ultima v: warriors of destiny

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    'Ole tX>OKOF LORe:

    1=orewordThe Book of Lore was commissioned by Lord. Brttish. at the dawn ofthe Fifth Age. as a compendium of common knowledge to this date. Itsinspiration is the great prosperity and progress that has come about as aresult of the defeat of the Triad of Evil and the lise of the Avatar ethic. Itspurpose is to keep alive our understanding of the past and the present assafeguards for a br1ght future. The book also serves as a guide for youthand other travelers throughout Brttannta.

    Folklore 2 HiStory andJolk/egendGeography 6 Terrain and topographyGovernment 8 Political policy and structureEconomy 10 Industry. service, and the marketplaceSetuements 12 Centers ofdvUlzatlon. urban and ruralPopulace 15 TIle people: adventurers and towneJolkTransport 16 The many methods of travelAstronomy 18 Influences from the skyLanguage 19 Runes lD the p resent day

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    Long before the ascendance to power of Lord British. Sosarta. as i twas then known, was made up of numerous cftystates. The eight largestand most enduring of these are today the eight leading townes inBrttannla.

    Each cltystate had Its own ruler and some semblance of laws. However. there was constant bickering for power and resources, which meantthat the smaller states often fell prey to the aggressions of the larger.'Ole Crossrr)g.During this time. in another world, an Idealistic youth was growing

    discouraged. All around him, he saw people pursuing personal wealthand power. Where were the heroes fighting for Justice and prosperity forall people? Was there no leader wtlUng to seek the way to a better worldfor everyone?The youth took to spending his days rOaming the hUls. One autumnday, he came upon a rock-bordered c1eartng surrounded by towering

    oaks. From a bed of dry leaves. the glint of metal caught hIS eye. I t was asUver medallion in the shape of a great serpent. In his hand. the medal-lion felt unusually wann.Suddenly a line of blue light rose from the leaves. expanding into a

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    "Aye mek mye leg feelle na panne, and ayee haellede It, too. Aye oughtha' kwtt myne axynge. But aye dlnna ken thou'rt tcumen.The youth's eyes grew huge. He actually understood this strange, new

    language. "But how did you heal your leg'/"The man's eye's tw1nk1ed. -why, 'Us th' Simplest of spelles. Nay?"The man's name was Shamino. That night, the youth stayed in

    Shamtno's house . The youth told Shamino about the land from which hecame. Sham1no could not fathom such a land, but believed the lad wassincere and telling the truth."What again was the name of thy birthplace?""Cambridge," the youth replied, "in the British Isles."Sham1no thought for a minute, "I like that. I shalI call thee British."The youth laughed. but accepted hiS new name .Initially. British looked diligenUy for a way to return to his homeland .but over time his need to return to his own people lessened. I t was only

    after he gave up looking for a way back that he discovered one. Britishmade the Journey several times. In fact, it's believed he brought backclose friends to dwell with him in his chosen world- 1010 the Bard andthe knight Dupre are almost certainly hiS landsmen. Among the evidenceof tbls is the aging process. I t appears that a decade In our world Isequivalent to a single year in the homeland of BriUsh. He and his counhymen age at one tenth the rate at which we age.

    Through the years, British's deeds demonstrated both wisdom andbravery. As respect for him grew, British became the leader of a regionof Sosaria including many cJtystates. and was awarded the title ofLord British.

    'the \=IrttAse cfi Porkness.At the time BriUsh arrived at ShaminO's, a native lad was growing upin Sosarta. being trained in the ways of sorcery. He was a moody youth,given to sudden rages and fits of despondency. To offset tile laUer, he

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    and honest government over hiS provtnces and attracting aUenUon forhis startlingly innovative ideas. Mondaln was using his father's gemagainst itself to produce a black Jewel that would render him and hisevi11mmortal. Success meant gaining even greater power over themLn10ns of darkness.

    As terrors wrought by Mondaln caused increasing unrest and dismayacross Sosana, British's ideas for unJty of the cltystales became moreand more appealing.But the time was not quite ripe. for the widespread evtl was begln.n.1ngto take a tremendous toll. Something new was needed, thought Brttish.He absently reached for the slIver serpent he wore about his neck.Touching It in contemplaUon. he enviSioned the kind of hero Sosartaneeded to deal with Mondatn.Within days, a stranger arrived in Sosarta. With utter devotion totruth and good, the stranger grew into a hero capable of facing Mondatn.Eventually. the heroiC stranger found the malevolent gem and destroyedit, along with its creator. With Mondain's destruction, the forces of evilbegan to wane.

    'OleSecond ftse eli Darkness.But good. was not to rise victorious for long. Mondaln 's apprentice insorcery was a beautiful young woman. Underestimated because of heryouth. Minax was furious at the defeat of Mondaln and at the destructionof the gem, whose existence she had sUnn1sed. and which she hadIntended to study and repUcate for herself.SetUng her fury asIde. Minax decIded to take control of the evils of theworld without the gem. She succeeded. Through her network of beastsand her own frightening power, she rained evil upon the world.Again Lord British sent out the call for a hero. Again a stranger appeared. Again the evil was hunted down and destroyed. And with the des-truction of Minax, this stranger was able to alter the future of the world

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    The Tr1a.d of Evil was destroyed. and great celebration ensued. Inhonor of the day. they called the new world Britannia.

    'Ole Age ct; Avotor.Tremendous growth and prosperity characterized the Age of theAvatar. The pursuils of scholarship, arts, and physical perfectionflourished. The great casUes of learning were established to study theprinciples of Truth. Love. and Courage. The eight cltystates. now toWIlesunited under Lord British, were each dedicated to fostertng the studyand spread of a Single virtue. Thus . virtue blossomed and spread,science was born and began to grow at a healthy pace. and happinessbecame a realIty.Now Lord British called for a single individual to be an example forhiS people. A champion of great devotion and dedIcation. the strangerwho answered discovered the Codex of Ultimate Wisdom within theGreal Stygian Abyss.'Ole CLosIOS ct; [)oom.After the downfall of the Triad of EvI1. and even after the Age of theAvatar. eIght terrtble dungeons sUrvived: Deceit. DespIse. Dastard.

    Wrong. Shame. Covetous. Hythloth. and the Great Stygian Abyss.When Lord British summoned the Great CounCll. they determinedboth to raISe and enshrine the Codex of UlUmate Wisdom and to seal thedungeons . those pits so conducive to the breeding of evil. And so theydid. Thus ended the Influence of great ev111n the world.

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    GeographyBritannia's terrain is rich in variety. from white sandy deserts tothick. lush forests to icy crags of lowering mountains.Land 'CerralllThe largest portion of Britannia is grassland . Vast rich green grass-lands and fertile farming land stretch the vision and CUI the heart withpromise. For travelers. grasslands are fast and easy gOlng. Althoughgrasslands afford no cover against the hosWe creatures that roam them.they enable thee to see danger approaching and prepare for it.In the brush . seas of taU grass and scrubby shrubs. everythmg is as

    visible and as vulnerable as on the grasslands; only the gOing is slowerand tQLlgher. There Is no advantage to traveling through the brush overgrasslands. unless thou doth need to reach a point within i t or i t is wellout of thy way to circumvent It.Fores ts cover nearly all of northwest Britannia. The cool. redolentsoftness of the leaf-covered earth and the sweet air of the deep forestshave enchanted many a traveler into a false sense of well-being in one ofthe most treacherous terrainS. Dense. dark. and mysterious. the forestsare haven to all sorts of creatures. Nor is the forest kind. for It allows nowamtng; a foe might be upon thee too quickly for thee to react.The deserts of northeastern Britannia are hot. dry. and easy to lose

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    one's way in. Besides all sand looking much like all other sand. the heatIs apt to play tricks on the eye. misleading travelers with landmarks thatare not really there.

    The hills are rustically beautiful. but climbing Is U m e ~ c o n s u m t n g . even when the rise is gentle.Mountains are rugged natural barriers for anyone without proper

    equipment. Beware. however. of certain wild creatures to whom the rockycrags are home. The highest peaks are Simply impassable.Swamps are generally pOisonous. yet some life-giving herbs grownowhere else. Some use the deadly mire as fortress against intrusion. foreven monsters d.Jsllke venturtng into the putrid muck. At least. somemonsters dISlike It; there are rumors of rare and strange monsters thatthrive on the swamps and use them to devour their victims.

    Besides the toxicity. slogging through the slime and h l p ~ d e e p oozeof the swamps is an extremely slow business.

    \V01:ersBritannia's vast oceans are fed by many rivers and streams thatfind their origin in mountain lakes and Jungle swamps.There are two major lakes: Lost Lake. in western central Britannia.feeds Lost River. which empUes into the delta on the northwestern

    shore . by means of a network of tiny estuaries; Lock Lake. in northcentral Britannia. is actually a cutoff inlet from the sea and still has amix of salt water. Britannia's third large lake. the one-time picturesqueLake Generosity. was a casualty of the great drought of the northeastand Is now simply a bed of dry sand .

    Whether river. lake. or sea. shalloW'S are bubbly and impassable forlarge ships; coastal waters are rtpply. deep enough for tall ships. calmenough for small boats; and deep ocean waters are rough . bumpy. anddangerous for any but the frigates.

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    Pub. are oft found in markets and inns. Good ale and stout is complemented by a well-cooked leg of mutton. a fresh pheasant. or a juicyside of beef. A good customer may find the chef offering a taste of theday's special and of the local gossip as well.Some of the best eating houses and pubs have music provided byminstrels. Do not hesItate to speak to the musicians and let them mowhow much their work is appreciated. Some musicians may have something interesting to tell. or may become friends or supporters.

    Pub owners are a friendly lot. They chat with their cllentele and theylisten well. A good tipper may learn something very interesting in a pub.Healers have shoppes in many cities and vtllages, andin some castles and keeps. Bold knights frequently incurserious wounds. Poison and plague also take their toll. Fortunately. medicine is advanced in the treatment ofJustthese problems. While it is hard to say any price is unfairfor saving a life, some healers are mown for their reasonable prices and

    others are not. Skara Brae's healer has been mown to heal even thosewho cannot pay at all.

    Few health problems are beyond the ken of the healers. whether disease. wounds. or poiSon. Some healers are even experimenting with theconcept of resurrection. There have rumbled persistent rumors of magical resurrection techniques being used by extremely adept mages withincloseknlt. secret groups. There Is still some controversy over whethersuch techniques should be pursued. but Lord British Isknown to have supported the research at every tum.ApotheCaries are experts In growing and prepartngherbs and reagents for use in magic. Shoppes generallyoffer mostly locally available reagents. although some apothecaries have better facilities for importing than others.Climate and terrain have a lot to do with plant availabilityand the consequent variable prices. Shop carefully. for the

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    Guilds cany the ancient symbol of the thieves' trade,though many a good adventurer oft has need of their goods.In olden Urnes. guUds sold such Items as Jockplcks. variouskinds of glasses for seeing what the naked eye cannot.equipment (or working clandesUnely In the dark. andthe like.

    The Government. symboUsed by the crown and thescales ofJustIce. has Us seat in the casUe of Lord Brtl1sh.the king. Bul the government offices. where the dayto--dayadministration lakes place. reside In Yew, the towne ofJustice. This centre houses the high court of JusUce andthe public prison for all Britannia

    .SettLements'Ole castlesThe Castle of Lord British. Headquarters and home of Lord BriUsh .located on Brttanny Bay. Those aspiring to the Way of the Avatar should

    become very familiar with thIS landmark. The marble and We castle hasbeen enlarged and improved since the Age of the Avatar. Now five stOries.the castle has among Its many features two kitchens. an excellentannoury. a rooftop observatory. and the finest stable in the land.The Lyeaeum. In the northwestern comer ofVertty Is le. ever searching the skies. the observatory tower that crowns Brttannia's centre oflearning can be seen from many leagues across the ocean. Ubrartes andlaboratortes. writing desks and dlscussion rooms. and every known tool

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    'Ole 'Cownes ood V'IUosesBritain. Principal towne of the Empire of Britannia. the busy seaportof Britain lies in central Britannia on Brttanny Bay. Because of the largenumber of visitors to Lord British 's castle who pass through or head-

    quarter in Britain. the bards headquartered in this towne of compassJonand the arts put their emphasis on hospitality. Britain has a large hoteland outstanding pubs and food. There is also an armoury wherein thoucanst buy the finest bows made.The Brltannys. These three important suburbs recently sprung uparound Lord British's castle provide many of the goods and services

    needed by the court of Lord British. East Brttanny specializes in shipbuilding and boasts a fine healer. North Brilanny offers a small. rustle

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    Mlnoc. ThIS towne in north central Brtlannia Is renowned for the finemetalwork and armour of Its Unkers. Minoc IS the centre for studying thevtrtue of sacrifice. The homeless of Britannia are welcomed 1n Mlnoc;here they Ond refuge in the Mission of the Helpless, with ready access toa fine and charitable healer.Located on the northern coast, Mlnoc has a large shipwright as wellas Its famous annollly.Moonglow. Honesty and the quest for truth Is foremost to the magesof Moonglow; in fact. they abide no dIshonesty and have no room forthose who do. This towne, lucked on a southern tip of Verity Isle. hasgood food. reasonably priced herbs. and a fine observatory. There arerumors that thou mayst see Uty future here.New Maglncla. A towne built on the ruins of old Magtncla by a colonyof humble people who understand we11the dangers of fa1se, self-servingpride and the beauty of humility. New Magtncta has a healer and arestaurant tucked among Its numerous modest fanus and orchards.Paws. A vUlage nestled on a cove near the southern edge of the Fensof the Dead, m1dway between Britain and Trinslc, Paws provides food andshelter for the traveler. as well as a change of horses.Sitar. Brae. A centre for rangers, Skara Brae is a city immersed inthe study of Splr1tualJty. The City Ues on the southernmost of three islesjust west of Splr1twood. A gentle towne of kind. thoughtful. and generouspeople. Skara Brae houses a fine but inexpensive inn. an excellentapothecary. and a healer who uses physical. magical. and spllitualmedicine. Those in need are always welcome at the Skara Brae healer.and can be healed regardless of their wealth.Trln.lc. On a grassy plain on the southeastern shore of Britannia.Trinslc's honourable paladinS Impress visitors with their courage anddevoUon to truth. A sunny towne of marbJe buUdlogs and shaded parks.Trtnsic has a lovely pond. an annoury, a healer. and a fine stable.Yew. Long a gathering place for druids 10 their pursuit of jusUce.Yew is the sile of the Supreme Court of Britannia and nurtures the great

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    QopuLaceAdventurers are generally categorized by professional affillauon:mages. bards, and fighters. Druids , magicians who draw their vety pow-ers from nature and natural phenomena. are regarded as a subset ofmages. Tinkers are bards with a special knack for buUding or repairingwho seIVe as keepers of our oral history as they move from towne totowne. And paladins, shepherds, and rangers. long having fought val -Iantly at the side of the eUte fighters from the Valor1an Isles. are generallyassociated with fighters.Of course mages. bards. and fighters are not always adventuring.Often they may be found among the general populace along with vUlag-ers, merchants. minStrels, Jesters. fanners, beggars, and guards.

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    archer. locksmith. and tinker are Just a few. Fearless in battle. bards areoften as quick of mind as of hand and their magic abUlties are keen.although their power for magic Is half that of mages.

    Britain Is a favorite gathering place of many bards. Others. especiallytinkers. are based in Minoc.F!g/JtersIn the isolaUon of the Valorian Isles. valorous fighters are trained Inthe arts of battle. Strong and fearless. the fighters of Jhelom can over

    come any known foe. They are trained in al l weapons and they showdexterity in aU armour. Most fighters prefer the sword or bludgeoningweapon. for they have the strength to wield the heaviest twohandedsword and to do extreme damage with It.Often found fighting beside the best of Jhelom are the paladins ofTrinsic . the fierce rangers of Skara Brae. and the humble shepherds ofNew Maglnda.Although fighters enJoy the advantages of magiC. they do not practicei t and seldom show any tendencies of talent in that direction. They doshow an almost magical intuition about anImals; no people train horsesor outthink monsters better than fighters.

    'transportationMost traveling in Britannia Is done on foot. even though i t Is roughgOing. slow and dangerous. There are alternatives for those who canafford and handle them .

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    deck wtth a forward cabin, rear bunkroom , and centre cargo hold. Mostocean gOing frtgates are buut to accommodate heavy cannons for broadside fighting and have two gangplank gateways on each side.Speedy i t is, but ocean travel is fraught wtth dangers. especia11y afterdark near rocky coasts. Many unpleasant monsters populate the deep,and pirate ships are always on the lookout for moneyed prey.

    -SlaffsSmall double-lock rowboats, used as lifeboats on frigates. skiffs canmake their way through all but the shallowest mud or swamp. Wlde1yused for exploration of riverheads and mountain streams . they are alsooccasionally found being put to more recreaUona1 uses in townes. Theyprovide a charming way to follow the little estuartes that crtsscrossBrttannia. In fact. there are said to be ltttle-known places unreachableby any other means. However. skiffs are unsafe on deep ocean waters.

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    The definitive work in astronomy IS Celestial Britannia by Sir John,astronomer and scribe at the Lycaeum. This passage is comprised ofexcerpts from hiS book recording his scienUflc discoveries and document-ing BrItannJan astral theories that predate the emergence of science.In the heaven beyond our skies. dwell stars whose numbers are be-yond our reckoning. Within our heaven. Circling our world. sweeps ourbright sun. Ten other orbs trace tight paths around our world. The twinmoons Trammel and Felucca are desolate, their Ught only a reflection ofthe sun's brilliance.

    The other eight orbs are thought by some to be planets llke our own.

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    closest to mtdheaven. Moongate travel Is said to be fast and safe: how-ever, there have been confusing and conflicting reports of what tran-spires when the moons are equIdistant in the midheaven. Moongatetravelers should exercIse caution.Over the ages, comets, fiery nebulae. have tom through our skies asharbingers of impending doom. They appeared Just before the emergenceof the Dark Lord Mondaln. They heralded the reign of the EnchantressMlnax. and they foretold the lmpending danger of the hellbom Exodus.Now. while we live in the midst of peace and enltghterunent. thecomets have begun again.

    "anguageThe language of Br1tannla IS rich and poetic. I t Is derived from Old

    Sosarlan, which varies mostly from the widespread current language inits alphabet, which Is more runic than today's. The old runes continue tobe used wIdely in rural areas, and there IS a movement to increase theirfamUlarity to city people. St1ll. among the c1tybom. translation of runic

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    MUSICMusiC Is much loved throughout Brilannla. Those wealthy enoughoften own a harpsichord. and the better pubs employ good lute playingminStrels to entertain their patrons.Without question the best known name in follanuslc Is that of 1010FttzOwen. "Stones." a ballad about the mystic shrines, has long beenpopular among bards and the commonfolk. It is known to be a favOI1te ofHis Majesty. Lord BIitlsh. as well. FltzOwen 's masterwork, with lyrtcs byhis wife Gwenllian Gwalch'gaeaf. is a sample of fine musiC.

    Stones

    Long ago ran the sun on a folk who had a dreamAnd the heart and the wlll and the power:They moved earth; they carved stone; moulded hill and channeled streamThat we might stand on the wide plains ofWlltshtre.

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    Three important lessons have been derived from the great battleswith evil in our past. The foremost is that neither magic, nor prowess atarms, nor purity of spirtt alone Is enough to defeat evil. Only the carefulcoordination of arms with magic by the virtuous wUl bring victory. Thesecond lesson is basic: prowess comes only with practlce and experience.The third lesson is this: the use of force against the innocent will alwaysbring retribuUon.

    Armaments have tmproved greatly over the years. Today"s knightshave a great selection of weapons and armour at their disposal. In addition, fortunate knights may come across magical rings and amulets towear or use. Before battle. knights can ready severallterns of equipmentcarried by their party: helms, shields. suits of armour. and weaponsfrom daggers to halberds. Weapons can be dropped or exchanged in themidst of battle. but no enemy has ever waited while a knight

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    Mages. who are not as strong. often prefer to avoid warfare entirely.spencUng their time instead in scholarly pursuits. However. those mageswho choose to defend the crown are among the most fearsome foes ofevil. An accompliShed archmage may annihilate an entire horde o( monstrous enemies with a single spell.MissUe weapons such as bows and crossbows are essentially uselessin hand-to-hand combat; nearby foes are apt to seize the opportunity tointerfere with an archer's fire as they do with a magic user's spellcasUng.For this reason. mages and bow-wielders are generally best placed behind a cover of fighters . where they can effectively deliver their blows.However. when a spell of cataclysmic and widespread effect is needed. amage often must venture to the front lines and seek a niche In the shieldwall from which to cast his spell. so the spell will not act to destroyfrIends as well as enemies.

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    ArmamentsArmouI'tJThe most courageous knight shows good sense to wear strong annouron any expedition. Full body armour. helmets. shIelds. maglcal ringsand jewelry. and other magical trtnkets are all worthwhile; but theyare also expensfve.Body armour comes in a range of styles and degrees of effectiveness.

    Cloth. Usually little more than a heavy quUted gambeson worn belowa tunIc, cloth annour is inexpensive and comfortable. But it affords only

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    Helm . often match body armour In material and strength, but variations, such as offensively spiked helmets, are avatlable.Shields a1so vary greatly. Not all war rigs call for shields- any use oftwo handed weapons precludes them and they require some strengthyet many thank shields for their ltves.~ I V The weapon Is the most important material choice an adventu rer has

    to make. A wide range exists.n a"en offer two choices. The CODUllon dagger is useful when ItsabUJty to be concealed 15 a benefit; and it can be thrown in open combat.

    The m ain . Ruche is more formJdable. especially when used as asecond weapon.Sworda conUnue to be the most popular weapon . There are lon, andshort Iwom . and two-handed swords.Mi le weaponl are carried by most experienced knights no matterwhat weapon they keep ready in their hand. I t is always an advantage tofell th ine enemy from afar when poSSible. before the threats of his hand

    weapons can reach thee. Inexpensive and easy to port Is the sUng. andanunun1tlon is plenttfulln open country. Bows come from craftsmen inthe deep forest. Made from strong and resilient yew. bows. and theirstronger counterparts, crossbows, make formidable l o n g r a n g e weapons.Be aware, however. that one engaged in hand-la-hand combat is unlikelyto be able to load such a weapon. much less shoot it .Some knights prefer missiles they can hurl without mechanical ald.Popular thrOwing weapons Include daggers . spears . ues . and flasksof fIamlng oU,

    The effectiveness of most weapons depends upon the dexterity of theweapons' wielders. but mass weapons are often preferred by the verystrong. i f not so nimble. because these bludgeons depend upon the greatstrength of the the wielder to crush through an opponents' defenses rath -

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    Giant Rats . Natural agility and sharpteeth are rats' chief advantages. They are notsiiong and do not hit very hard. The mortaldanger rats pose to knights comes from theircapadty for passing on noxious genns andsubstances. Seldom do knlghts tangle withrats without someone in the group becomingIII with polson. At worst. the result of such anencounter IS Infection with plague.

    Sl1mes. In appearance. slimes are gooeygreen splals. They are weak. clumsy. and notvery damaging. Individually. But they almosta1ways travelln schools and. when a slime ishit. I t Is apt to split Into two healthy. hostilesUmes. If the sUme does not split. it succumbsquite easily. SUmes carry no booty.

    Giant Spiders. Although weak and slow.spiders lake their toU : they poison. both ontouch and by spilling venom from a dIStance.Spiders have been known to cany a few goods.

    Snakes. Extremely poisonous and quite ac-curate when shooting their pOison even from adlstance. snakes are olhelWlSe relativelyharmless. They are easy to destroy. onceengaged directly.

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    Trolls. Large misshapen humanoids thatlike to live underground, trolls are strong anddextrous and can cause moderate damage totheir victims. Fortunately, they are not veryenduring. Trolls tend to lie in walt to ambushunsuspecting travelers. Trolls like treasuresand often cany some with them.

    Ettln. Strange two-headed creatures.ettins hurl large boulders with enoughstrength to do conSiderable damage. Thoughnot magical. they are quite hardy and oftencarry a good many interesting belongings.

    Gremlln. The blow of a gremlin Is hardlyfelt. and he is not very hard to do in; but beware, for he travels in huge packs and he mayleave you struvtng. The gremlin's abUity to consume food at an Inordinate rate Is startling anddismaying. Once overcome, he usually leavessome goods.

    Headle8Be No one knows exactly how thesenses work on these mutant abomtnaUons.Do they sense the world only through touchand feeling? Or do they "see" with some innerviSion? Whatever the answer, these relativelystrong creatures are fairly enduring and domild damage to their foes. They tend to carry

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    MImics. Masters of imitation, m1m1cs makethemselves so lIke treasure chests that manyan adventurer has met hiS doom trying to openone. Mimics have little courage and even lesspatience, though. so if one Is willing to wait afew minutes Just a few steps away from sus-pect chests. they are apt to reveal themselvesby shooting polson. Close up. mIm1cs bludgeonwith strength and dexterity. dOing unpleasantdamage. Getting past their deadly deceptionscan reveal fine treasure.

    Reapen. The strange, magical creaturesmown as reapers are strong. enduring. and dosevere damage by bludgeOning. Their weak-ness, i f it can be so called. Is their lmmobUity;although their arms strike out about them.they cannot change locations. They throw .magical bolts at distant foes. They also bludg-eon nearby creatures with their thick ten-tacles. Reapers are quite hardy. but oftenworth the trouble: they hoard good booty.

    WIsps. I t SimPly is not mown exactly whata wisp Is. Hannless looking little bUs of flash-ing light. wisps are extremely agUe and highlyintelligent. Although they are not strong. theydo serious damage, taking their victims bysurprise again and again. blow after blow. Theyoften attack in large groups and they teleportfrom place to place on the battlefield. Worst of

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    sand trap is overcome, however, generoustreasure Is revealed in the sand.DragODS. Strongest and most feared ofcreatures. dragons shoot extremely damagingmagic fireballs and are nearly impossible todefeat. They can attack while in flight and

    may do in an enUre party before it has achance to engage in close combat. Kllilnga dragon. however. can earn the slayergreat treasure.

    Creatures rIf the SeaSharks. Strong and agUe in water. sharksare not parUcularly intelligent and cause Uttle

    damage to creatures that are not in the water.despite their frtghterung appearance. They canendure quile a beating before dying.

    Sea Horses. These graceful, appealingocean creatures have nasty personalities. Theyenjoy shooting foes at range, which they dovery effectively. They are also rather strong.flexible, even inlelUgenl, and they lake a fairamount of punishment to be defeated.

    Squids. Squids are uruntelUgenl, but the

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    Sea Serpents. These serpents can appearfrom nowhere to rock a sh ip. Capable oflaunching great fireballs from a considerabledistance -even across an enUre Island-theyare among the most formidable of opponents.Since they are not intelligent and are easily out-witted , the best strategy is often to evade themand flee. However, if forced into battle, clOSingin to engage the serpent directly in combat willimprove a ship's odds of surviving.

    From [)e!,lOlld tlJe GroveGhosts. Spilits of the uneasy dead , thesebodiless creatures compensate for their lack ofstrength with excellent dextertty and the abili-ty to disappear at will. Although ghosts do notinflict much damage with a blow . defeaUngthem will require cunning.

    Skeletons . Perhaps the most common ofundead creatures, skeletons lack strength andbrains, but they are dextrous and can take asurprtSing amount of punishment. They oftencarry some goods.

    Daemons. Very strong. agile. and smart .daemons have repertoires of magiC that include

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    After years of meditation and thought, after hundreds of quests alongthe mental, physical, and Sp1r1tual path to peace and fuUlllment. aperson might reach near perfection in the eight virtues of Avatarhood.Only while an individual continues to strive against the external andinternal forces of evil. can he or she be said to be on the path of theAvatar.

    The ankh is the symbol of peace and benevolence toward all c r e atures. worn as a Sign by those on the Ufelong Quest of the Avatar. Ankhsare beUeved also to enhance courage and loyalty to goodness and to helpward off h arm for knights strtvtng to achieve the eight virtues.

    Honesty is scrupulous respect for t ruth- the wtllingness n ever todeceive oneself or another. Compassion Is nonJudgmental empathy forone's fellow creatures. Valor is the courage to take actions in support ofone's convictions. Justice is the devotion to truth, tempered by love.Sacrifice is the courage to give of oneself in the name of love. Honour isthe courage to stand for the truth . against any odds. Splrltuallty is theconcern with one's inner being and how one deals with truth . love. andcourage. HumWty is perceiving one's place in the world, not according

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    Following Is a list of these powerful syllables. approximations of theirmeanings. and a guide to their pronunciation.

    Syllable Idea SOund Syllable Idea SoundAn negate ahn Nox pOison nah ksBet small b eh t Por movement p oarCorp death k oarp Quas tlluslon kw ah ssDes down d eh ss ReI change r eh IEx freedom x Sanct protection saangk tFlam flame f lahm Tym Urne t 1h rnGrav energy grah v Uus up 00 ssHur wind h oor Vas greal vah ssIn create Ihn Wls knowledge wee ssKat invoke kah l Xen creature zeh nLor light I oar Ylem matter ayelehmMan! life m ah n ee Zu sleep zoo

    'the 1\VX"tUreS rii M.OSlCReagents are herbs needed for the preparation of magical mixtures.Most are sold in apothecaries: a few are hard to find and require specialeffort to obtain. Following Is a chart of the magical reagen ts and thegeneral areas of profiCiency they affect.Black Pearl ProjectionA 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 wann. damp areas:especially favored as a reagent for its ability to enhance mobility.

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    Nightshade Polson , mus loDRare , poisonous plant that appears only when the moons are in acertain conjunction. Those who learn Its whereabouts and manageto be there in the dead of night when the moons are full can pickntghtshade without danger and benefit from Its powerful ability asa reagent to create illusions.

    Spider Sllk BindingThe magical product of the garden spider and its relaUves has nopeer in its ability to bind. As a reagent mixed for magic . spider sdkmagnifies Its b1nding power many Urnes over.

    Sulphurous ABh EnergyCommon malertalleft by volcaniC acUon, ash is an excellent sourceof energy in magical mIxtures.'(IleSpeUsSpe lls diverge greaUy In tenns of difficulty. and, correspondingly. intenns of danger to the casler. After years of observation and experimen-tation. scholars in magic have classified spells into eight circles of diffi-culty. Thus. mages who can command only the Simplest spells areconSidered to be of the first cirC le, and so on.Full mages' magical ability IS directly related to their intellIgence.Bards appear to have half the magical abUlty of full mages and fightersrarely h ave any. Casting spells drains magical powers, llmJtIng howmany spe1ls mages can cast before resUng. A spell will drain magIcalpowers in amoun ts proportional to the spell's circle of dUllculty.On the facing page, a chart classifies the spells by circle , with a briefindication of each spell's use. a note on when i t can be used, and an in gredient ltsl. Do no t take the ingredient I1sts to be recIpes. as wrong

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    I CbM'C OF.5PU.5 ISpeD &. . . . . " ' - _to

    lo t AnNox cure polson ~ y t l m < gtnsc:ng. garlkCudc An Zu a w a k ~ combat gtnscng. gatheGrav Por magk:aJ missIle c:omoot ash, pearlIn Lor Ught noncombat u hMan! h

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    ofthe

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    An NOli: Negate PoisonFew deadly problems are as easy to arrest as polson. So common is theuse of poison that alchemists have been able to devise a fonnula. usingthe relatively common plants garlic and ginseng. that is effective againstnearly every fonn of poison in nearly every user . However. the magicworks on individuals only: thus. simple as it is, novice mages 10 a partymust have magic endurance among them great enough to cast An Nox asmany Urnes as they have affilcted members, or someone may be left withlife seeping away. Even then. safety is not secured. Strength alreadysapped by tOXins is not regained without peaceful rest or healing magic.An Zu Negate SleepAn Zu. which requires a simple mixtu re of ginseng and garlic. is used toawaken sleeping comrades. An Zu has limitations: It works only onmembers of the caster's party, It awakens only one person per casUng.and I t has no las ing preventaUve elTect.

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    ,

    caster's mental powers exceed the foe's. small damage will be inflicted.Crav Por requireS sulphurous ash for energy and black pearl to pro-

    ject it. This spell has mtle effecl for nOVices. not because of weak tngredi-ents. but because of Inexperience.In Lor Create UghtThis sJrnple spell creales a pool of Ught. Although of short duration. InLor creates a brighter light than the best of torches. Note. however. th atIn Lo r cannot be used in place of rea1 flame to enhance the mixJng ofreagents for spells, for Its properUes are quite different.

    In Lor's sole Ingredient is sulphurous ash powde r. Place that powderupon the object intended as the light source: rub It rhythmically whilechanting "In Lo r." Almost instantly. the object will blaze with white light.Man! LifeMantis the simplest healing spell . Mani does not cure patients. but Itdoes make them feel better and may take them out of lnunedtate danger.

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    An Sanet Negate ProtectionMany evil creatures carTy chests full of treasure and useful Items. oftenthe result of thievery against some other good Btitannian. No good per-son begrudges the vanquisher a monster's gold and goods.

    But evil creatures often arm their chests with deadly traps. Popularchest traps are acid sprays. pOison fumes. bombs, and gaseous atmos-pheres. The first two are designed with intent to destroy the individualtampering with the lock. The last two affect the entire area of the chestand injure anyone in that area.An Sanct uses blood moss and sulphurous ash to seep Into hidden

    traps and render them impotent. The spell also negates any norunagicallocks in the chest. The same spell may be used to unlock doors lockedby mechanical keys.

    An Xen Corp Negate Creature of DeathThe powers of evil revelln their abUity to command the uneasy dead.Rotted corpses and corrupted spirits, given motion and a semblance oflife. are set on the mindless destruction of everything good.Such phantoms are not Uving but are merely animated. They actmindlessly. unaware of their own homble state. By negating their ar-

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    In Flam Grav Create Flame EnergyOne of three energy field spells. alike except for the nature of the horrorsthey create. In Flam Grav causes the parUcular spot indicated by thecaster to erupt into red hot flames. Any creature on that spot or thatsteps into that spot is seared by a wall of flame. Be careful not to directthis spell too close to frIends or they shall suffer the same as foes.Su lphurous ash and black pearl project the burning fire to the chosenspot: spider silk holds i t there a short while. The mix works best whenblended over a flame.In NOli: Grav Create Poison EnergyAnother of the three energy field spells. In Nox Grav causes a cloud ofnauseating polson to occur in the location indicated. Any creatures e n ~ lering the cloud s ufTer some degree of poisoning. Like In Flam Grav. thisspell can be Just as effective in harming friends as enemies, so use care.

    That rare but deadly poison, nightshade, Is required for In Nox Grav.Add to the nightshade spider silk to shape the cloud, and a black pearl to

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    \:fle.7.1_An Grav Negate EnergyAdventuring parties are sometimes prevented from pursuing their obJec-tive by obstructing or noxious fields. An Grav removes the obstructingfield by negating the field 's energy.

    Ash countermines the field's energy; a black pearl thrusts the negat-ing energy in the dIrection indIcated by the spell caster. The obstructingfield Is instantly d ispersed.Des Por Downward MovementUu. Por Upward MovementMagiC users often travel with courageous groups, and courageous groupsoften find themselves in danger. When prob lems occu r wtthin du ngeons .i t is sometimes helpful to use Des Por and its complement Uus Por formoving among floors. Only effective when gO ing from empty CO rr1dor toempty corridor , Des Por transports an enUre group to the exact samelocation one floor lower. Uus Por works in reverse, and transports up-ward. Unfortu nately. these spells take too long to intone durtng the

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    In Sanel works only during combat and does not lasllong. so knIghtsshould be sure La hit hard and fast while the iron is doubled .In Sanet Is most effecUve when sulphurous ash. fast-working ginseng,and reeking garlic are mixed by the mage and the group's strongestfighter. simultaneously.In Sanct Grav Create ProtectilJe EnergyIn Sanct Grav's protecUve energy provides a strong defense. Its shtnuner-1ng blueness cannot be entered or passed through. An excellent recoursewhen a few moments of safety are required. In Sanet Crav is well used toblock dungeon corridors fully.

    Mandrake root is necessaty for In Sanct Grav; choose older. tougherspeCimens for this concocUon. Add spider silk to make i t impenetrableand pearl for placement.Wis Quas Knowledge of nlusionWis Quas Strips 11Iuslon from creatures hidden by the cloak of invisibili

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    An Ex Por Negate Freedom ofMovementThe magica11ock1ng of doors works in nearly every situation . Even nor-mal locks can be transfonned to magical Jocks by means of this spell.Thus the very creature who initially locked a door with its own key maybe forbidden access.Mix ash and moss. gathered from darkest glens under heavy clouds,into a strong garlic paste. While mixing, sing a melody that no othercreature has ever heard. For greatest security. the melody should be dif-ferent each mixing: so each magical lock will require a subtly differentmagical key. and anyone trying to break the magtcal lock will not be ableto use any previously discovered keys.In BetXen Create Small CreatureThis combat spell creates a powerful a lly by calling up four swarms ofsmall but deadly insects. All four swanns are generated in the samelocation. However. each can be conunanded to move independently andon Its own tum. Quartets of insect swarms generated by In Bet Xen havebeen known to surround and suffocate an enemy by their very number.

    The powder for In Bet Xen consists of su lphurous ash to give lifeenergy. blood moss to set them swarming. and spider silk to bind the

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    wedge . dropping into a sound sleep all those touched by it. Only thetoughest minds and wtlls may deny it.

    Nightshade, gathered when high tide coincides with a moonless mid-night. must be mixed with ocean ginseng and spider sUle. Moisten withbrtne and add sand to mix thoroughly. Lay to dry in bright moonlight.Note that UUs speUls Just as effective on frtend as foe: aim carefully.Rei Tym Change TimeReI Tym doubles a party's speed. anytime. anywhere. I t is especially effectlve in battle. when a party's members can return two blows for eachof the enemies' blows. I t is also effective in sUlVeillance. when beingcaught could be disastrous.Sulphurous ash provides energy. blood moss creates movement. andmandrake rool provides the magical power required for thiS incantation.Vas Man! Great LifeWhole health restored; full vttaUty given: such is the nature orVas Mani.A mlrncu lous spe ll requiring concentration and vast knowledge of anatomy. Vas Man! is reserved for experienced mages.

    Vas Man! fully restores patients from combat wounds. While i t pro

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    unshaken and unhanned.Seek mandrake root that has grown unobstructed. so that its form is

    strong yet fibrous. Grind It with sulphurous ash and blood moss untU noingredient can be distinguished from another.Quas An Wis nlusion o f Negated KnowledgeQuas An Wis turns a foe's orderly. well planned attack into bedlam.Confusion reIgns and creatures strike out at whomever Is nearest. reganiless of loyalty. Extremely effective against th e likes of rats and orcs,guas An Wis l oses much of Its impact against more intelligent monsters,which are often capable of recogntztng and resisting it.A mix of rare mandrake root and nightshade. the cloud of Quas AnWis works only for experienced mages.Wis An Ylem Knowledge of Negated MatterAdept magiCians are relied upon, not only to aid in battle and to repairwounds, but to guide their party wisely. Wis An Ylem provides the neces-

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    seven drops of Ice cold spring water. Let the moiSture evaporate. thenplace the shinunering powder in a cloth sack .When intoning In guas Wis, cast the powder high to view the world

    about as i f from the air, I f cast within a towne, building. or dungeon. allthe detail of that level will be revealed.In Quas Xen Create an nlusionary CreatureAnother powerful combat spell is In Quas Xen. By means of illusion, thisspell duplicates friend or foe. in every detail. Although the new creatureIs an illusion. It fights. bleeds, cares. exactly as its original.

    When a friend Is cloned, the original and duplicate are still JOined.Injury to each Is felt by the other. death to one destroys the other. Yet thetwo are phySically separate; they have independent turns in battle andmay work together to vanquish a foe.When a hostile creature is duplicated. no cOimection between copyand original seems to remain. Pain to a monster's clone is not felt by the

    monster; and death of the creature does not remove the clone.The power of mandrake root Is essential to thiS spell; as are the illu-

    slonary properties of nightshade. To mature root add spider silk to bindand ginseng to heal; mix. with the living energy of sulphurous ash andadd blood. moss for animation.When casting the spell. fling the gUttering sand that results Into thealr. The wind will catch the granules, and where the first one touchesearth . there shall the clone artse.

    Sanet Lor Protect from LightSanet Lor affects the path of light. bending it around the caster, so itmay continue on. The resu1t Is the illusion that the caster is not there.

    Mix. mandrake root and ntghtshade picked in absolute darkness withblood moss to bend the light. I t IS essential that, while intoning this spell.

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    ash for the spark of Ufe . and blood moss to anImate the splrtl.

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    Remove the sieve from the sprtng and let the mixture dIy. A smallCrystal w1ll Conn from the drying mass. To revive a companion. place thecrystal on the [fiend's forehead and intone In Man! Corp. The resur-rected person will be weak and in need of further aSSistance.In Va. Grav Corp Create a Great Energy of DeathIn Vas Grav Corp is the most powerfullnstrumenl of death yet devised.This speUlays wasle to every Uvtng creature in its path unless the crea-ture be exempt from the natural laws of thIS world or be of strong enoughintellect to resIst the spell.

    Mandrake root must be gathered on a dark night durtng a UghtnIngstann. I t must be mar1nated in slime from stagnant mosquito fens andwrapped in nightshade. which must have been picked at mldnJght Intotal darkness. ThIS package should be Tolled in sulphurous ash and lefton a grave overnight. If It is not discovered. It is ready to be dried intostringy dreadlocks of death.

    Kal Xen Corp Call a Creature of DeathKal Xen Corp resembles Kal Xen. but Its sununons has far greater com-plexity and power. Kal Xen Corp'calls forth a daemon. But only anexperienced wizard IS able to devote the concentraUon needed to bind thedaemon's allegiance and prevent it from turning on hIS party. Then . al-though the daemon cannot use its own powers of possession. i t can hurlgreat balls of fire across long distances to smite foes.

    Mandrake root, gathered as near as POSSible to en trances to dungeons. pits. and other vUe holes, Is the base of this spell. Add garBc.blood moss, and the strongest spider sUk. Meld the lot together letUngthe moisture of the root act as a binding. Now shape the mlxture into the

    Editor's Note

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    '1hfWun tk rimt tfW fIOlwnI. went tDprw ad tk tinuBalkys atrifJd/or[11U'Ji alu:rtU.iDns, Lon{ Britisli W!U" lost wIUk on an ~ t i o n tD ~ f D f I tkRnIlfy dUCDrJUd unluworU. 'Days 6efmr. Wt U1trt to print , iArrl Bfac.(Jfwrnt fufmdmDt1iDl raw to M witn tkguurol UlTUt Ur tk. waiJ. oj BritisliitfisappUlTlUlU. '1M 'LLfUu sution oj tIiis 600tMs 6un tultfu to refCut tknew measuru imposel6y t j j ~ .

    etllicsThe EthiCS of BrttannIa, or the accepted measure of properbehavior, we re long based on the Way of the Avatar. As time pro-gressed. the lessons of thiS historic tale came to be interpreted inmany ways. In fact. many people interpreted the Way of theAvatar in ways Utat wouldn't require them to strtve to upholdthese virtues.

    Now. Lord Blackthorn, acUng king of all Brttannla. has enacteda Code ofVirtue thalleaves no room for misinterpretation.1. Thou shalt not Ue. or thou shalt lose thy tongue .2. Thou shalt help those in nej:d. or thou shalt suffer the

    same need.3. Thou sh alt fight to the deaUl i f challenged, or thou sha ll bebanished as a coward.4. Thou shalt confess to thy crime and suffer its Just pUnIShment.or thou shalt be put to death.

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    PLAYER REFERENCE CARDAtarl STVersion

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    GETTING STARTED1. Insert your tnUma Boar dISk into any dISk drive.2. Tum on your computer and monitor.3. You will see the opening graphics. Press the SPACEBAR toexit the view and bring up the main menu. Use the CursorKeys and ENTER (or the mouse POinter) to select an option.The first time you play UlUma V. select "Transfer from Intim aIV" Ifyou want to use your character from that game; otherwise.select "Create a character," From this point, you should followthe onscreen 1nStrucUons. After creating or transferrtng acharacter, you will return to the main menu.Next, select the "Introduction" option in the main menu beforeconUnufng to the actual game. After completing the introductionsequence, select "Journey Onward" to proceed to the game.In all subsequent sessions. you may skip both the transfer/create character steps and the Introduction sequence by select-ing "Joumey Onward." from the main menu or by presSing theJ" key while the dISk IS booUng.To Make a Backup DiskA copy of DIsk 2, the Player Disk, can be made to back up thecurrent game status or to allow the playing of more than onegame sunultaneously. Refer to your computer's owner's manualfor information on how to copy disks.MovementExcept in dungeons or while engaged in combat, your party Isrepresented by a single figure. Dunng combat, each party member is shown and allowed to act independenUy.

    Menus

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    In a game menu, use the dIrectionalkeys to move the cursor bar andhlghllght your choice. When you aresatlsfied with your selectlon, press theSPACE BAR or the key. Toleave a menu without making achOice, press the ESCAPE key.I f you are selecting a member of theparty from the party roster. you mayalternatively Indicate your choice bytypIng In the number of the players}XIslt1on in the roster.

    sAn arrow symbol Just below a menu indicates that the l istextends to include more Items in one or both directions.COMMANDSFollowing is a list of commands that can be executed by pressingthe designated key.A Attack Attempt to engage a person or creature in combat.Must be followed by a direction. In combat, you can aimweapons 1n any direction, at any target within the weapon'srange by using the number keypad or mouse and moving thecrosshair on top of the target Press the A key again or theSPACE BAR to llre.B Boanl Board a frigate. skiff. or other conveyance. or mount ahorse. [fyou board a ship from a skiff, the skiffwtll be stowedand kept ready for later use.

    B Hole up In dungeons and wilderness, hole up and camp

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    once a day to rest, heal wounds, and recover magicalstrength . In clUes. hole up In an unoccupIed bed to quicklypass Ume. On the sea, hole up to make minor repairs toyour ship.

    I Ignite a torch Ughl a torch, !fyau have one, to see at nJghtor in dWlgeons.J Jimmy lock Unlock most doors and safely open chests witha skeleton key. Keys are re-usable. but often break i f theperson Jimmying Is not nimble enough.K KUmb CUmb up or down ladders in buildings and dungeons.down steel grates. or over small rockpUes. fences. and otherobjects.L Look Identify any object or terrain feature or read sIgns onestep away. Must be (ollowed by a direction. May allowfurther interaction with some objects. such as wells andfountains.M Mix Prepare spell reagents for later use. Enter the first

    letters of the speU's syllables. then select the appropriatereagents from the menu. Press M again to mix.N New Order Exchanges the position of any two party mem-bers. except the leader. Select the two members to be exchanged from the roster menu with the cursor bar or bypresSing the number key representing the players' positionswithin the party.o Open Opens an unlocked door or chest. Opening a locked

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    SPACEBARPASS Pass a tum. allowing time in the game to proceed.Also aborts any command requJrtng a directional key.ESCAPEAborts or exits commands which use scrolling menus.ESCAPE speeds exlt from combat scenes after all foes havebeen overcome, and allows you to abandon any channed

    creatures in combat and dungeon rooms.F5 (Function key 51Toggles music and sound effects.HINTSConversation is Integral to Ultima V. Only by piecing togetherclues from the dUTerent inhabitants can you complete yourquests. You may ask inhabitants about a number of topics.Often you will need to know what to ask a specLOc person toglean interesting Information. Everyone will talk about their Joband give you their name, and asking about these will often helpyou learn who else to interview and what questions to ask them.As an example of conversation, you mIght Talk to Dupre. Firstyou type "Job". He responds, "I am hunting Gremlins!" '!ype-hunting" and he may respond with an interesting insight.Or 1010 might have suggested that you ask ShamIno about hissword.. I I you have already spoken to Shamino, you would nothave known to ask hIm that. and must seek him out again. Youmay be asked questions by some of those you meet. Considercarefully before responcUng: your life may depend upon it. Howyou converse with oU1ers will determine how wUllng they will beto share any new information they have when you next meet

    outlying villages. A frigate is docked at the harbour to the

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    southwest. A marauding band ofElUns. evtl two-headed giants,approaches from the north.

    In llie upper right window the Z-stats command shows thestatus of the companion British. Nonnally the party memberswould be Usted in this window. British is a Male Avatar who hasattained the second Level of experience. He is in Good Health,with 19 Strength. 19 Intelligence. and 23 Dextertty points.While he currently has 49 Hit points, he can have a Maximumof 60 Hit points. He has earned 156 Expertence points in battleand has 19 Magic points. Pressing the light arrow key at thisJX>lnl would display the list of armour and weapons hecurrently eames.At the top of the left window, the sun Is about to set. and thenewly risen moon, Trammel. is in its Gibbous Waxing phase.The moon phases are represented as follows.

    The Ettlns are attacking! In thiS close-up view of the battle field.

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    the EtUns are closing in on British from the east and west.Shamino lies slain. crushed by a boulder. In the upper tightwindow the names and current condiUons of all three companions are shown: British has 45 Hit points and Is Poisoned, whileShamino is Dead with 0 Hit points, and 1010 Is in Good conditionwith 87 Hit points. The party has 116 meals' worth of Food, and150 Gold Crowns. I t is the eighth day of the fourth month of theyear 137, and the position of the sun would mark the time asmid-morning.

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