a rate of one point per turn on the surface, and one point every four turns in a town or dungeon. Druids regain two points per turn, which is quite an advantage. Initial character races must be chosen carefully, or thy characters m ay never develop enough mystical force within them to succeed on thy quest. Having chosen thy companions, and formed a Party, a few last words of advice. The situation on Sosaria is worsening rapidly. The darkness of evil hangs like a pallor over the Lord British's realm. MOVEMENT: Without the special items that can be Peered into, a party can now only see that part of their surroundings as is not obstructed from view. Anything out of direct sight is shown blank. Trees, mountains, walls, and other such barriers will blocky their vision. This new viewpoint may seem somewhat confusing at first, but it rapidly becomes familiar. Remember to check out each part of an area carefully. Many things are hidden just out of sight. Movement outside dungeons is different from inside dungeons. Outside, the direction keys (Refer to Player Reference Card), move the party North, South, East and West. In the dungeons, the same keys are used, but they move the party Forward, Retreat , Turn Right, and Turn Left respectively. COMBAT: As thou dost travel in a party, so doth the monsters. When combat is joined, a special combat screen appears. On this new screen, each member of the adventure Party is shown separately, as is each monster. Each player may individually control their character during combat, moving, fighting, or casting spells. Beware, the monsters are permitted to attack on the diagonals, while a character can only attack horizontally or vertically. Watch out for monster formations where two or three of them can attack a character at once in a crossfire. Few can survive long against such a withering assault. To Attack, (A), or Cast, (C), a spell against a monster when it is your character's turn, thou must give a direction for thine attack to be launched. If a Fighter wishes to attack an obnoxious Orc that is next to him on the right, he can swing his sword by typing (A), then (East Direction). One can almost hear the thunk of steel against the Orc's foul hide. Bows and spells can be used very effectively across the entire battlefield. Be careful of thy Dagger, though. It is considered thrown if the enemy is more than a square away. Many a Wizard has been slain by being overeager in combat and throwing their Dagger away. Each time a monster dies, the character who struck the fatal blow receives experience points for their deed. When a player accumulates enough experience points, they will automatically rise in levels. Thou shouldst consider all parties on the surface as being malevolent. All the good citizens of Sosaria dwell within the towns and castle. Any party encountered on the surface, or in a dungeon is thus an enemy. If thou art strong enough, attack immediately. If thou art new, or suffering from grievous wounds, consider trying to run away. Once a combat is joined, only one survivor emerges. CHESTS: When a monster group is vanquished on land, a treasure chest will always be left behind. Some chests have much treasure in them, while others may be empty. Many of the chests both above ground and below ground are trapped. Either a Clerical "APPAR UNEM" spell must be cast to disarm the trap, or a Thief must attempt to disarm the chest. Some of the traps include: Acid (injures only the character opening the chest), Poison (same), Bomb (destroys the contents of the chest and hurts everyone in party), and Gas Trap (affects the entire party). DUNGEONS: The dungeons have, of late, become particularly treacherous and deadly. Explore carefully and slowly. Map everything. Secret doors abound throughout the different dungeons. Magical winds howl down the corridors, blowing out all light. If thou walks slowly, glimpses of faint mystic writings may be noticed periodically. Recently a rumor has surfaced of an apparition that haunts a deep level of a hidden dungeon. There also exist many traps and pitfalls for the unwary. A Thief is an excellent choice to have in a party. If the party puts the Thief in front of the Party, he will have an excellent chance of spotting traps, before the party trips them. Many strange and wonderful places are hidden within different dungeons, such as fountains . Some fountains are beneficial, while others are poisonous. Always drink carefully at a fountain. TRANSPORTATION: Most of thy Party's progress will be on foot. If thou art fortunate, thou couldst capture some of the wild horses that roam the plains. Travel on horseback is much faster than on foot. Ships are very scarce. The Pirate fleet has sunk most of the regular ships. When thou hast a ship, thou needst to maneuver it. To sail a ship, one must learn the ways of the winds. Thy ship may not sail against a wind, but must tack around it. Watch out for sudden shifts in the wind for the wind is a fickle elemental force. The greatest transport are the hidden Moon Gates. They are similar, but less powerful, to the Siege Perilous that hast brought thy Party hither. Passing through a Moon Gate when it is active will teleport thy Party to hidden powers. Access to many glens of the old knowledge are restricted by the Moon Gates. No creature of the Dark can ever break through the wards that protect them. The coming and going of the Moon Gates is somehow related to the twin Moons, Trammel and Felucca, that grace our skies. The cartographer, Hawkwind, was supposedly greatly excited about a discovery concerning the true nature of the Moon Gates, when he was attacked. The success of thy quest may well hinge on thou solving this ancient mystery. At the top of thy screen, the phases of the twin moons, Trammel and Felucca are represented by numerals as follows: Refer to the GIF accompanying this archive for the moon-phases. LAST MINUTE COUNSEL: When thou enters the plains of Sosaria, thou art stark naked without a weapon in thy hands. Immediately Wear, (W), thy Cloth armor and Ready, (R), thy Dagger before doing anything. Quickly look for a town and enter it. Inside the town, thy purses of gold will buy better weapons and armor. Thy party's ability to survive depends as much on the quality of its equipment as on the quality of its leader. Forget not to obtain enough Food. Towns are widely scattered, and starvation is always so unpleasant to watch. If ever there occurs a need to just rest in one place until a certain time, thou may repeatedly hit (SPACE BAR). This does not do anything but pass time rapidly. Of course, remember that the monsters are still moving and that food is being consumed quickly. Despite one's finest efforts and diligence, it is not possible to complete thy adventure on a single foray. Do not be dismayed, all that has been accomplished is not lost. As Lord British's champions, thou art aided by his great Wizard. Every time thou enters or leaves a place, the state of thy souls is reflected in the great mirror that hangs in Lord British's chamber that he might view thy progress. When thy party Journeys Onward next time, the Wizard will invoke a mighty spell and Restore Game automatically. Thy party will resume adventuring at the last place visited, or the last location thou used the command Quit (Q). Thou art now as prepared as possible to face the trials of thy quest. Drink deep of the fellowship of thy companions, for the morrow may bring thy parting. Now, from the Main Menu, Journey Onward (J). May the Gods of the People grant thou victory. THE REALM OF SOSARIA This be a digest of town shops, citizens, and monsters. Refer to it often, especially the monster section - KNOW THINE ENEMY! TOWN SHOPS: The Weapons Shop Buy and sell superbly handcrafted weapons. Each weapon is guaranteed not to break for 1,000 fights, or thy next of kin gets double thou purchase price back. The Armory Buy fine armor, or trade in captured booty for gold. Please note that anytime thou dost sell armor or weapons, thou needst to reequip thyself afterwards. The Grocery While the typical fare here wouldst never be considered gourmet, the food does not spoil on long adventures. The Guild Shop The Thieves Guild offers, at a high price, tools of their trade. The Guild shops are difficult to locate as most towns have driven them out. The Pub Relax from a hard campaign and enjoy a cold draught. Bartenders hear strange rumors some times. A few pieces of gold may loosen a tongue. Remember though, gossip is rarely totally truthful. The Healers In remote areas may be found Healer Kiosks. There restorative powers can be purchased, although the tariff is steep. The Stables In two towns the fine horses of Lord British may be purchased. However, they are only sold in lots that match the number of the party, so they are quite expensive. The Oracle In secluded sections of some towns dwell gifted Oracles. With their vision they can provide much understanding of the occurrences in the world around thee. Knowledge is a costly thing, so bring a heavy purse. CITIZENS: Merchants The mainstay of Sosaria's prosperity. They operate the shops in town to the benefit of all. Some are not very clever, and if a sharp Thief is in thy Party, then a chest or two might be stolen from under the Merchant's nose. If thy Thief is caught stealing, the entire town guard will assault thee. Guards They resemble big bouncers at tough bars - all brawn and no brains. If a crime is detected within a town, or Lord British's castle, each Guard will pursue thee to the boundaries of the place. Most Guards are very difficult to overcome, but rumors h ave been circulating that some Guards are not completely honest. Jesters They entertain Lord British with their antics. Occasionally they even harass visitors. Player Type Any of the regular Player types may appear in the towns and castle. Speak to all of them, some hold valuable clues to the locations of hidden items. Monster Type Very rarely are renegade monsters seen in towns. These monsters no longer serve the Dark, but now serve Light. Lord British The august ruler over all the People. Widely regarded as a fair ruler, he will richly reward those who serve by his side. MONSTERS: LAND Orcs - Goblins - Trolls These three creatures of evil are the result of long ago mutation wrought by magic. As they were created by magic, so can a Wizard's spell dispel them from this plane. Skeletons - Ghouls - Zombies All Undead creatures are an abomination before the light of Truth. A Cleric with thy Party can Turn these Undead creatures. Player Types Any of the regular Player types may have fallen under the spell of Darkness and now serve their evil Masters. Thieves - Cutpurses - Brigands These are the worst of the human trash that pollute the countryside. Thieves can steal any weapon or armour that thou hadst, except for those with which thou art equipped. The Brigands man the Pirate Ships and fiercely control the oceans. Giants - Golems - Titans These creatures have no special attributes, but their huge size makes them very formidable opponents. Watch out for the force of their War Hammers. Pinchers - Bradles - Snatchs Any bite from these creatures is poisonous. If a character is bitten, only a Prayer or a Healer, can cure the poison that is running in thy character's vein. Every step the character takes, lowers the character's hit level by one. If thou art far from a Healer, thou dost travel with a walking dead man. Gargoyles - Manes - Daemons Be very careful dealing with these minor demonic legions. They can hurl powerful magic attacks across the arena at thee, inflicting great damage. Griffins - Wyverns - Dragons These creatures can hurl mystical Fireballs at thy Party from afar. They are the only creatures that can wreck havoc upon thee when not in Conflict Mode. Any Party luckless enough to venture within three squares of one of these creatures will be subject to an awesome attack. The Great Dragons can destroy a Party before the Party ever engages in combat with the Dragon! Devils - Orcus - Balrons If thou attempts to overcome these mighty warriors of the Dark, then thou hadst best be protected by all means possible. Anything less will mean thy instant destruction. These archfoes are so filled with evil, that they can hurl poisoned magic bolts from across the arena. The slightest hit may poison thy character and sap their vitality. MONSTERS: SEA Pirate Ships Be extremely cautious when one of these ships is sighted if thou art on land. A Pirate Ship can fire its cannons at thee three squares away. If the shot hits, all members of thy Party take damage. Most beginning Parties cannot sustain more than a few shots before the Party is wiped out. If the Pirate Ship stays offshore, shelling thee, nothing can be done to get him. If, however, he touches the coast, thou couldst now attack him. Sea Serpents Small cousins of the Great Earth Snake, these creatures can destroy an entire ship. In conflict mode, they can hurl magic across water, making it hard to fight them. Man-O-Wars These are the most feared of all the denizens of the oceans. There long giant tentacles are poisonous, and they can hurl magic. Because of their nature, Man-O-Wars can take vast punishment without dying. A Party attacked by such as these, has a very slim chance for survival. The Adventure With the fall of Mondain and Minax, peace had flowed like molten honey around all of Sosaria. Everywhere, Lord British's subjects were happy and prosperous. A great cancer had been exorcised from the world body. The People were cleansed again, and there was much rejoicing in the towns. Even the Orcs had disappeared from sight after the fall of Minax's castle, as chronicled in Ultima II. Twenty years the peace lasted. Twenty years is also the time needed for an infant to become a person. From the ruins of Minax's castle has come several fragments of a manuscript which hints at a dark secret. There appears to have been an unholy alliance between Mondain and his young apprentice, Minax. Something had fructified from that union. But whether that something was of Man, Monster, or Daemon, the manuscript fragments were eerily silent. What had become of that hell-born prodigy? No clues existed. Time passed, and the omens began to be troubled. Comets clashed across the sky and rumbles were heard deep in the ground. Then one day, in a fiery birth of molten lava, an island rose up in the middle of the ocean. None could approach it for the h eat and steam were too great. Some drunken sailors claimed to have had a glimpse of the island when the steam was momentarily blown away by a strong wind. They swore that a castle existed in the middle of that inferno, but thou knows how reliable i s the word of a drunken sailor. Then, the sweet flowing rhythm of country life was shattered. Orc drums began to pulsate through the hills and mountains, and the horrible raids began. The outlying settlements all moved in to the safety of the village fortresses. Shortly thereafter, a Pirate Fleet appeared suddenly, and commerce was swept from the seas. An evil power was rising in the West, and all the earth groaned to its flexing. When tales emerged that the Great Earth Serpent had risen from its long slumber at the bottom of the ocean, people began to cry that the End of the World was at hand. Lord British sent his most trusted and talented advisor out to uncover the facts behind these wild rumors. Weeks passed, then a shattered man was found wandering in the groves outside the castle. Some terrible sight had blasted his reasoning. He just kept repeating, "From the depth of Hell...He comes for vengeance." What he/she/it was, remained unclear. The spread of its evil powers, however, was very clear. Lord British sent out a Call for all of the Heroes of the People to rally. That i s why thou art here today. Thou heard the Call and answered it. Thy task before thee is not easy. Evil walks the land openly, attacking all travelers. Thou and thy companions will need to grow stronger rapidly if thy Party is to survive. Seek among the ancient paths for long forgotten Truths and powers. One possible clue as to the identity of thy nemesis has been discovered. A derelict merchant ship was recently towed into port. No crewmen were aboard, alive or dead. Everyone had vanished, as if plucked by some evil force off the boat. The only thing found was a word written in blood on the deck: E X O D U S. ROE R. ADAMS, III 8/2/83 I, Lord British, would like to thank the following persons for their efforts in creating this book. Roe R. Adams 111, for the eloquent writings herein. Dennis R. Loubet, for the magnificent illustrations within this book. Special thanks goes out to those who assisted through long hours of work and playtest: Roe R. Adams, Ken Arnold, Chuck Bueche, Richard Garriott, Winfield Kang, James Van Artsdalen, Mike Ward, and Margaret Weigers. And to all those persons found within this game, I extend a warm greeting! Copyright (c) 1983 by Origin Systems, Inc. 340 Harvey Road Manchester, New Hampshire 03103 ULTIMA and LORD BRITISH are trademarks of Richard Garriott.