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