********* Welcome to Project 64! The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warantee of the original document, if any, that may included in this etext. No other warantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. ********* The Project 64 etext of the Ultima V manual. Created by extracting the appropriate section from the MANUAL.TXT file obtained from the Origin Ultima I-VI Series CD-ROM (Encore) and by combining it with http://www.origin.ea.com/english/ultima/ultima5/u5encore.html, the HTML online version at the Origin web site to include the section on magic. Formatted by the Basic Bombardier. Most of the information in this etext is assumed to be close enough to C64 version until a comparison and revision is made. ULT520A.TXT, January 1997, etext #162. This replaces ULT510A.TXT. ********* Ultima V -- Warriors of Destiny User Information CREATING CHARACTERS 1. After starting ULTIMA V, you will see a scene of Britannia. Press any key to bring up the ULTIMA V main menu. 2. The first time you play, you will need to press C to select Create New Character. 3. Enter the name of your new character. 4. Select the sex of your new character. 5. Answer the questions asked by the gypsy. There are no "right" or "wrong" answers just Iet your inner feelings be your guide. 6. After answering all of the gypsy's questions, you will be taken back to the Ultima V main menu. 7. Once you have finished creating your character, press J to select Journey Onward. MOVEMENT Except in dungeons or during combat, your party is represented by a single figure. During combat, each party member is shown and allowed to act independently. The Keypad on the right side of your computer keyboard provides movement and direcction. The North (key 8), South (key 2), East (key 6), and West (key 4) keys will move your party or party member in the designated direction. is also used to indicate direction when aiming weapons and casting spells. When in dungeons, pressing the Enter or Period keys will turn you around. The diagonal keys are used exclusively for aiming weapons or casting spells in combat. Movement is not allowed using the diagonal keys. [ North @ -- "at" sign ] [ South : -- colon ] [ East ; -- semicolon ] [ West / -- slash ] MENUS In a game menu, use the directional keys to move the cursor bar and highlight your choice. When you are satisfied with your selection, press the Spacebar or the Enter key. To leave a menu without making a choice, press the Escape key. If you are selecting a member of the party from the party roster, you may alternatively indicate your choice by typing in the number of the player's position in the roster. An arrow symbol just below a menu indicates that the list extends to include more items in one or both directions. COMMANDS Following is a list of commands that can be executed by pressing the designated key Key Command Function A : Attack -- Attempt to engage a person or creature in combat. Must be followed by a direction. In combat, you can aim weapons in any direction at any target within the weapon's range by using the number keypad and moving the crosshair on top of the target. Press the A key again or the Spacebar to fire. B : Board -- Board a frigate, skiff, or other conveyance or mount a horse. If you board a ship from a skiff, the skiff will be stowed and kept ready for later use. C : Cast -- Cast a spell. Must be followed by the first letters of the spell's syllables. Only works when the proper reagents have already been mixed and the spellcaster has enough Magic Points remaining. Some spells require additional information (direction or target). E : Enter -- Enter towns, castles, and other structures. Party members must be standing directly on structure to enter. F : Fire -- Fire cannons. Must be followed by a direction. Ship cannons may fire only when the ship's broadsides are facing the target. G : Get -- Take possession of gold, food, and other items. Must be followed by a direction. H : Hole up -- In dungeons and wilderness, hole up and camp once a day to rest, heal wounds, and recover magical strength. In cities, hole up in an unoccupied bed to pass time quickly. On the sea, hole up to make minor repairs to your ship. I : Ignite a Torch -- Light a torch, if you have one, to see at night or in dungeons. J : Jimmy lock -- Unlock most doors and safely open chests with a skeleton key. Keys are reusable but often break if the person jimmying is not nimble enough. K : Klimb -- Climb up or down ladders in buildings and dungeons, down steel grates, or over small rockpiles, fences, and other objects. L : Look -- Identify any object or terrain feature or read signs one step away. Must be followed by a direction. May allow further interaction with some objects, such as wells and fountains. M : Mix -- Prepare spell reagents for later use. Enter the first letters of the spell's syllables, then select the appropriate reagents from the menu. Press M again to mix. N : New Order -- Exchanges the position of any two party members, except the leader. Select the two members to be exchanged from the roster menu with the cursor bar or by pressing the Number key representing the players' positions within the party. O : Open -- Opens an unlocked door or chest. Opening a locked chest will set off a trap if the chest has one. P : Push -- Allows small objects, like tables and chairs, to be moved. May be used to block doors. Q : Quit and Save -- Save the current game status. If you do not use this command to end a playing session, any progress made since the last save will be lost. R : Ready -- Equip a party member with personal items from the party's stores. Use the direction keys and Spacebar or Enter key to select or deselect an item in the menu bar. Press Escape when finished. (See Note below Z-Stats command). S : Search -- Search the location or object in the direction indicated. Searching may detect traps on chests, concealed doors, dungeon floor traps, or reveal hidden items. Use the south direction key (2), to search the immediate area in dungeon halls. T : Talk -- Allows you to converse with merchants or townfolk in the direction indicated. Conversation is possible over counters, tables, fences, and through windows and doors with windows. U : Use -- Use a potion, scroll, or other special item found during the game. (See Note below Z-Stats command. ) V : View -- Reveals a bird's-eye view of the surrounding countryside, city, or dungeon floor currently occupied. View requires a special item. X : X-it -- Exit or dismount current form of transportation, leaving it behind while continuing on foot. Horses not left by a hitching post may wander off. Exiting from a ship is possible only if there is a skiff available or if the ship is next to Iand. Y : Yell -- On a ship, Yell will hoist or furl sails. In other situations, Yell will allow you to enter up to two lines of text to be spoken loudly. Z : Z-Stats -- Displays the status and attributes of your party members, including several screens of information such as supplies, weapons, and spells. Use the East and West directional keys to change pages. Use the North and South directional keys to scroll. up and down long lists. Pressing the Escape key or the Spacebar will exit the Z- Stat screens. Note: Extra keys available for Z-Stats, Ready and Use commands: Home Move to beginning of list. End Move to end of list. Page-Up Scroll a page up. Page-Down Scroll a page down. 1-6, 0 : Designate/ Active Player -- Several commands request one party member be selected perform the action requested. When this is required, an illuminated cursor bar will appear over the names of your party members. Use the directional keys to highlight the name of the character you wish to designate and press Enter, or abort the command by pressing Escape. Instead of selecting a party member to perform a command each time you invoke it, you may set any living party member as the "active player." The "active player" will be the default player for commands that require a single party member for execution (i.e., Jimmy, Get, Search, etc.). This player will remain your active player until you select another party member or disable this feature by pressing 0. This player will not serve as the default during combat. You may assign a party member to be the active player during combat if you so choose. To assign a player as the active player, press the number key from 1 to 6 representing that player's position in the party roster. Spacebar : Pass -- Pass a turn, allowing time in the game to proceed. Also aborts any command requiring a directional key. Escape : Escape -- Aborts or exits commands that use scrolling menus. Escape speeds exit from combat scenes after all foes have been overcome, and allows you to abandon any charmed creatures in combat and dungeon rooms. Ctrl-S : Toggle Sound -- Turns sound effects on or off. Ctrl-B : Toggle Buffer -- Turns keyboard buffer on or off. Ctrl-E : Exit Game -- Exit the game and return to the CD Games menu. Be sure to save your game first if you want to save your current position. MAGIC, CASTING SPELLS The Languages of Magic Some aspects of magical lore have become fairly well known. One such is the language of magic. This is a set of twenty-four syllables compiled by a great language scholar after traveling throughout Britannia for more than seven years. These are all the components of any magic spell yet unknown; but they are little help -- and extremely dangerous -- without knowledge of how to combine them into the phrases that make meaningful incantations. Following is a list of these powerful syllables, approximations of their meanings, and a guide to their pronunciation. Syllable, Idea, Sound An, negate, ah n Bet, small, b eh t Corp, death, k oar p Des, down, d eh ss Ex, freedom, x Flam, flame, fl ah m Grav, energy, gr ah v Hur, wind, h oo r In, create, ih n Kal, invoke, k ah l Lor, light, l oar Mani, life, m ah n ee Nox, poison, n ah ks Por, movement, p oar Quas, illusion, kw ah ss Rel, change, r eh l Sanct, protection, s aa ng kt Tym, time, t ih m Uus, up, oo ss Vas, great, v ah ss Wis, knowledge, w e ss Xen, creature, z eh ss Ylem, matter, aye l eh m Zu, sleep, z oo The Mixtures of Magic Reagents are herbs needed for the preparation of magical mixtures. Most are sold in apothecaries; a few are hard to find and require special effort to obtain. Following is a chart of the magical reagents and the general areas of proficiency they affect (in parentheses). Black Pearl (Projection)-- A rare version of the standard white pearl, a black pearl is a forceful reagent in the creation of kinesthetic magic, that is, projecting objects. Blood Moss (Movement)-- Fungal growth usually found in deep forests and warm, damp areas; especially favored as a reagent for its ability to enhance mobility. Garlic (Warding)-- Ubiquitous and strong-scented reagent, used effectively in warding off evil spirits. Ginseng (Healing)-- Ancient reagent used extensively in healing. Mandrake Root (Power)-- Very rare and usually expensive magical herb growing only in swampy areas, mandrake root is said to bring great power to magic that uses it. Nightshade (poison, Illusion)-- Rare, poisonous plant that appears only when the moons are in a certain conjunction. Those who learn its whereabouts and manage to be there in the dead of night when the moons are full can pick nightshade without danger and benefit from its powerful ability as a reagent to create illusions. Spider Silk (Binding)-- The magical product of the garden spider and its relatives has no peer in its ability to bind. As a reagent mixed for magic, spider silk magnifies its binding power many times over. Sulphurous Ash (Energy)-- Common material left by volcanic action, ash is an excellent source of energy in magical mixtures. The Spells Spells diverge greatly in term of difficulty, and, correspondingly, in terms of danger to the caster. After years of observation, and experimentation, scholars in magic have classified spells into eight circles of difficulty. Thus, mages who can command only the simplest spells are considered to be in the first circle. Full mages' magical ability is directly related to their intelligence. Bards appear to have half the magical ability of full mages and fighters rarely have any. Casting spells drains magical powers, limiting how many spells mages can cast before resting. A spell will drain magical powers in amounts proportional to the spell's circle of difficulty. On the facing page, a chart classifies the spells by circle, with a brief indication of each spell's use, a note on when it can be used, and an ingredient list. Do not take the ingredient lists to be recipes, as wrong quantities or careless mixing could have terrible results. Note that not all spells can be used in all situations. Quite a few spells need far too much time or concentration to be cast during combat, others feed on the energies present in the battle arena. Full descriptions of each spell's nature, use and effects follow. In the following chart, dng./com. signifies that the spell works in both dungeons and combat. Chart of Spells KEY: Spell | Effect | Time | Reagents 1st Circle An Nox | cure poison | anytime | ginseng, garlic An Zu | awaken | combat | ginseng, garlic Grav Por | magical missile | combat | ash, pearl In Lor | light | noncombat | ash Mani | heal | anytime | ginseng, silk 2nd Circle An Sanct | unlock | anytime | ash, moss An Xen Corp | repel undead | combat | garlic, ash In Wis | locate | noncombat | nightshade, silk, pearl Kal Xen | call animal | combat | silk, mandrake Rel Hur | wind change | noncombat | ash, moss 3rd Circle In Flam Grav | wall of fire | dng./com | pearl, ash, silk In Nox Grav | wall of poison | dng./com | nightshade, silk, pearl In Por | blink | anytime | silk, moss In Zu Grav | wall of sleep | dng./com | ginseng, silk, pearl Vas Flam | ball of flames | combat | ash, pearl Vas Lor | great light | noncombat | ash, mandrake 4th Circle An Grav | dispell field | anytime | pearl, ash Des Por | downward move | dungeon | moss, silk In Sanct | protection | anytime | ash, ginseng, garlic In Sanct Grav | protection field | dng./com. | mandrake, silk, pearl Uus Por | upward move | dungeon | moss, silk Wis Quas | reveal | combat | silk, nightshade 5th Circle An Ex Por | magic lock | anytime | ash, moss, garlic In Bet Xen | insect swarm | combat | moss, silk, ash In Ex Por | magic unlock | anytime | ash, moss In Zu | sleep | combat | ginseng, nightshade, silk Rel Tym | quickness | combat | ash, mandrake, moss Vas Mani | great heal | noncombat | ginseng, silk, mandrake 6th Circle An Xen Ex | charm | combat | pearl, nightshade, silk In An | negate magic | anytime | garlic, mandrake, ash In Vas Por Ylem | tremor | combat | moss, ash, mandrake Quas An Wis | confuse | combat | mandrake, nightshade Wis An Ylem | xray | noncombat | mandrake, ash 7th Circle In Nox Hur | poison wind | combat | nightshade, ash, moss In Quas Corp | fear | combat | nightshade, mandrake, garlic In Quas Corp | peer | noncombat | nightshade, mandrake In Quas Xen | clone | combat | ash, silk, moss, ginseng, nightshade, mandrake Sanct Lor | invisibility | combat | mandrake, nightshade, moss Xen Corp | kill | combat | pearl, nightshade 8th Circle An Tym | time stop | anytime | mandrake, garlic, moss In Flam Hur | flame wind | combat | ash, moss, mandrake In Mani Corp | resurrect | noncombat | garlic, ginseng, silk, ash, moss, mandrake In Vas Grav Corp | cone of energy | combat | mandrake, nightshade, ash Kal Xen Corp | summon | combat | mandrake, garlic, moss, silk Vas Rel Por | gate travel | noncombat | ash, pearl, mandrake HINTS Conversation is integral to ULTIMA V. Only by piecing together clues from the different inhabitants can you complete your quests. You may ask inhabitants about a number of topics. Often you will need to know what to ask a specific person to glean interesting information. All inhabitants will talk about their jobs and give you their names, and asking about these will often help you learn who else to interview and what questions to ask them. As an example of conversation, you might Talk to Dupre. First you type job. He responds, "I am hunting Gremlins!" Type hunting and he may respond with an interesting insight. Or Iolo might have suggested that you ask Shamino about his sword. If you have already spoken to Shamino, you would not have known to ask him that, and must seek him out again. You may be asked questions by some of those you meet. Consider carefully before responding; your life may depend on it. How you converse with others will determine how willing they will be to share any new information they have when you next meet them. Do converse with people more than once. Some people you meet may be willing to become your traveling companion. If you wish them to do so, invite them to join your party. Press Enter or type bye after an inhabitant's response to conclude a conversation. Keep a journal of your travels. Keep a list of the clues you pick up; there will be too many for you to carry in your head. Thoroughly explore the realm. Exploring each town, castle, keep, and other populated spots will prove to be time well spent. SCREEN VIEWS The party is shown standing on the shore south of the town of Britain. To the east is the castle of Lord British and two of its outlying villages. A frigate is docked at the harbor to the southwest. A marauding band of Ettins, evil two-headed giants, approaches from the north. In the upper-right window the Z-stats command shows the status of the companion British. Normally the party members would be listed in this window. British is a Male Avatar who has attained the second level of experience.He is in Good Health, with 19 Strength, 19 Intelligence, and 23 Dexterity Points. While he currently has 49 Hit Points, he can have a Maximum of 60 Hit Points. He has earned 156 Experience Points in battle and has 19 Magic Points. Pressing the key at this point would display the list of armor and weapons he currently carries. At the top of the left window, the sun is about to set, and the newly risen moon, Trammel, is in its Gibbous Waxing phase. The Ettins are attacking ! In this close-up view of the battle field, the Ettins are closing in on British from the east and west. Shamino lies slain, crushed by aboulder. In the upper-right window the names and current conditions of all three companions are shown: British has 45 Hit Points and is Poisoned, while Shamino is Dead with 0 Hit Points, and Iolo is in Good condition with 87 Hit Points. The party has 116 meals' worth of Food, and 150 Gold Crowns. It is the eighth day of the fourth month of the year 137, and the position of the sun would mark the time as midmorning. ********* End of the Project 64 etext of the Ultima V manual. *********