Abandonware DOS title
Game: Ultima 7 Part 2: Serpent Isle

ultima7serpent manual

CONTROL QUESTIONS

Spells in Ninth Circle	8	
Different Armor Materials 	4 	
Beasts in Erstam's Book	52	
Types of Reagants	11	
Reagants for Mass Death	6	
Boil Ginseng how many times	40	
Circle for Create Automata	6	
Reasons for Erstams History	1	
Characters in Ophidian writing 	36	
People from how many cities	4	
How many cities established	3	
Forces in Balance	6	
Clans in Monitor	3	
Types of Weapons	4	
Words of Power	27	
Letters in a womans name	6



                                BEYOND THE
                              SERPENT PILLARS

                    A journal Describing this New World
                             by Erstam - Mage
              Rendered into English by Andrew Morris - Scribe
                   Illustrated by Glen Johnson - Artist
             (assisted by Gary Washington and Steve Powers)
                    Illuminated by Al Camley - Designer
                     Overseen by David Ladyman - Editor

FOREWORD

Locating the Serpent Pillars took considerably less effort than 
I first expected, though even now I am still a bit dizzy from 
the trip.  This new land beyond the Pillars is marvelous!  
Here, free from the tyrannical rule of Lord British, I can 
further my studies in magic.  I know there is still much to see, 
far too much to observe without record keeping  for even my 
mind could not retain the memories of all I see.

It is perhaps best to note here what made all this 
investigation much simpler than I had expected.  While 
investigating one of the ruins, I noticed a large, ivory-toned 
object in the shape of a half moon.  As I picked up the item, 
requiring both hands, I realized it was made of bone.  Though 
I saw no teeth, I surmised I held in my hands the jawbone of 
some creature.  But what could it be?
I returned to my laboratory for further observation.  I 
was able to match the shape to sketches I had made both here 
and in Sosaria, pleased that I have always had the foresight to 
note my surroundings in journals.  The jawbone matched that 
of a serpent in all aspects save its size.  Then, remembering 
the many serpentine references I had seen throughout the 
land, including the runes, I realized what I had.  This must 
be, I thought, an archaic relic, sacred to the continent's 
original inhabitants.  I was holding the jawbone of a giant 
serpent - a creature they must have worshipped!

I was determined to learn more.  Returning to the 
ruins I continued my search.  Spying more bone-like material, 
I dug through the debris and pulled out what looked like a 
large fang.  And then I noticed another.  And another!  Soon 
I had several such teeth. Back in my study, I set the teeth 
inside the jawbone.  The fit was better than one of Drogeni's 
lambskin gloves.
Suspecting great powers were now in my possession, 
I began a series of experiments to learn what secrets I could.  
It was not long before I had discovered all I needed to know.  
Each tooth, when set within the jawbone, called forth magical 
pathways leading to other locations about the land.  Sadly, 
other mages, envious of my new-found power, secreted away 
most of the teeth, leaving me powerless to explore the entire 
land.  It is for this reason I have departed their petty, thieving 
company forever.

LESSONS OF THE PAST

I put this history to paper for but one reason: posterity Future 
generations should know of the events that led to our 
emigration to the Serpent isle, that they may avoid repeating 
the mistakes of their forebears.  Know that ruling power 
should be granted to no single individual, for such will turn 
any lord into a tyrant, especially one already weak in 
character.  Mark well what is documented here.  Shouldst all 
my research be for naught, leaving my body lifeless and 
withered, this record shall be all that is left as a reminder of 
the past.
What is known of our history begins centuries ago, 
before the unfortunate Sosarian unification.  Eight great 
kingdoms coexisted, albeit often uneasily, upon a fantastic 
world.  This land upon which we lived we called Sosaria.  
Despite frequent outbreaks of violence, the times were good 
and the people happy At this point, even Lord British, 
monarch of one of the eight kingdoms, ruled with an even 
hand.

First Age of Darkness
Then came the time when a terrible sorcerer rose to power.  
The cruel Mondain, seeking the keys to immortality - not a 
bad pursuit in and of itself - slew his father for secreting away 
such knowledge.  Focusing his awesome powers against the 
eight kingdoms, Mondain began his onslaught, planning soon 
to control all of Sosaria.
Lord British, unable to marshal his own forces, 
summoned a hero - an outsider, no less - to confront the 
wicked mage and protect his precious kingdom.  Only with 
the aid of this stranger was the land returned to its former 
state.  Mondain's artifact of destruction, the gem of power, 
was annihilated, as was he.
An interesting note touching on the foreign hero: 
There were many reports that colorful gates of magical light 
had begun to appear, gates that seemed to be linked directly 
with the phases of the Sosarian moons, Trammel and Felucca.  
Rumors hold that it was through a gate such as this that the 
stranger didst arrive.
For reasons still unknown, the destruction of 
Mondain caused great upheaval.  As much as three-fourths of 
Sosaria simply disappeared, wrenched from the world as if it 
had never existed.  Among the missing lands were Shamino's 
kingdom (the Lands of Danger and Despair), the Lands of the 
Dark Unknown and the Lands of the Feudal Lords. It is 
interesting to note that only the realm of Lord British 
remained.
However, at least some of the missing lands 
remained within our reach, as I learned when I discovered the 
secrets of the Serpent Pillars.  They were rumored to exist, so 
the tales of drunken sailors indicated, beneath the surface of 
the Great Ocean.  Other stories mentioned that the pillars 
would rise only when both moons were above the horizon; 
some said that the sun itself must also be visible.  Yet other 
tales suggested that the pillars would only appear in the 
depths of winter.  That, combined with speculative essays 
from long ago, allowed me to lead a group of emigres to this 
new land, but more of that anon.

Second Age of Darkness
A scant few years passed before the second age was upon us.  
Mondain's student, Minax, whose talent for magic and 
capacity for malevolence far exceeded her tutor (and lover), 
was now in a position to seek revenge upon the people of 
Sosaria.  Her ability to command armies of the dead brought a 
terror to the land unknown in earlier times.
Yet again was witless Lord British caught without 
the power required to stop this wicked ravager.  And yet 
again did the mysterious hero come to the aid of the helpless 
ruler.  The war against Minax's vile legions was long and 
hard, but the stranger did finally slay the sorceress and defeat 
her ghoulish troops.

Third Age of Darkness
However, the forces of darkness were not through with 
Sosaria.  Unbeknownst to us all, a horrible creature was 
brought into being by the union of Mondain and Minax.  This 
spawn, neither man nor machine, came forth from the very 
floor of the Great Ocean to claim vengeance for the death of 
its parents.
For a third time, the hapless Lord British was forced 
to seek assistance.  This time, the strange hero appeared to do 
battle with the beast known as Exodus.  To the dismay of all, 
most especially the hero, Exodus was more terrifying than 
either of its parents and too awesome to face alone.  A 
mysterious being called the Time Lord was integral to the 
destruction of Exodus.  Together, the hero and the Time Lord 
felled the powerful beast, ending the Third Age of Darkness.
(Note to self: Seek out this Time Lord.  His 
knowledge of longevity could prove useful.)

Further Ages
With peace at long last a reality, Lord British, considering 
himself responsible for the salvation of Sosaria, forced the 
remaining kingdoms to unite into one.  This new kingdom he 
chose to call Sosaria, electing himself ruler.  In addition, this 
self appointed Lord began to propagate a set a values - 
Virtues, he called them - of his own devising.
To further establish these virtues, he had shrines 
erected to each of them, including three forged on the very 
home island of Exodus - the Isle of Fire.  He put forth another 
challenge, this time for an individual to step forward and 
become the Avatar, epitome of Beast British's tyrannical 
virtues.
In the name of these virtues, Lord British turned 
ethics into law - his ethics and his law.  Details of the 
injustices spawned by these rulings I will save for future 
discourse, but suffice it to say there was enough strife to cause 
our emigration.  Several of the wiser communities, Fawn, the 
Montors and a coalition of mages from Moon, sent members 
to a secret conclave to discuss possible courses of action.  
With what information we had, all obtained through my 
research and investigation, we set sail to find the Serpent 
Pillars - and what we would come to call the Serpent Isle.
The trip was long and arduous and many gave up 
hope, myself included.  But one mom, surrounded by a storm 
sure to shatter the rigging of our ship, a sailor spied two great 
pillars rising in the distance.  With a will of its own, the ship 
sped to them.  As we approached, we watched with a mixture 
of optimism and trepidation.  Suddenly, we were blinded by a 
brilliant flash of white.  And then it was over.  We were alive 
and through the storm.  One observant lad noticed that the 
sky had changed; there was a differing set of stars - star-
navigation would not be possible until we could learn these 
new constellations.  However, not even half of the next day 
passed before we were upon our new homeland.
I know nothing more of the history of Sosaria, or 
whether anyone ever achieved the exalted state of 
Avatarhood.  I expect British has led his people into a fourth 
Dark Age and can only hope the stranger returns again to 
save those who chose to remain behind.
As for the sequence of events following our arrival 
here, there is far less of interest - by that I mean conflict.  
Those of us who made the journey came from three principal 
areas: Moon, Fawn and the sister settlements of The Montors.  
For reasons of simplicity, the arriving colonists divided up to 
form three towns based upon area of origin: Moonshade, 
Fawn and Monitor, respectively Though peaceful coexistence 
is the rule, there is little interaction among the three cities, so 
information must be transferred via the few travelers who 
traverse the ancient roads we discovered upon our arrival.
Several colonists are planning a return trip through 
the great Serpent Pillars, but I expect naught will come of 
that. it is unlikely a ship could return to the realm of Sosaria, 
and even were that possible, I doubt the vessel would arrive 
intact.

Ophidian History
Originally, we had planned to name the continent beyond the 
Serpent Pillars "New Sosaria." However, what we discovered 
upon arrival suggested - nay, demanded a different name.  
Ruins were scattered about the land, strong indication of 
previous cultures.  Unusual serpentine hieroglyphs covered 
many of the abandoned constructs, providing us with a better 
name - the Serpent Isle.  Little else in the way of artifacts 
remained, though there is still much left to explore.
I did discover one item of interest.  Actually, it 
would be more accurate to mention two things.  The first is 
the serpent's jawbone, an artifact that I described in greater 
detail earlier in this work.  However, using the amazing power of 
the jawbone, which enabled me to travel long distances very 
quickly, I uncovered a scroll that had survived the ravages of 
time.  It took much time to translate the ancient language, but 
I suspect the collection of serpents juxtaposed in varying 
positions describes a set of beliefs for whomever - or whatever 
inhabited the isle before we landed.  I have recorded the 
translation here, for those who may one day make use of it:

To those who follow,

I write this in great haste for I can 
already hear the forces of Order breaching 
the keep walls. I know not how this missive 
will survive to reach the outside lands, or 
for that matter, future generations. My only 
hope is that this speedily drafted work will 
offer record of our hallowed philosophy. 
For our culture to have any chance of 
enduring the ages, someone, somewhere, 
must find this. Please Reader, I beseech 
thee, spread the word of our people. 
Release the spirit of our word and learn 
from the wisdom of the past.
Balance - the harmony between the 
Principles of Order and Chaos - is the one 
pure axiom we hold true. All three 
Principles are symbolized in our 
hieroglyphs: The Great Earth Serpent, 
Keeper of balance, lies on a vertical plane, 
around which the two opposing serpents of 
Chaos and Order wrap themselves.
Chaos and order each embrace 
three forces. These six forces, when 
combined, form the three Principles of 
Balance. The forces of Chaos are 
Tolerance, Enthusiasm and Emotion; The 
forces of Order are Ethicality, Discipline 
and Logic.

Chaos
  Tolerance is that which encourages the acceptance of all things.
  Enthusiasm is the energy that allows one to perform great tasks.
  Emotion is the ability to perceive those feelings that come from the
  heart, as opposed to those from the mind.

Order
  Ethicality is the belief that there is great value in abiding by rules of
  conduct. Discipline is the drive to complete a task and avoid the
  distractions that will prevent its completion.
  Logic permits clear, reasoned thought, free from any instinctual biases.

Balance
From the marriage between two Forces, one each from Chaos and Order,
come the Principles of Balance:
  Tolerance and ethicality combine to 
form Harmony, the ability to be at peace 
with oneself, other individuals and the 
world.
  From the union of Enthusiasm and 
Discipline springs Dedication, that which 
permits one to surmount obstacles and lead 
others.
  Emotion tempered by Logic results in 
Rationality, the ability to comprehend life 
and understand the world around us.
As thou canst surely see, my world 
has been torn asunder by disregard for 
Balance - our dearest axiom! If thou dost 
thrive in a time less violent, I can do no 
more than plead with thee to help restore 
Balance to the Serpent Isle! I must end this 
brief explication here, for I can hear my 
attackers pounding upon the oaken door 
downstairs. I wish thee and thy world better 
fortunes than mine own.

-Esithnos, The Great Heirophant

Doubtless the writer was someone of grave import, though 
this short snippet gives no indication of the author's status 
save for the mysterious title following the name.  I hope to 
learn more of this and of the war that seems to have 
annihilated an entire culture.  At such time when I have 
additional information to impart, I will pen more of this 
unusual land's history.

Runic, Ophidian and Druidic
Here are the original symbols from which I translated the 
scroll into our common alphabet and language.  It is easy to 
see why even I had difficulty, for the combinations are not 
intuitive.  As my understanding may be slightly flawed, I trust 
that all who apply my work to their studies will excuse any 
misinformation.  Make what thou canst of it.

I include an alphabet of the druidic runes as well.  I 
do this for comparison's sake only, for I can but hope that any 
similarities between our language, the druidic runes and the 
serpentine alphabet will lead to a better understanding of 
their ancient culture.

                     A GUIDE FOR TRAVELLERS

Cities and Towns
There are three towns now established upon the new 
continent.  With effort and more than a little luck, each one 
will flourish and grow into a larger, self-supporting city 
Already they have begun to establish their own systems of 
rule and currency

Fawn
This unusual village is named after its original in Sosaria, 
which in turn is named for its founding queen.  Lady Fawn, 
renowned for her lovely appearance, held beauty as the one 
true trait of value.  In her honor, the town quickly adopted the 
same belief.  Though Lady Fawn has since died, her rather 
superficial values continue on.  A port town, Fawn's main 
sources of income are the various sea-based occupations, 
including ship building and fishing.  The currency accepted 
in Fawn is called the Filari.

Monitor
Though still a warrior-based society, Monitor bears little 
resemblance to the Two Montors, its source cities.  The town 
is quickly dividing into three clans: the Bear, Wolf and 
Leopard.  Apparently all three seem to have retained their 
admiration of the principle of Courage, but their competition 
has reduced such a lofty aspiration to an object of trivial 
contention.  Not even on the definition of Courage can they 
agree.  There are plans to devise tests of mettle, though I 
expect there will be no cooperation to speed progress along.  
The coin used by the residents of Monitor is the Monetari.

Later note: The test was constructed.  Despite my prediction 
to the contrary, all three factions worked in harmony to 
design this challenge.  In more than two hundred years, the 
tenuous ties among the three have weakened remarkably 
little.  However, the lines of division are still present.  
Members of each clan color their faces with tattoos 
symbolizing their totem animal.

Moonshade
Both in Sosaria and here on the new continent, this town is 
dominated by members of my profession.  In an attempt to rid 
ourselves of Lord British's tyrannical rule, we set out, joined 
by the residents of Fawn and the twin cities of Montor, to find 
the Serpent Pillars.  Upon discovering land, my fellows and I 
settled immediately upon the Isle of Beyond's lake shores.  So 
far, we have agreed upon government by a council of mages.  
Those who live in Moonshade trade with the Guilder.

Later note: As the surrounding area is filled with use I 
resources, Moonshade has attracted a great many artisans.  
They trade in wood-workings, glass, weaponry and wine, in 
addition to our own supply of reagents.  I know the others are 
displeased, as am I. However, I find still less pleasure in the 
ridiculous propositions of my fellow enchanters.  Beragdole 
even had the audacity to claim I was becoming paranoid!  I 
have no need for their petty squabbles and inconsequential 
spells, for my research has taken me far beyond their 
capabilities.

Further note: I am forced to withdraw from Moonshade.  Like 
the other two centers of population, the city has prospered 
and of that I am proud.  But the incessant babbling of the 
Council of Mages, an organization I faulted from the 
beginning, reaches inside me, wearing at my sanity.  There is 
now a Magelord who reigns over the Council - practically a 
king!  Here, away from the others, I can pursue the true 
discipline of magic.

Other Landmarks

Swamp Of Gorlab
This murky area keeps a very dark secret which the 
supernatural forces that contain it will not release.  It is 
impossible to enter the swamp itself, for long before one can 
approach too near, powerful enchantments induce slumber.  
Many witnesses attest to the veracity of this rumor, but I must 
see for myself.

Later note: It is truly amazing, but the stories are accurate!  
Mine own eyes have shown me, though I admit fear prevented 
me from experiencing this mysterious sleep first hand.

Mountains of Freedom
This mountain range lies due north of Moonshade.  There is 
little of interest within its peaks and valleys, but many people 
seeking to avoid the unpleasant aspects of larger societies 
often head for its areas of solitude.  There is talk of 
converting the caverns of Freedom into a prison - the irony of 
this conversion delights me, but I know not whether anything 
will come of the plan.

Spinebreaker Mountains
I know nothing for certain about these mountains save their 
name and location. However, rumors abound that they are 
riddled with underground lairs and caves.

Western Forest
There are rumors of evil beasts dwelling in this place, but I 
have not yet been able to
find my way there, nor have I found anyone who could 
reliably report to me of it.

Tradesfolk and Commerce
Although I have procrastinated much in preparing this 
section, hoping to record further development, it seems that 
our commerce system evolved and stabilized quickly.  Our 
resources show no sign of depletion lo these two centuries.  I 
had hoped to abandon the ridiculous trappings of coinage that 
were common in Sosaria, but so many others found barter 
cumbersome.  Therefore, I must resign myself to accepting a 
currency-based system.  Regardless, let me now discuss the 
practitioners of this form of exchange.

Farmers
This term applies to any who tend either livestock or 
vegetation for a living.  The temperate climate in the central 
area so unlike the frozen north, permits farmers to continue 
in much the same way their forebears did when they first 
arrived.  Pass a farmer and one is likely to be offered an egg, 
chicken, fruit or whatever else they grow

Merchants 
The true proponents of our currency-based economy, 
merchants seek to buy products in great quantities at 
discounted prices.  Then they sell smaller amounts to the 
public at greater prices.  While bartering rarely prevents the 
same practice, it does help standardize values.  After all, any 
educated man can determine the value of another good or 
service based on his need for it.

Taverns
I rarely visit taverns, for the trivia spouted by their patrons is 
never useful in comparison to the knowledge gleaned from 
study, and food and drink are not reasons to vacate one's 
dwelling when there is perfectly fine bread and butter at 
home.  Of course, were one interested in song, tales of fantasy 
and local gossip, then I suppose the tavern could be 
considered quite enthralling.

Inns
As icy temperatures have claimed more than one traveller's 
life, especially during extremely cold evenings, several 
individuals have chosen to offer houses of safety and comfort 
for those on the road.  The price is sometimes expensive, but 
to those making long journeys, it is often worth the charge.  
The inn of the Sleeping Bull, located along the ancient 
Serpent Highway, is an excellent place to rest a weary body 
for the night.  It once belonged to an enemy of mine, but he is 
long dead now, and the inn has passed on to more hospitable 
hands.

Provisioners
Provisioners are, perhaps, the only true merchant class of 
quality They supply necessities, not luxuries.  When we first 
arrived on the continent, it became apparent that we would 
have a great need for supplies and equipment.  A small group 
chose to become the providers of such items, initially in 
exchange for shelter and food.  When I find myself short on 
candles or vellum, it is to the provisioner that I go.

Mages
Practitioners of my art - especially those charlatans in 
Moonshade - are often willing to sell spells and reagents.  
Weaving magic is expensive and often wizards are forced to 
this sort of livelihood as a source of income.  While I hope 
never to fall prey to such necessity, I will always be willing to 
share knowledge with other masters - shouldst there be any - 
of the arcane arts.

Artisans
This broad group includes all skilled craftsmen who fabricate 
tools and trinkets for sale.  While thou wouldst rarely see me 
purchasing such baubles, many people desire these objects.  
And let not my harsh judgment mislead thee - these artisans 
create quite beautiful, though oft-times useless, works.

Blacksmiths
Those hard-working men and women who toil long over the 
anvil deserve some mention, for the ability to work metal is 
not a common skill.  Some smiths, called weaponsmiths or 
armourers, work specifically on forging and selling arms and 
armour.  Others make utensils for eating, chopping and 
construction.  Some have called the smith's skill magic.  
While we know better than to think any spell craft is 
involved, the compliment is, indeed, well deserved.

Healers
Perhaps the only forms of true magic not fully understood by 
mages are the healing arts, While any healer will tell thee 
that the body, assisted by herbs and proper treatment, is a 
powerful force in curing itself, it is evident that some 
wizardry must be involved.  Many times have I seen a healer 
apply a concoction that instantly removed all traces of a 
wound.  No doubt magic is afoot!

Apothecaries
Not long after the cities were established, several members of 
the population set out to collect and transform herbs and 
plants into elixirs of magic.  Some of these potions make one 
invisible, some induce sleep and some do nothing but fizzle.  
Regardless, potions are excellent tools for those without the 
ability to enchant, providing one can afford them.


Clothiers
Taking thread, weaving it into cloth and then sewing it to 
make apparel is an art unto itself.  I have seen styles change 
during the past few hundred years, but the painstaking effort 
required to make clothing has always been something for 
which I have had no time.  Therefore, I find the services of 
the clothier to be quite useful.

Shipwrights
Normally, travel between the islands would be impossible for 
the common person (without the aid of magic, that is).  To 
meet the needs of the poor souls forced to live without the 
luxury of the arcane arts, several craftsmen began building 
various watercraft and selling them to those who were 
planning voyages across the seas.  To discourage the theft of 
such expensive vehicles, the people of Serpent Isle have 
established the practice of issuing deeds to ship buyers, thus 
denoting ownership,

Later note: Due to a decrease in the number of trips across 
the waters, no new ships have been constructed in the past 
several years and ship's deeds are things of the past.  Thus, 
the once-common occupation of the shipwright has lost its 
value, forcing such builders to learn other trades.


Paths Through Life
Often many people determine that the life of a trader or 
artisan is too sedate.  These individuals, in search of 
excitement and novelty, take up adventure and exploration.  
Their motives are as varied as they, themselves, are.  Some 
seek to discover the unknown, others travel throughout the 
civilized lands learning from the populace.  Still others strive 
for glory and honor.  Regardless of the inspiration, two 
elements bring them all together: knowledge and danger.

Fighters
The world beyond the cities - and sometimes within - can be a 
violent place.  Many monstrosities indigenous to the Serpent 
Isle have a bloodthirsty hatred for humans, and even some 
non-sentient plants have lethal forms of protection.  Fighters 
take up arms and armour to do battle with foes both natural 
and otherworldly. Some warriors travel great distances to 
receive proper training.  Others learn directly upon the 
battlefield of life.  Fighters discover early the importance of 
strength, agility and perception, else they die.  Skilled with 
many weapons, fighters compose the bulk of the adventure-
minded population and are often the protectors of entire 
communities.

Bards
Warrior, singer, story-teller and sage: the bard is all of these 
and more.  Quick with wit or crossbow, bards have their place 
in the adventuring world.  Fighters seek them out for their 
attention to detail and their ability to recall daring exploits in 
vivid imagery.  And we mages tolerate them for their 
charismatic skills of diplomacy, which we so often lack from 
too much time spent in solitary pursuits.  I have recently 
heard a saying that best sums up all that is a bard: A bard's 
value to society is measured in how well history is retold.

Mages
When I make my notes about spell-casting, I will better 
describe the true essence of mages and our craft.  However, 
here I will simply list what makes a young person choose a 
profession in the mysterious and unforgiving world of magic.
There is a saying among our kind-.  Mages are born, 
not made.  This seems accurate, for those of us who pursue 
magic begin at an early age.  I remember well my affinity for 
enchantments in my youth.  My senses exploded with life, 
detecting the waves of ether before I was even old enough to 
know what ether was!  Within a few years I had already 
started collecting reagents, finding the natural ingredients 
with uncanny ease.  White not all wizards were that proficient 
so early in their lives, I have met precious few who claim to 
have learned spellcraft after mastering a previous trade.

We mages are born with a sharp mind able to 
understand unusual concepts and suspend mundane beliefs.  
Bards may be cunning, but wizards are the only ones who can 
truly grasp the intangible waves of ether and shape them to 
our bidding.  Beware the wizard who is angry, for there is no 
wrath like that of one who can command the elements.

Arms and Armour
Though I have no need for such provisions, many are the 
common journeymen who find use in weapons and armour, 
and longer-lived is the adventurer who chooses such items 
wisely. My disregard for arms and such leaves me 
inexperienced, but I have overheard enough loose tongues 
spewing tales of heroic bravado that I can relate what others 
claim

Armour and Shields
Armour's main use lies not in its ability to prevent another's 
blow from
landing, but from its ability to prevent, or at least decrease, 
damage caused by the opponent's strike.  Most armour is 
pieced together to cover six main regions of the body The 
three most vital are the torso, neck and head.  While most 
defenders naturally protect these three areas more than their 
extremities, limbs are also integral to survival.  Thus, it is 
important to provide armour for all parts of the body, 
including the remaining three regions - the arms, legs and 
feet.  While these latter three are easier to live without, the 
appendages are directly in the line of fire, if thou wilt permit 
the turn of phrase, and therefore struck more often.
Armour is crafted from four types of material: 
leather, metal scales, chain mail (or chain links) and metal 
plates.  For the most part, the thicker the material, the higher 
the level of protection.  In addition, the thicker the material, 
the heavier and more expensive it is. Leather, being light and 
inexpensive, is useful for those less likely to face powerful 
foes.  But were one to enter a war-torn battlefield without 
metal armour of some sort, I would assume the warrior poor, 
weak, or fatally foolish!
Although a shield serves the same function as 
armour, its form is entirely different.  A shield does little to 
reduce the effects of a blow; its main purpose is to deflect 
attacks away from the fighter.  Personally, I see little 
difference, but many warriors have sworn to the distinction.  I 
do, however, know that the experienced combatant wears the 
best armour and carries the sturdiest shield that money can 
buy and endurance will permit.

Weapons
According to sources, the simplest definition of a weapon is 
anything that extends the range and enhances the wounding 
capability of the wielder.  I cannot argue, for that sounds 
logical to me.
Weapon selection seems to be as important a 
decision as armour selection, as each type leads to a variety of 
effects.  There are four main types of weapons: bludgeoning, 
cutting, piercing and projectile.  Apparently, some weapons 
blur the distinction, their versatility making them 
exceptionally valuable.
Swords are very useful, as blades slice through skin 
quite easily The main drawback, it appears, is that armour is 
very effective protection against them.  In contrast, blunt 
weapons such as maces and clubs deliver their punch, limited 
though it might be, based on the brute strength of the wielder, 
nearly ignoring the protection of the target.
The third weapon type, piercing, performs much like 
cutting weapons.  Piercing weapons require less force to 
penetrate armour but leave more devastating wounds upon the 
flesh.  And projectile weapons, often referred to as missile 
weapons, include any tool that permits the attacker to strike at 
a distance.
As far as I can see, many of these weapon types do 
overlap.  Most swords can cut and pierce; a two-handed 
sword can bludgeon and cut; an arrow is a piercing missile 
weapon; and a slung rock is a bludgeoning projectile.  
Presumably, it is up to the individual warrior to chose a 
preferred form of attack based on his or her personal 
strengths and weaknesses.  To be candid, I find the Vas Corp 
Hur spell much more effective.

BESTIARY
As I had expected, the fauna here bear much resemblance to 
the creatures we left behind.  Once part of Sosaria, Serpent 
Isle has changed little since the days before Mondain.  
However, it behooves me to record the details of all 
observable life here, however common, if for no other reason 
than to compare it to that in Sosaria.  There are, no doubt, 
indigenous life forms unknown to me.  I leave it to the more 
adventurous to discover them and report to me their findings, 
that I may update this list in the future.

Acid Slug.  Much larger than its cousin, the common slug, 
  the acid slug prefers habitats far below ground.  The 
  creature's slimy covering is quite acidic, burning easily 
  through metal and flesh alike.  If it is like its Sosarian 
  counterpart, fire is the most potent way in which to combat 
  one.

Alligator.  This large, amphibious lizard is quick and 
  dangerous, utilizing all of its I extremities in battle.

Bat, Giant.  As its name implies, this is an enlarged version 
  of the common bat, a small flying mammal capable of sensing 
  creatures in total darkness.  Their nests are found most often 
  in caves and other areas where little light is present.

Bear. This ursine creature stands well over a man when fully 
  upright.  Able to easily rend flesh with their teeth and claws, 
  bears are quite fearsome opponents, especially when their 
  lairs are threatened.

Bear, Polar.  Like its brother from warmer climes, this bear 
  is a terrifying predator.  The most notable difference between 
  these and ordinary bears is the color of their fur, white as 
  white can be.  Polar bears usually inhabit the cooler regions of 
  the land and hibernate longer than do other bears.

Bird.  A variety of avian creatures inhabit the land, though 
  an attractive silver-winged creature seems the most prevalent.  
  Preferring fruits and vegetables, birds rarely attack people, 
  though I have witnessed a few that were so inclined.  One of 
  the most colorful birds, the parrot, is even rumored to be able 
  to converse in human language.

Boar.  This wild creature displays a nasty temperament.  
  Though boar's meat is quite
  delectable, fear of being gored by a tusk leads many to seek 
  less violent sustenance.

Cat.  The stereotyped familiar of wizened mages (another 
  myth I hope to dispel), cats populate the nooks and crannies 
  of every area of civilization.  Little more than a nuisance, they 
  do seem to possess the cunning necessary to survive in big 
  cities.

Chicken.  Cowardly birds with little or no ability to fly, 
  chickens are an excellent source for both meat and eggs.  I 
  have yet to see any that are not domesticated.

Corpser.  A thorough description of this vile ghoul has never 
  been compiled, for no one has ever survived a close encounter 
  with one.  However, once one has made its presence known, it 
  can be identified easily by the tentacles it forces up through 
  the ground to grasp its prey As with the acid slug, fire is the 
  only reported way to slay a corpser.

Cow.  This large domestic mammal is our main supply of 
  milk and beef.

Cyclops.  Cyclops are giant, man-like creatures recognized by 
  their lone eye centered in the forehead.  Fond of large 
  bludgeoning weapons, such as clubs and boulders, cyclops 
  make deadly combatants.

Daemon.  These evil, red-hued beasts hold even less love for 
  mankind then we do for them.  They call themselves 
  "Gargoyles," but a change in name is not a change in 
  disposition.

Deer.  Another source of meat, deer inhabit the forests.  Their 
  antlers are more than adequate defense against most 
  predatory beasts.

Dog.  A versatile creature, the dog is many things to many 
  people.  Partner to the hunter, aid to the parent, companion to 
  the child and defender to the family, the dog is indeed man's 
  best and most reliable friend.

Dragon.  Similar to the ferocious, flying lizards of old 
  Sosarian fame, the dragons here differ primarily in 
  appearance.  Ice dragons have white-blue scales and spew 
  flames of blue death.

Fish.  Fish are nothing more than food from the rivers.  
  While some contend that larger members of the species oft 
  times display a fair amount of intelligence, I have yet to know 
  one serve better than on my plate.

Fox.  Lesser relatives to both wolves and dogs, these cunning 
  animals prefer smaller creatures to fill their diet.

Frost Serpent.  A distant relative of the Sea Serpent of 
  Sosaria, these serpents prefer
  the icy arctic waters of the North.

Gazer.  Hovering orbs of flesh, gazers seem to spend all their 
  time in search of prey Their name comes from their multiple 
  eyes, all but their central eye extending from tentacle-like 
  arms.  Having faced one in battle, I can report that a gazer's 
  death results in an explosion of swarming insects.

Ghost.  Manifestations of the remains of the deceased, ghosts 
  are known for their ability to ignore most natural laws, 
  floating about at whim.  Presumably in deference to their 
  origin, ghosts tend to gravitate toward locations relevant to 
  the dead.

Goblin.  The result of ancient magical experimentation 
  (poorly conducted experimentation, I am sure) goblins only 
  vaguely resemble the men from whom their forebears sprang.  
  Although some attempt has been made to civilize them, 
  surliness still dominates their nature.
 
Gremlin.  It is difficult to identify individual traits of these 
  bothersome creatures, for they always travel in bands.  Quite 
  cowardly, they are a greater threat to one's food supply than to 
  oneself.  I have heard of, but not seen, a few who use magic.
 
Gwani.  These white-furred creatures appear to be a cross 
  between men and apes.  Despite their unusual form, the 
  combination seems more natural than magical and I have 
  seen no evidence they have any familiarity with magic.  There 
  is some element of civilization in their culture, however 
  slight, for I have seen them entomb their dead in the icy lands 
  that they inhabit.  If such is possible, I hope to find a way to 
  communicate with them soon.

Harpy.  This abhorrent cross between human and bird is as 
  vile in behavior as it is in appearance.  Harpies favor an 
  attack from the air, seeking to utilize their hawk-like talons.

Headless.  As the name implies, these are creatures without 
  heads.  Barring that difference, albeit significant, these 
  bipedal beasts resemble humans.  I have not yet captured one 
  for study, but the ease with which they act without apparent 
  senses defies logic.

Ice Corpser.  Even less is known about these vile beings than 
  their slightly more common namesake.  Again, only ice-like 
  tentacles have ever been seen by humans who lived to retell 
  the tale.


Ice Elemental.  Composed entirely of ice, this bipedal 
  creature attacks with swinging, stone-like arms.
 
Ice Troll.  Much like true trolls, these are nothing more than 
  brigands and killers.  However, their cold nature makes them 
  even more dangerous, for the nearer one comes to an ice troll, 
  the lower the surrounding temperature drops.  Sadly, I have 
  witnessed a man quite literally freeze to death while 
  combating one of these terrifying monsters.

Ice Worm.  Large, squirming creatures without appendages, 
  it is from these beasts that we get our supply of a rare reagent,
  worm's heart.

Insect.  This term refers to a great variety of tiny, six-legged 
  creatures.  Some fly, some bite, some travel in swarms, but all
  are a nuisance.

Mongbat.  In appearance, a cross between a small boy and a 
  bat, this nimble creature is capable of quick, aerial strikes.  
  Fortunately, a mongbat's small size renders its attack little 
  more than a painful nuisance.

Mouse.  One of the smallest rodents known, this scavenger is 
  quite useful as a test subject in spell research.

Mummy.  Apparently a form of undead, the mummy seems 
  to be nothing more than a dead person wrapped entirely in 
  rotting bandages.  I know not whether there is a connection, 
  but what history of this land I have chanced upon indicates 
  that the original civilizations buried their dead in a similar 
  manner, wrapping the corpses completely in strips of cloth.

Penguin.  These are flightless, black and white aquatic fowl.  
  Their slow movements would make them easy prey for humans, were
  penguin worth eating.

Phoenix.  This unique, orange-plumed bird lives for a 
  thousand years, then returns to its nest and dies.  But if its 
  body is then burned, the phoenix rises from the ashes and 
  lives again for another thousand years.

Rabbit.  Another scavenging rodent, the rabbit is quite fond 
  of the carrots found on many farms.

Rat, Giant.  Much larger and fiercer than its smaller brother, 
  the giant rat is the king of carrion.  When several are found 
  together, what little fear they possess for humans vanishes 
  entirely Both here and back in Sosaria, we sought to eliminate 
  the local population with poison, but whatever it is in their 
  metabolism that causes them to feast on refuse has also 
  granted them immunity to most toxins.

Ratman.  These half-men, half-rats are the scourge of 
  Moonshade.  They infest the catacombs beneath that city, 
  preventing access to the underground.  There are far too 
  many for us to overcome, but some day the time will arrive to 
  purge the catacombs.

Reaper.  The cruel spirit of a living plant, the reaper is a 
  most devastating hunter.  Although tethered by roots to one 
  location, the reaper possesses tentacle-like branches strong 
  enough to grasp even the stoutest of warriors.  In addition, the 
  creature's magical abilities pen-nit it to fling awesome bolts of 
  lightning.  While its natural intangible form prevents harm to 
  a reaper, its body is simply the wood of the dying tree it has 
  inhabited.  Killing its host tree renders a reaper powerless.

Scorpion.  This giant arachnid is a most fearsome creature, 
  as its large size gives it the power to hunt even humans as 
  food.  It is fond of gripping prey in its pincers and then using 
  its tail to inflict a paralyzing sting.

Serpent.  Serpents are large, predatory snakes.  Their 
  lightning reflexes permit them to strike quickly, usually 
  killing their targets with little effort.

Sheep.  Another domesticated animal, sheep are our source 
  for mutton and wool.

Skeletal Dragon.  Some dragons reach heights of great 
  intellect, learning so much that they lose the need for their 
  corporeal forms.  After time has ravished their scales and 
  flesh, only the mind remains intact, caged in the gray-white 
  bones of the original body Such monstrosities continue their 
  accumulation of power, far surpassing the strength of their 
  living counterparts.

Skeleton.  The undead remains of warriors from ages past, 
  skeletons fight just as well as their living, fleshy counterparts.  
  Until animated, one skeleton appears no different from 
  another, so the wise traveller will always beware when 
  encountering a disinterred pile of bones.

Slime. It is difficult to describe these creatures in any way 
  other than to repeat their name.  They reproduce through 
  division, sometime initiated by opponents' blows; they can 
  quickly increase size by melding with other slimes.  A useful 
  tool for combating slimes is a lit torch, for fire hampers their 
  ability to divide and, therefore, to reproduce.

Snow Leopard.  Snow leopards are large, sleek felines native 
  to colder climates.  These man-eating beasts are equipped 
  with sufficient claws and fangs to shred other creatures in a 
  surprising flash of movement.

Spider, Giant.  The giant spider prefers to spin its web in 
  darkness, hoping the lack of light will assist in securing a 
  victim.  Not only is its bite poisonous, but it can spray the 
  same poison considerable distances.

Stone Harpy.  Harpy is a misnomer, for the name actually 
  refers to any enchanted statue capable of human-like 
  animation.  In general, these stone constructions are used to 
  guard valuables long-since secreted away in dark tombs.

Swamp Tentacle.  Like the corpser, nothing has been 
  observed of these beasts save their appendages, which seem 
  designed to pull hapless victims into the murky depths of the 
  monsters' home.

Troll.  Trolls are nothing more than bandits: large, fearsome 
  bandits, perhaps, but bandits nonetheless.  They set upon 
  their targets with heavy bludgeoning weapons, hoping to stun 
  or kill the victim quickly and claim its possessions as booty.  
  Like as not, a troll will select for its home a secluded bridge.

Wolf.  Larger than either dog or fox, wolves are among the 
  most efficient hunters of the wild, travelling in fearsome 
  packs across the plains.  Their prey of choice is other 
  animals, from the rodent to the sheep, However, in 
  desperation, a few have been known to set upon humans, 
  though only when with the pack.


MYSTIC ARTS

Components of Casting 
I write this down for the edification of no one, for I doubt I 
will wish these words to reach anyone's eyes save mine.  
However, as I have already noted, posterity is a strong 
motivator. Therefore shall I document a layman's version of 
the study of magic.
As an interesting note, some of my earlier spells no 
longer function here in the new land.  Interestingly enough, I 
have discovered differing spells on the Serpent Isle that 
perform similarly, in addition to spells of entirely new natures 
with unique reagents and words of power.  I expect the colder 
climate has much to do with this difference, as freezing 
temperatures are far more hazardous here than fire is.  
Perhaps, too, this relates to the still unknown culture that 
predates our presence here.  Alas, it may be several lifetimes 
before we learn the truth about their disappearance.

There are three main aspects of spellcasting: the 
grimoire, or spell book; the reagents; and the words of power.

Spell Book
The spell book is the most fundamental facet of casting, for 
within it lie the complete details for every spell in the mage's 
repertoire.  Descriptions of the necessary reagents, 
explanations for the words of power and listings of the 
incantations are all presented.  Most such references are 
unreadable by the common person, but a wizened spell caster 
can understand any spell he has already learned.  The more 
enchantments a wizard has in his spell book, the more 
powerful he becomes.
I might also note that I have discovered scrolls 
engraved with spells in this new realm.  I know that such 
spells can be cast directly from their scroll (rendering them 
subsequently useless, unfortunately), and I am investigating 
the possibility that they can be transcribed into my spell book 
for repeated use.

Reagents
Here is the list of known reagents, the physical components 
necessary to transform matter into magical energy.  While 
useless as individual parts, the various combinations, 
augmented by chanting and the proper use of a word of 
power, are quite effective for imbuing a mage with 
tremendous magical abilities.

Black Pearl.  Though ultimately crushed for casting 
  purposes, the rare black pearl must be perfectly spherical 
  when collected.  The powder is that element which gives 
  some spells their propelling energy.  Here on the Serpent Isle, 
  the fishermen in Fawn find the only known supply

Blood Moss.  This reddish fungus, found only in the swamp 
  south of Moonshade, usually grows on dead trees and is found 
  between the bark and the outermost ring of wood.  Blood 
  Moss is used to instill a spell with the power to increase speed 
  and mobility.

Blood Moss. This reagent is formed in quite an unusual way. 
  Stoneheart, the red rock collected from stalagmites, must be 
  crushed and then combined with the blood the caster! Blood 
  spawn is an additive reagent that enhances the power of 
  several inner circle offensive spells.  Needless to say, perhaps, 
  this reagent is not one to be bought and sold.

Garlic.  Though the grated seasoning is found in any well-
  maintained kitchen, the reagent is ground to a fine, odorous 
  paste.  Garlic is the reagent that permits the casting of 
  protective enchantments.  The horticulturists in Fawn have 
  begun to sell their garlic in reagent form for a fair price.

Ginseng.  Another reagent found in Fawn, this root must be 
  boiled in stream water 40 times until it becomes a syrup.  
  Known for its curative properties, ginseng is generally 
  prepared in greenhouses, where it can be treated immediately 
  after it is collected.

Mandrake Root.  This is, perhaps, the most difficult reagent 
  to procure, for the method of collection requires precise 
  cutting below the mucky bed of a swamp.  Once boiled and 
  dried, mandrake root is an excellent power enhancer for many 
  spells.  The swamps of Gorlab have a large supply of the 
  natural root-, it grows on Monk Island, as well, I am told.

Nightshade.  Great care must be taken when preparing this 
  mushroom, for it is highly poisonous.  By boiling the caps in 
  tea or crushing the entire fungus, the deadly nightshade 
  transforms into a useful reagent to aid spells designed to 
  damage another individual.  Nightshade is found in the soft 
  mud of Gorlab swamp.

Serpent Scales.  Spells gleaned from the serpent ruins 
  require a peculiar reagent, serpent scales.  However, untreated 
  snake scales are useless, and the ancient method of 
  preparation has been lost.  The only known supply of this 
  ancient reagent is within the serpent ruins themselves.

Spider Silk.  Although the strands from any spider's web will 
  suffice, it is very trying to find enough silk from any one web.  
  Many mages raise their own spiders, hoping to gather the 
  webs the way a farmer squeezes milk from a cow.  However, I 
  have noticed the Isle of Crypts, filled with the dead, is home 
  to more spiders than I could ever have possibly imagined, 
  with plenty of accompanying webs.

Sulfurous Ash.  This is nothing more than the ashen remains 
  of a volcanic eruption Here in the new land, the adventurous 
  gather such ash in the cavern known as Furnace - those 
  whom the Daemons do not slay that is.

Worm's Heart.  This reagent, cut from the innards of the ice 
  worm, is useful to a variety of unusual spells, often allowing 
  enchantments involving snow or cold.

Words of Power
While the list below appears to be nothing more than an 
amalgamation of unrelated syllables, the words of power hold 
great significance.  When spoken aloud, the words are the 
summation of the energy required to supplement, or rather, to 
complement the incantations and the reagent.  To some 
extent, the words of power are the very spells themselves!
Much research has gone into the perfection of these 
words.  Their rhythm, pronunciation and inflection must be 
performed with precision, for a simple mistake can radically 
alter the effects of a spell.  Legend holds, for example, that a 
mage could metamorphose into a cow while intending to take 
the form of a dragon.
The list presented here is, to the best of my 
knowledge, a compilation of every known syllable that can be 
combined to form one of the words of power.


Syllable	Meaning
AN..............Negate/Dispel
BET.............Small
CORP............Death
DES.............Lower/Down
EX..............Freedom
FLAM............Flame
FRIO............Cold
GRAV............Energy/Field
HUR.............Wind
IN..............Make/Create/Cause
JUX.............Danger/Trap/Harm
KAL.............Summon/Invoke
LOR.............Light
MANI............Life/Healing
NOX.............Poison
ORT.............Magic
POR.............Move/Movement
QUAS............Illusion
REL.............Change
SANCT...........Protect/Protection
TYM.............Time
UUS.............Raise/Up
VAS.............Great
WIS.............Know/Knowledge
XEN.............Creature
YLEM............Matter
ZU..............Sleep


SPELLS
The nine circles of magic are as profound and complex a 
study as any other in the realm.  Each circle represents a ring 
of waves within the Void known as the ether, the envelope of 
energy that enables all spellcasting.  The spells found on the 
outermost ring are learned first, and skilled mages will have 
most or all in their spell books.  However, as a mage strives 
for each successive circle, the spells become more difficult to 
learn and master.  Only Wizards of the higher circles are able 
to grasp the essence of the innermost spells.  Here, listed by 
circle, are descriptions of all known spells, including their 
required reagents and words of power.

First Circle of' Magic
IN MANI LYEM (Create Food)
Reagents: Garlic, Ginseng, Mandrake Root
This spell calls forth enough food to address the hunger of the 
caster and any dinner guests, as if a single meal had been 
served.

AN NOX (Cure)
Reagents: Garlic, Ginseng
This spell neutralizes the effects of all poisons on its subject, 
including those of a paralytic nature.

WIS JUX (Detect Trap)
Reagents: Nightshade, Spider's Silk
This spell locates all traps near the caster.

VAS AN FLAM (Great Douse)
Reagents: Garlic, Spider's Silk
As its name implies, this spell puts out all flames within view 
of the caster.

VAS IN FLAM (Great Ignite)
Reagents: Sulfurous Ash, Spider's Silk
This spell causes all combustibles in the area to burst into 
flames.

IN LOR (Light)
Reagent: Sulfurous Ash
This spell brings into being a mobile source of light that lasts 
for half an hour.

IN WIS (Locate)
Reagent: Nightshade
This spell identifies the area occupied by the caster when the 
spell is cast.

ORT POR YLEM (Telekinesis)
Reagents: Black Pearl, Blood Moss, Mandrake Root
This spell enables the caster to manipulate an object without 
the application of
physical force.

Second Circle Of Magic
AN ZU (Awaken)
Reagents: Garlic, Ginseng
This spell pulls one individual from the trance of sleep, 
whether sleeping from fatigue or enchantment.

AN JUX (Destroy Trap)
Reagents: Blood Moss, Sulfurous Ash
When cast upon a specific trapped item or location, this spell 
eliminates both the threat of harmful effects and the trap 
itself.

REL YLEM (False Coin)
Reagents: Nightshade, Sulfurous Ash
When cast upon any coin, this spell creates five such coins in 
its place.  However, the spell will fail when cast upon another 
such magically created duplicate.

VAS FRIO (Cold Blast)
Reagents: Black Pearl, Sulfurous Ash, Worm's Heart
This creates a projectile sphere of cold energy, much like a 
snowball, though with significantly greater capacity to inflict 
wounds.

VAS LOR (Great Light)
Reagents: Mandrake Root, Sulfurous Ash
This spell performs like the Light spell, but with four times 
the duration.

MANI (Heal)
Reagents: Garlic, Ginseng, Spider's Silk
This powerful enchantment speeds up the healing process of 
most wounds, as if the afflicted were to rest for a great many 
days.

VAS AN NOX (Mass Cure)
Reagents: Garlic, Ginseng, Mandrake Root
This spell acts just like the Cure spell, except that it can cure 
all toxins afflicting the caster and those with him.

UUS SANCT (Protection)
Reagents: Garlic, Ginseng, Sulfurous Ash
Not only does this spell reduce the subject's vulnerability to 
attack, it also temporarily eliminates the possibility of harm 
from traps and other similar hazards.

Third Circle of Magic
DES SANCT (Curse)
Reagents: Garlic, Nightshade, Sulfurous Ash
This spell severely hampers the subject's abilities in combat, 
affecting both defensive
and offensive qualities.

ORT YLEM (Enchant Missiles)
Reagents: Black Pearl, Mandrake Root
Affecting an entire bundle if present, this spell enchants 
arrows and bolts so as to enhance their effectiveness.

WIS JUX YLEM (Columna's Intuition)
Reagents: Black Pearl, Garlic
This spell identifies sources of possible danger by imbuing the 
source with radiant luminescence.  This spell is noticeably 
more effective away from populated areas.

VAS UUS SANCT (Protect All)
Reagents: Garlic, Ginseng, Mandrake Root, Sulfurous Ash
This spell is a more advanced version of Protection, affecting 
all members of the caster's troupe.

AN POR (Paralyze)
Reagents: Nightshade, Spider's Silk
This spell renders the subject immobile for a relatively short 
duration.

IN ZU (Sleep)
Reagents: Black Pearl, Nightshade, Spider's Silk
This spell puts the subject to sleep for a varying length of 
time.

REL WIS (Translation)
Reagents:	Black Pearl, Mandrake Root, Spider's Silk, 
Sulfurous Ash
Once cast, this spell temporarily enables its subject to 
understand unknown languages, including ancient runes and 
text.  It is very useful for the scholarly mage.

Fourth Circle of Magic
REL POR (Blink)
Reagents: Blood Moss, Mandrake Root
This is a very limited form of teleportation, magically 
transporting the caster and any companions to a new location 
about twenty paces from their original location.  Blink will 
not permit the subjects to pass through locked doors or other 
impenetrable areas.

AN XEN JUX (Deter)
Reagents: Garlic, Spider's Silk
This spell often discourages hostile, non-sentient animals 
from attacking its subject.

IN VA LOR (Flash)
Reagents: Mandrake Root, Sulfurous Ash
This spell creates an ephemeral, brilliant glow, blinding all 
creatures within the affected area, save the caster.

VAS DES SANCT (Mass Curse)
Reagents: Garlic, Mandrake Root, Nightshade, Sulfurous Ash 
This spell acts like the Third Circle spell Curse, but affects all 
opposing creatures present.

WIS QUAS (Reveal)
Reagents: Blood Moss, Sulfurous Ash
This spell reverses the effects of all enchantments of 
invisibility

REL ORT WIS (Transcribe)
Reagents: Black Pearl, Spider's Silk
This spell enables the caster to copy spells found on scrolls 
and the like, without needing to buy the actual spell book 
page from another wizard.  

EX POR (Unlock Magic)
Reagents: Blood Moss, Sulfurous Ash
This spell unlocks a magically locked door.

Fifth Circle of Magic
KAL XEN (Conjure)
Reagents: Mandrake Root, Spider's Silk
Despite its name, this spell actually summons, rather than 
conjures, a wild beast to fight for the caster.

VA FRIO HUR (Explosion)
Reagents: Blood Moss, Black Pearl, Mandrake Root, 
Sulfurous Ash 
This spell sends a large sphere of blue flame that explodes on 
contact at a designated target.


VAS MANI (Great Heal)
Reagents: Garlic, Ginseng, Mandrake Root, Spider's Silk
This spell removes all wounds on its subject.

SANCT LOR (Invisibility)
Reagents: Blood Moss, Nightshade
This spell renders its subject invisible, undetectable to all 
visual senses.

VAS ZU (Mass Sleep)
Reagents: Ginseng, Nightshade, Spider's Silk
This spell makes all opponents in the area fall asleep.

UUS VAS GRAV (Surprise)
Reagents: Black Pearl, Garlic, Mandrake Root, Sulfurous 
Ash
As I am the creator of this spell, others call it Erstam's 
Suprise.  This spell creates great
clouds of gasses that inflict a variety of effects on those who 
breathe them - poison, sleep and fear being the most common.

Sixth Circle of Magic
AN XEN EX (Betray)
Reagents: Black Pearl, Nightshade, Spider's Silk
This spell encourages its subject, a foe to the caster, to change 
sides in a battle and fight against former comrades.

AN QUAS (Dispel Illusion)
Reagents: Garlic, Mandrake Root, Nightshade
This spell destroys the knots of force that create an illusion, 
affecting structures and creatures alike.

QUAS WIS (Cause Fear)
Reagents: Garlic, Mandrake Root, Nightshade
This powerful spell magically terrifies all members of an 
opposing force, making the more cowardly ones flee.

IN FRIO GRAV (Fire Field)
Reagents: Black Pearl, Worm's Heart, Spider's Silk, 
Sulfurous Ash
This spell creates a field of blue flame that damages those 
who try to cross it.

KAL FRIO GRAV (Fire Ring)
Reagents: Black Pearl, Worm's Heart, Mandrake Root, 
Spider's Silk, Sulfurous Ash
This spell is identical to Fire Field, save that it forms a 
protective ring of blue flame.

VAS IN FRIO GRAV (Cold Strike)
Reagents: Blood Moss, Black Pearl, Worm's Heart, Sulfurous 
Ash
This spell creates a temporary field of blue flame at the feet of 
all hostile creatures in the area.

IN JUX YLEM (Create Missile)
Reagents: Blood Moss, Ginseng, Sulfurous Ash
This spell creates missiles for either bows or crossbows, 
depending on which weapon the caster's party has more of. (If 
the party has none, or an equal number of each, the spell 
creates arrows.)
                                
IN ORT XEN (Create Automata)
Reagents: Mandrake Root, Sulfurous Ash, Spider's Silk, 
Serpent Scales 
This spell, new to me, requires Translation to understand it.  
Apparently, it repairs a broken "automaton." I am unsure 
what the original creators of the spell intended, but it seems 
the only value of such a repaired "automaton" is as a pack-
mule.

Seventh Circle of Magic
IN SANCT GRAV (Energy Field)
Reagents: Black Pearl, Mandrake Root, Spider's Silk, 
Sulfurous Ash
This spell creates a field of energy that harms any who try to 
pass through it.

IN HUR GRAV YLEM (Energy Mist)
Reagents: Blood Moss, Mandrake Root, Nightshade, 
Sulfurous Ash 
The harmful mist of energy created by this spell flows directly 
from the caster to its intended target.

VAS AN ZU (Mass Awaken)
Reagents: Garlic, Ginseng
This spell acts just like the Second Circle spell Awaken, 
except that it affects all nearby allies of the caster.

IN VAS POR (Mass Might)
Reagents: Black Pearl, Ginseng, Mandrake Root
This spell enhances all physical and mental abilities that 
affect combat, doubling their effectiveness up to the 
maximum humanly possible.

IN HUR NOX (Poison Mist)
Reagents: Blood Moss, Nightshade, Sulfurous Ash
This spell creates a stationary area of mist that poisons all 
who enter it.

VAS MANI (Restoration)
Reagents: Garlic, Ginseng, Mandrake Root, Spider's Silk
This is the definitive spell for healing, affecting all members 
of the caster's group.  Any harmful effects, whether from 
poisons, wounds or curses, are eradicated by Restoration, as 
long as its subjects are still alive.

AN GRAV EX (Vibrate)
Reagents: Black Pearl, Blood Moss, Mandrake Root, Spider's 
Silk 
This unusual spell surrounds a specified target with intense 
physical energy, as if a giant troll were grasping the target 
and shaking it to find loose gold.  The effect not only 
damages its subject, but also loosens any hold on possessions.

ORT GRAV (Lightning)
Reagents: Black Pearl, Mandrake Root, Sulfurous Ash
This spell shoots a bolt of electrical energy at a specified 
target.

Eighth Circle of Magic
IN FRIO (Create Ice)
Reagent: Worm's Heart, Spider's Silk
This spell creates a block of ice that immobilizes its target for 
a short time until the block shatters, freeing the trapped 
individual.  Create Ice can also be created on an area, forming 
an impassable barrier for a limited duration.


CORP POR (mind Blast)
Reagents: Blood Spawn, Black Pearl, Nightshade, Sulfurous 
Ash 
This spell, whose effect is greatly based on the mental powers 
of the caster and the target, releases a bolt of lethal energy.

TYM VAS FLAM (Delayed Blast)
Reagents: Blood Moss, Black Pearl, Mandrake Root, Spider's 
Silk, Sulfurous Ash 
This spell forms a magical sphere designed to explode after 
eight seconds of delay damaging all who are near the blast.

POR YLEM (Fetch)
Reagents: Blood Moss, Black Pearl, Mandrake Root
This is the more advanced version of the First Circle spell 
Telekinesis, permitting the caster to reach any object in view, 
regardless of location or barriers.

KAL FRIO XEN (Invoke Snow Serpent)
Reagents: Blood Moss, Garlic, Spider's Silk, Worm's Heart, 
Serpent Scales 
This complex spell summons a fearsome snow serpent to aid 
the caster in battle.

KAL FRIO XEN EX (Serpent Bond)
Reagents: Blood Moss, Black Pearl, Garlic, Spider's Silk, 
Worm's Heart, Serpent
Scales
This spell permits the caster to exchange forms with a 
targeted snow serpent, thus allowing new ways of travel for 
the duration of the spell.

KAL VAS FRIO GRAV (Firesnake)
Reagents: Garlic, Mandrake Root, Sulfurous Ash
This spell sends a trail of fire from the caster, across anything 
in the way, to explode at its target.

IN JUX POR YLEM (Swordstrike)
Reagents: Black Pearl, Blood Spawn, Mandrake Root, 
Nightshade 
This spell creates a pinwheel of eight whirling blades, all 
designed to slice its target.

Ninth Circle of Magic
VAS CORP HUR (Death Vortex)
Reagents: Blood Moss, Mandrake Root, Nightshade, 
Sulfurous Ash 
This spell calls forth a swirling mist of black death that will 
follow its target until that target falls to the ground dead or 
the spell duration passes.

VAS CORP (Mass Death)
Reagents: Blood Moss, Blood Spawn, Garlic, Ginseng, 
Mandrake Root, Nightshade 
This very powerful spell instantly slays all enemies in view of 
the caster.  However, the extreme amount of ether energy 
required to cast Mass Death leaves the caster near death as 
well.

VAS SANCT LOR (Invisibility all)
Reagents: Black Pearl, Blood Moss, Mandrake Root, 
Nightshade
This spell removes the caster and any allies from the visual 
perceptions of all others.

UUS VAS JUX YLEM (Spiral Missile)
Reagents: Blood Moss, Blood Spawn, Black Pearl, 
Nightshade, Sulfurous Ash 
This spell is extremely useful against multiple enemies, for it 
sends a number of lethal bolts equal to the level of the caster 
toward random opponents.


AN HUR (Stop Storm)
Reagents: Black Pearl, Garlic, Mandrake Root, Spider's Silk, 
Sulfurous Ash 
When disturbed by the constant fits of thunder and lightning 
spawned by a terrible storm, the caster can use this spell to 
calm the clouds and return clear skies. 

KAL VAS XEN (Summon)
Reagents: Blood Moss, Garlic, Mandrake Root, Spider's Silk 
This spell brings into being a mighty, but never pre-
determined, creature to side with the caster against any foes.

AN TYM (Time Stop)
Reagents: Blood Moss, Garlic, Mandrake Root
This spell renders all but the caster and any friends immobile 
for what appears to be twenty seconds.  As the spell actually 
halts the passage of time, the real duration of Time Stop has 
been a subject of great debate.

KAL VAS AN GRAV (Imbalance)
Reagents: Nightshade, Sulfurous Ash, Worm's Heart, Serpent 
Scales
This chaotic spell is difficult to control and should be cast 
only in dire emergencies. Its result is a wave of fire fields, 
explosions and streaks of lightning.

                        AFTERWORD

The information I have compiled has taken several centuries 
to collect, for much has changed since our arrival.  Now that 
this is done I am forced to wonder who will ever see my work.  
My fellow islanders know as much as they care to, and those 
still in Lord British's realm are unlikely to have the 
opportunity to benefit from the wisdom compiled in this tome.  
Nothing came of our attempts to contact Sosaria, save the 
broken hearts of more than one sailor's spouse.
However, I do not regret my efforts here, for now 1, 
myself, have a valuable source of information.  My people's 
history, this island's history - as much as we have discovered 
and the land's creatures are all described within.  As I sit back 
in momentary relaxation, free from my self-appointed task as 
scribe, I am able to cease observing my surroundings and 
begin absorbing them.  I can hear the crackle of the fire and 
the buzzing of a bothersome fly.  I can hear a roar outside - 
no doubt another teleportation storm preparing to rage across 
the landscape.  And I can hear the sound of shutters clattering 
against the window sill.
In a moment, I shall rise to close them and then 
return to pursue my studies on immortality ... in a moment.

- Erstam

                        Ultima VII, Part Two:
                            Serpent Isle

                       Player Reference Guide

The Main Menu
After the game loads, the introductory sequence automatically 
begins.  This may be skipped by pressing [ESC]. After the 
introduction, the Main Menu appears, listing four options:
VIEW INTRODUCTION
START NEW GAME
JOURNEY ONWARD
VIEW CREDITS
To select one of these options, single-click it With the mouse 
or use the arrow keys and press [ENTER].  Press [ESC] at 
any point during the introduction, character creation, credits 
or endgame (after you have won the game, of course!) to 
return to the Main Menu.  At the menu, press [Alt-X] to 
return to DOS.

VIEW INTRODUCTION
The introduction reveals how and why the Avatar travels to 
Serpent Isle.  Information presented here is relevant to your 
quest.  This scene is the one you see automatically, the first 
time you run the game.

START NEW GAME
This is where character creation takes place.  You must select 
this option the first time you play.
     Click either mouse button with the pointer over the word 
"Name." Then type your desired name (up to 14 letters) at the 
flashing cursor and press [ENTER] . This sets the name you 
will have as Avatar in Serpent Isle and moves you to the next 
option: your character's appearance.
     To determine what your character looks like, make sure 
the word "Portrait" is highlighted.  If it isn't, move the pointer 
over the word and click either mouse button.  Press the 
spacebar or click on the word "Portrait" (or on the portrait 
itself to cycle through the available choices.  When the 
portrait you want is displayed, press [ENTER] to select it.
Press [ENTER] or click on "Return to Menu" to go back to 
the Main Menu; click on "Journey Onward" to go directly to 
the game.

JOURNEY ONWARD
After you have created a character, this option takes you to 
the beginning of the actual game.  In future sessions, this 
option returns you to your last saved game.

VIEW CREDITS
This option lists the many people who worked on Ultima VII, 
Part Two: Serpent Isle.


Introductory Walkthrough
This section is designed to guide you through the beginning 
of your adventure on Serpent Isle. while it does not reveal 
any hidden clues, it does introduce you, to the basic actions 
you will perform  throughout the game.  This walkthrough 
assumes  you are using a mouse,  which is highly 
recommended.

The stage is set as your ship arrives upon the shores of 
Serpent Isle, having been transported there magically.  You 
are the Avatar and with you are your three closest 
companions, Iolo, Shamino and Dupre.

Conversations.  When Iolo begins speaking to you, 
read until you have completed all of the on-screen text.  Then 
click the left mouse button ("left-click") to display any 
additional text.  Follow the same procedure when Dupre 
interjects with his own comments.  Continue until Iolo has 
finished speaking.  Shortly after Iolo's portrait disappears, 
members of your party, will begin flashing text (called 
"barks") over their characters.  Unlike conversations, you may 
move about while the barks appear, but do not forget to pay 
attention to what is said.
During these and all other conversations, pay careful 
attention to the shape of your mouse pointer. if the mouse 
pointer is shaped like a hand, the game is waiting for you to 
take some action - for example, click the left mouse button 
once to advance to the next screen of conversation text.  If the 
pointer is a green arrow, you can move your character or get 
an object; if it is a red arrow, you are in combat mode and can 
move or fight.  If there is no mouse pointer on-screen, don't 
press any mouse buttons.  The absence of a pointer means a 
scene or event is taking place that is out of your control.  
These are usually important events and you don't want to miss 
them.  If you press a mouse button during one of these scenes, 
you may miss something.  Wait until the hand or arrow 
pointer reappears before you click a mouse button.

Examining Yourself.  After everyone in your party 
says his piece, take a moment to look at what you are carrying 
in your inventory, Position the cursor over your character and 
click the left button twice ("double-left-click").  An image of 
your character (called your "Inventory Display") appears, 
letting you see all of your equipment.  Move the cursor over 
an object you wish to look at and left-click.  A description of 
the object appears.
If the inventory window is blocking something you 
wish to see on the screen, put the cursor over any portion of 
the window and left-click-and-hold the button.  As long as 
you hold the button, moving the cursor will move the window 
on the screen.  When you are satisfied with the new location, 
release the button.
Close the Inventory Display by left-clicking on the 
red check mark.  Until all inventory windows are closed, your 
character will be unable to move.

Moving.  Since your way is blocked by mountains to 
the north, leave the ship and head south (i.e., toward the 
bottom of the screen).  Notice that your character is in the 
center of the screen.  Moving your mouse moves a green, 
arrow-shaped cursor.  Position the cursor so that it points in 
the direction you wish to travel and right-click - you take a 
step to the -south.  Press and hold the right button until you 
wish to stop walking.  The further from the center of the 
screen you place the cursor, the longer the arrow gets and the 
faster you move.
You won't get far before being engulfed in a magical 
storm that causes your companions to disappear, leaving 
behind sparkles of red light which soon fade!  As you take a 
few more steps, the Storm affects you, too.  Sparkling green 
lights surround you.  But you didn't disappear - what effect 
did the magical storm have upon you?
To find out, take a closer look at yourself, as you did 
earlier (see "Examining Yourself," above).  You will notice 
that many of the possessions you had when you arrived on 
Serpent Isle are now missing, replaced by foreign ones.  This 
is a mystery you will solve later.


Talking to People.  As you continue walking south, 
a figure appears magicallv and begins speaking to you. This 
is a monk, Thoxa.  As she completes each portion of her text, 
your possible responses appear in the center of the screen, to 
the right of your portrait.  Left-click on the response you 
choose and then read her response.  Pay close attention to the 
shape and/or absence of the mouse pointer, as explained in 
Conversations, above.
Thoxa gives you important information about an 
hourglass and a red bush.  She also tells you much about why 
you are here and what you must do. When you no longer wish 
to speak with Thoxa, left-click on "bye" to end the 
conversation.  Ending the conversation doesn't end your 
encounter with Thoxa, however.  Before either of you can 
leave, another monk, Karnax. appears and soon you are 
witness to a great magical battle. (Again, be careful not to 
click a mouse button unless the mouse pointer is visible.)

Examining Items.  After the battle, walk south until 
you find Shamino.  Like Thoxa, he initiates a conversation, 
mentioning that his inventory has been changed.  He tells he 
has compiled a list of the unusual items and adds your new 
equipment to it, giving the list to you.  Double-left-click to 
open your Inventory Display . Double-left-click on your 
backpack and a window appears displaying all of its contents.  
Double-left-click on any, container (including barrels, sacks, 
chests and even hollow trees) to see what's inside.  To 
examine Shamino's inventory, double-left-click on his figure 
while your own inventory window is on screen.
Inside your pack you find a variety of items, 
including two scrolls.  Read one by double-left-clicking on it.  
This brings up a window that displays what it says.  Some 
scrolls are longer than a single page.  To read further in a 
scroll, left-click it like you would to display further 
conversation text.  Read the two scrolls and you will discover 
that both are lists of items.  Compare Lord British's and 
Shamino's scrolls to the items you are carrying.  Remember, 
to identify something, left-click on it and text will appear 
above the item, naming it.
To close your inventory window and Shamino's, 
click on the red check marks attached to each open window.
Continue south to the red bush. This hides the 
entrance to a cave.  Even though you see a mountain blocking 
your way, move to the right of the bush and then to the north.  
You will pass right through an illusionary wall! Walk around 
the cave, letting Shamino talk about some of the items you 
see.

Taking Items.  When Shamino alerts you to the 
usefulness of a bedroll, add the bedroll to your possessions by 
placing the cursor over the item and left-click-and-holding.  
While holding, move the cursor around.  If the bedroll moves 
with the cursor, it is attached. If it does not, try again.  Once 
you have the bedroll, keep the mouse button pressed to move 
it around.  Do not release the button yet!
Move the cursor (and the bedroll) over your 
character and release the left button.  The bedroll vanishes.  
Check your Inventory Display, and you will see it there, most 
likely in your backpack.

Using Items.  Parts of the cave are very dark.  You 
will want to light the torch that Shamino mentions.  Move the 
torch into your inventory (as explained above) and drop it 
over one of your character's hands.  Place the cursor over the 
torch when it is in-hand and double-left-click.  The room will 
become brighter.  This same procedure opens and closes 
doors, opens chests, lets you eat food and so forth.  If you look 
around and follow Shamino's instructions, you will find many 
useful objects here.
Note that you can only hold one item in-hand at a 
time.  To move in item from your hand to, say, Shamino, left-
click-and-drag the item from your hand to Shamino's figure 
and release the mouse button.
Search all of the chests in the cave.  If they're locked, 
use lockpicks to open them or go into combat mode (see 
below) and bash them open.
You should also try lowering the bucket you find into 
the well and getting some water.  To do this, double-left-click 
the bucket.  When screen cross-hairs appear, left-click on any, 
part of the rope hanging from the well.  Your character will 
walk to the well and get water.  Using items on other items or 
characters is an important skill, one you will use throughout 
the game.
When you are through exploring the cave, head 
south through the illusionary wall once again.

Initiating Conversations.  When you leave the cave, 
find the bear skeleton (and Shamino's bow) nearby.  Then 
head east until you approach a walled city.  On the far side of 
the city gates is a guard. Unlike your companions and Thoxa 
the monk, the guard doesn't initiate conversation - you have 
to attract his attention.
To ask him to let you in, move the cursor over him 
and double-left-click.  His portrait appears and he begins 
talking.  You can also speak to your companions at any time 
in this way.  However, remember that double-left-clicking on 
a companion while an Inventory Display is visible (usually, 
but not always, the Avatar's display) will make that 
character's inventory window appear, instead of beginning a 
conversation.
By now you have noticed that moving around is 
accomplished by right-clicking, and all other actions, such is 
talking and examining, are accomplished by left-clicking.  
This simple rule will guide you through most situations you 
encounter during the game.
Once you are inside the gates, you want to find Lord 
Marsten, as well as begin investigating the city. Remember 
that you always walk in the direction that the cursor is 
pointing. Good luck as you continue your adventure!

Commands
Serpent Isle  is an entirely mouse driven game - all action 
commands can be controlled by the two mouse buttons.  
However, for those who do not have a mouse, all commands 
may also be performed from the keyboard.

USING THE MOUSE
The key point to using the mouse is knowing that the left 
button is used to perform actions involving the hands or eyes, 
and the right button is used to perform actions involving the 
feet.  The mouse generally appears in one of two forms: a 
green, straight arrow for normal activity or a red, jagged 
arrow for combat.

Action          Left Button     Right Button
Click           Look            Take One Pace
Double-Click    Use/Talk/Attack Find a Path
Click-and-Drag	Move Items	Walk Continuously

MOVING YOUR CHARACTER (RIGHT-CLICKING)
To make yourself walk, point the arrow in the direction you 
wish to travel and right-click-and-hold.  The farther the 
arrow is from you the longer it gets and the faster you travel.  
To stop moving, release the right button.
When danger is near, your speed is limited by your 
dexterity and your encumbrance.
As a shortcut, double-right-clicking on a point on the 
screen makes you walk to that point, providing no obstacles 
bar the way (e.g., a wall).

MANIPULATING OBJECTS (LEFT-CLICKING)
The left mouse button is used to Look, Move (other objects), 
Use or Attack.

Look.  To bring up a short description of an object, left-click
on it.

Move. Many objects can be moved from one location to 
another.  To Move something, left-click-and-hold on the 
object.  The cursor changes to a hand to indicate that you are 
holding something.  Move the cursor over the desired 
destination and release the button.
  Releasing the item over a character places the item 
somewhere inside that character's inventory.  If your 
inventory (see Inventory Display) is open, dropping the item 
on a container within the display places the item inside that 
container. If a container is not in anyone's inventory, it must 
be open (its display visible) to drop an item into it.
  If an object is too heavy or too large to fit inside a 
container, or if you are unable to reach the object, a message 
saying so appears in red above the object.
Use.  To Use an object double-left-click on it.
Each type of item functions uniquely when Used.  
  For example, Using an unlit lamp lights it: Using a lit lamp 
extinguishes it.

Some objects can be Used on other objects (for example, a bucket
on a well or food on a hungry character).
Double-left-clicking on such in item turns the Cursor into 
green cross hairs.  Moving the cross hairs to the target item 
and left-clicking causes the first item to be Used on the 
second.
Double-left-clicking on a usable object may bring up 
a display that provides more information about that object.  
For example, double-left-clicking on a chest brings up a 
display that reveals the contents of the chest.  The contents 
can then be moved and manipulated like any other object 
within the world.  The bodies of fallen foes are treated like 
chests for these purposes.
The displays themselves can be moved in the same 
way you would move an object - click, drag, release.  Single-
clicking on the red check at the left side of the display closes 
that display.  You can close all open displays at once by 
pressing [ESC].
  "Using" a person has several meanings.  Double-
clicking on a person while not in combat initiates a 
conversation with that person. (For more information on how 
conversations work, see Screen Display.) However, doing so 
while in combat mode indicates that you wish to attack that 
person.  If you click on a member of your party while in 
combat mode or while your inventory display is up, that 
member's inventory display will appear.
"Using" your character, the Avatar, brings up your 
inventory (see Inventory Display).
  To Use the boat, double-click on a chair.  To Use the 
barge, double-click on the engine.  To Use the ice raft, 
double-click directly on the raft surface.  Once all characters 
are in place, move the barge or raft as if you were moving 
your character.  To stop Using either the barge or the ice raft, 
double-click in the same place a second time. (The boat 
moves and stops automatically.)

Attack.  While in any attack mode, the arrow cursor turns
red.  Double-left-clicking the red cursor on another person 
who is not in your party or on an object initiates an attack on 
that person or object.  If you are in any attack mode other 
than Manual mode (see Combat), you automatically enter into 
battle with any nearby hostile foes.

USING THE KEYBOARD
Though using a mouse is highly recommended, the keyboard 
may be used as a substitute if you have no mouse installed.

Walking
The arrow keys may be pressed to walk one step in the 
desired direction.  Holding the shift key down while pressing 
an arrow key will allow the Avatar to take three steps instead 
of one. if  [Num-Lock] is on during play, every step will be a 
triple one.

Manipulating Objects
Press [Spacebar] to make the hand cursor visible.  Now the 
arrow keys will move the cursor instead of the Avatar.  
Holding down [Shift] will increase the rate at which the 
cursor travels.
Treat [Ctrl] as if it were the left mouse button.  For 
example, a single "click" identifies an object, while a "double-
click" uses it.
If you are in any attack mode, there is no red cursor 
to remind you, but "double-clicking" still initiates an attack.

Displays

SCREEN DISPLAY
In Serpent Isle the entire screen is devoted to displaying the 
map.  Any messages or other relevant information appear 
over the game map, at various places.
During conversations, a portrait of the character are 
speaking to appears in the upper left corner of the screen, 
with ail of his text appearing to the right of the portrait.  If 
any Other characters interject, their portraits appear in the 
lower left corner of the screen with their text just to the right 
of their portrait.  During conversations, your portrait appears 
in the center of the screen, with your word options appearing 
to the right of your portrait.  Selecting a word or phrase from 
your options initiates a response from the character you're 
talking to.
Text that identifies an object appears just above that 
object.  Text that appears just above a character icon means 
that that particular character has spoken.

INVENTORY DISPLAY
When you double-left-click on yourself, your Inventory 
Display appears.  This is also true of any character in your 
party, as long as you have first brought up your own 
Inventory Display.

Dove/Flaming Sword. At the left of the Inventory Display is
either a dove (non-combat mode) or a flaming sword (combat 
mode) icon.  Left-click on this icon to switch from one mode 
to the other.  During play, the color of the cursor arrow 
indicates whether you are in non-combat mode (green) or 
combat mode (red).

Containers. Double-left-Clicking on any container in your
inventory reveals the contents of that container.
Disk.  On the right side of the Inventory Display is a floppy 
disk icon.  Left-clicking on this brings up a window that 
permits you to load or save a game, turn sound and music on 
and off, or exit the game.

To save a game, left-click in one of the rectangles in
this window.  When a dark triangle appears on the left hand 
side, type a name that will remind you where you were in the 
game when you saved.  Click on the save button to save the 
current game position to your hard disk.  If all saved game 
slots are full, click on an already existing one (type a new 
name or not, as you wish) and click on save to replace the old 
saved game With your current position. Click on "Yes" or 
"No" or press [Y] or [N], as appropriate, when asked if you 
want to save over an existing game.

To load a game, click on any  named saved game
slot.  When the dark  triangle appears, click on the load 
button to restore the game position represented by the saved 
game slot you selected.  Click on "Yes" or "No" or press [Y] 
or [N], as appropriate, when asked if you want to load an 
existing saved game over your current game position.

To turn music or sound on or off, click on the
appropriate button or press [A].

To exit the game, click on the quit button.  You will
be asked if you really want to quit to DOS.  Click on the yes 
box to exit or the no box to continue playing. (You can also 
press [Y] or [N].)

Heart.  To the left of the disk is a heart.  Left-clicking on this
icon or pressing [Z] reveals the Statistics Display.
Crossed Swords.  At the bottom of the displays near the 
center, is a pair of crossed swords.  Click on this or press [L] 
to bring up the Combat Status Display.  This display reveals 
the vital combat statistics of your entire party at once, and 
permits you to change each party member's attack strategy 
(See Combat).

Numbers.  At the bottom of the Inventory Display are two
numbers separated by a slash (e.g., "18/36"). The number on 
the left is the weight the character is carrying expressed in 
units called "stones." The number on the right is the 
maximum number of stones the character can carry. when 
buying items from shopkeepers, an item that is too heavy for 
your character to carry is placed in the inventory of other 
party members or at the feet of the purchaser. 
In addition to weight, items also have volume. 
Sometimes you are told that you cannot carry an item because 
your hands (or packs) are full.  By rearranging your 
equipment (e.g., putting a weapon in your pack or buying 
another backpack), you may be able to able to carry the new 
item.


SPELL BOOK
when you acquire a spell book, you will be able to use 
powerful magic.  Double-left-clicking on the spell book in 
your Inventory Display brings up its display.
To turn the pages of your spell book, left-click on 
one of the dog-eared upper comers of the book until the spell 
you wish to cast is visible on the page.
To cast a spell, you must have enough spell points 
(mana) and the proper ingredients (reagents). Then double-
left-click on the icon in your spell book that represents the 
spell.
To select a spell without casting it, left-click on its 
icon in the spell book.  This places a bookmark in the 
appropriate place in the spell book and keeps the spell ready, 
should you ever need it.  Only one spell can be readied in this 
way at a time.
Six spells (Fire Blast, Paralyze, Lightning, 
Explosion, Death Bolt and Sword Strike) may be cast in 
combat by double-left-clicking on a target as if you were 
attacking the target normally.  If the spell book is in your 
hand and the book was closed while that spell was selected 
(the bookmark was on that spell), using the mouse to attack 
causes you to cast that specific spell (as long as you have the 
spell points and reagents necessary).  Also, if your character 
is not in Manual Mode and you have your spell book ready (in 
hand), you cast spells automatically.
During the course of' your adventure, you may 
acquire magical scrolls.  These one-time-use objects allow 
you to cast spells even if you lack mana or reagents.  To use a 
spell scroll, double-left-click on the scroll to open it. Then, 
double-left-click over the icon that identifies the spell on the 
scroll to Cast it.
If you know how to cast the Transcribe spell, you 
can copy spells from a scroll into your spell book.  When you 
cast Transcribe, targeting cross hairs appear.  Target the 
scroll holding the spell you wish to copy, left-click on it, and 
it will be transferred, automatically, into your spell book.  The 
scroll then vanishes.
There are, of course, magical secrets you will 
uncover as the game goes on, but their nature and use must be 
learned through experimentation.

STATISTICS DISPLAY
The Statistics Display lists a character's current primary and 
secondary attributes.  It also shows whether that character is 
unconscious, poisoned, charmed, hungry, protected, cursed or 
paralyzed.
The color of the Statistics Display indicates how cold 
the character is. If the background of the display is brown, the 
weather in the vicinity is warm and the character is 
comfortable. If the background is blue, the character is cold 
and the potential for frostbite is great - dress accordingly.  
The darker the blue of' the background, the colder the 
individual is.  Give him or her warm clothing as soon as 
possible.

PRIMARY ATTRIBUTES
Strength, dexterity and intelligence are a character's 
primary  attributes, With values ranging from 1 to 30. The 
higher art attribute is, the better.

Strength determines several things, including how much you 
can carry, how much (if any) damage you do with a hand-to-
hand weapon, and how many hits you can take before dying.
Dexterity affects such things as how fast you are and how 
well you pick locks.  Dexterity determines your combat skill.
Intelligence determines several things, including your magic 
skill and how well you cast certain spells.
The remaining numbers describe secondary 
attributes.

SECONDARY ATTRIBUTES
Combat skill determines how likely you are to hit an 
opponent in combat with normal weapons.
Magic skill, derived directly from your intelligence, 
determines the maximum number of mana points you can 
have.
Hits are derived directly from your strength.  They are 
reduced by damage, poison and hunger. When your hits score 
reaches 0, you are unconscious.
Mana records the current number of magic points you have.  
The less active you are, the greater the rate at which mana 
points return.
Experience points (EXP) are a measure of your 
accomplishments. As the game goes on, each member of your 
party gains experience points.  After earning a predetermined 
number of points, a character's level increases.
Training Points are accrued with experience points.  To 
increase strength, dexterity or combat, you must find a trainer 
who teaches expertise in that specific attribute, on the 
training fields at Monitor. (Your intelligence and magic are 
already at their maximum possible values.) If you pay the 
trainer's fee and "trade in" training points (representing your 
study and practice with the trainer), the attribute you are 
concentrating on increases.
Level indicates your overall prowess.  As you gain experience 
(see below), your level increases.  As your level increases, you 
have the opportunity to raise one or more primary attributes.

COMBAT STATUS DISPLAY
This display shows the vital combat statistics of all party 
members at once.  Below each portrait are listed that 
character's combat skill, number of hits remaining, attack 
strategy and protected mode toggle (see Protected "Mode" 
and Protect Mode).  If applicable to the character, magic 
skill and mana will also appear.
If the Avatar's attack mode is anything but Manual 
Mode, the character selects targets intelligently and fights 
those opponents without any further input from you 
(according to the rules of the attack mode you chose).  You 
can override your character's decision at any time (by double-
left-clicking on a specific target to attack it, right-click-and-
holding to lead the Avatar in a certain direction, etc.).
When not in Manual Mode, the Avatar will not 
select targets that are fleeing or disabled (sleeping, paralyzed 
or unconscious), and will break off an attack once any of 
these conditions are met.  To make the Avatar pursue an 
enemy to the death, double-left-click on the opponent after it 
has already fled or been disabled.

FLEE MODE
If a party member (but not the Avatar) is seriously injured, he 
may flee.  However, party members will never flee if they are 
in Berserk Mode.  Fleeing characters may drop some of their 
possessions to enable them to run faster.  Party members who 
have been set to Flee Mode will make an orderly retreat and 
will not drop any of their possessions.
It is possible to change the attack strategy and 
protected mode status from this display.  It is also possible to 
call up a character's inventory window by clicking on the 
portrait at the top of that character's Combat Status Display.


In the center row of the Combat Status Display is an 
icon representing the attack mode for that character when in 
combat.  The following attack modes are available:

Manual                  You may direct each combat action.

Attack weakest          The character will attack the weakest opponent.

Attack strongest	The character will attack the strongest opponent.

Defend                  The character will be less effective at hitting
                        and more effective at dodging blows.

Attack nearest          The character will attack the nearest opponent.

Berserk                 The character will never flee, regardless of wounds.

Flee                    The character will retreat from any opponents in 
                        an orderly fashion.

Random                  The character will attack a random foe.

Protect                 The character will attempt to protect the party 
                        member in Protected Mode.

Flank                   The character will attempt to Flank the enemy 
                        (to either side).

PROTECTED STATUS AND PROTECT MODE
You may designate a party member to be protected by 
clicking on the "halo" just below that character's attack mode 
icon.  When the halo turns gold, this party member is 
protected.  Only one person in the party may be protected at 
any one time.
Note that if you have not designated any party member to be 
protected (in other words, you haven't "turned anyone's halo 
on"), an injured party member may go into Protected Mode 
automatically and call out to other party members for 
protection.  Any party members that are in Protect Mode will 
follow this injured character around and attempt to keep him 
or her safe.  Effectively, any protecting characters' main 
concern is for the welfare of the protected individual, and 
they will fight anyone who attacks the protected character 
until there is no longer a threat

Keyboard Commands

A	Turns all audio effects on and off.

B	Brings up spell book display, if Avatar 
                has spell book in inventory.

C	Turns combat mode on and off.

H	Changes the "handedness" of the mouse 
                by swapping the functions of the left and 
                right moues buttons. The left button is 
                now used to move around, and the right 
                button to manipulate objects. This "H" 
                toggle affects only the mouse, not 
                keyboard commands.

I	Opens up the Inventory Display of each 
                party member, beginning with the Avatar.
                
J	Brings up Serpent Jawbone display if 
                Jawbone is in Avatar's inventory.

L	Brings up the Combat Status Display, 
                revealing the vital statistics of the entire 
                party and permitting you to change each 
                party member's attack strategy (see Combat).

M	Brings up map of Serpent Isle if in inventory.

S	Opens up the Save/Load Window.

T	Brings up a targeting cursor and pauses 
                the game so you can talk to a fast-moving 
                character, use any object or attack.

V	Displays a scroll showing the version 
                number of your copy of  Serpent Isle.

Z	Opens up the Statistics Display for each 
                party member, beginning with the Avatar.

Alt-X	Exits Ultima VII and returns to DOS.

Alt-8	Toggles the frame limiter on and off. The 
                game runs slower with the frame limiter on.

Esc	Closes Save/Load windows, if it is open. 
                If Save/Load is not open, closes all open 
                displays and windows.
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