Ultima 7 Part 1: The Black Gate manual
- Ultima 7 Part 1: The Black Gate
- ultima7 manual
What is the latitude of the northernmost point of the island Spektran? 120
What longtitude runs through the center of the island Buccaneers Den? 60
What longtitude runs through the center of the island Terfin? 120
What latitude runs through the center of Dagger Isle? 0
What latitude runs through the center of Skara Brae? 30
What latitude runs through the center of the Deep Forest? 60
What latitude runs through the center of Buccaneers Den? 60
What longtitude runs through the center of Skara Brae? 60
How many times must Ginseng be reboiled in order to be properly used as a magical reagent? 40
How many runes are in the archaic script of the outdated Britannian Language? 31
How many places may the mandrake root naturally be found? 2
How many bandits can be seen surrounding the old man in the illustration on page 3? 6
How many parts of the body should one wish to protect with armour? 6
Fewer than how many pearls in 10,000 are black? 1
On what page is the spell known as An Zu? 42
The book of
as written by Batlin of Britain
i. Salutations to the Traveller
Good morning to thee, gentle friend and traveller!
No matter what time of day it might be when thou
art reading this - no matter what the hour of the clock - I say
good morning to thee because this very moment brings to thee
the coming of the dawn. The dawn, as everyone knows, is the
moment when illumination comes. The dawn marks the end
of the long dark night, and a new beginning. It is my humble
hope that these words may be for thee a dawning, or at least,
a type of awakening.
I call thee "traveller" no matter if thou hast never
left thy home town, no matter if thou wilst never again leave
thy room, because all of us are travellers. I call thee traveller
for truly all of us travel a spiritual or philosophical path -
even if it is simply by living the life that we choose to live, or
by searching for a new life when our current one fails to
satisfy our needs as thinking spiritual beings.
It is past time that I introduce myself to thee, gentle
friend and traveller. My name is Batlin, and indeed I have
been following this quest all of my life. It has been a long
road, but the rewards have been beyond measure. If thou
wouldst permit me, I would very much wish appreciate
sharing these rewards with you.
ii. The Story of Batlin - Part the First
There is much that I have set out to tell thee in this
book. Some small part of it involves my own personal story.
As that is the least important part of this book, I shall quickly
relate my tale first, gentle friend and traveller. In that way
we shall soon have it over with and then be free to pass on
more important concerns!
I was born in the forests surrounding the city of Yew
and educated in the traditions of the Druids. Having been
raised in the city of Justice, I was taught to always strive for
fairness in dealing with others, and these teachings left a
lasting impression upon me. But while I found trees, birds
and moons to be very beautiful, I determined to dedicate my
life to the service of people. So it was I left to seek my
fortune in the world.
This was a time when, over Lord British's
objections, unruly lords waged war against each other, so
there was little else to do but become a fighter in the city of
Jhelom. I regret killing, although much of what I did helped
bring peace to our land once more. I learned well how to
defend myself and to find the courage one must have to
survive in battle. I also learned respect for those of valor who
earn their wage by combat. Eventually those little wars
ended, and I found myself penniless and without a trade in
the capital city of Britain.
I became a Bard simply because a Bard was needed
at the Blue Boar. There were none about, and I had the
loudest voice. Never had I considered myself to be musically
inclined, but it was a fair alternative to starvation. My voice
was painful. My mandolin strings would break rather than let
me stroke them. After much heckling and many a thrown
bottle, my talents did slowly develop. As the years passed I
began to feel the deep compassion that bards known when
singing of heroic deeds. I discovered that sharing a spiritual
rapport with my audience was very moving. Several of my
ballads are still sung today (although by tradition, the player
will no doubt take credit for composing them himself).
While in Britain, I met two remarkable individuals.
They were twins, Elizabeth and Abraham. They were also
well versed students of philosophy, and many were the hours
we spent in discussion and debate. We did raise our voices on
Gentle friend and traveller, but that did not prevent
us from becoming fast friends. Although I would never
presume to intrude upon their privacy by revealing the many
fascinating details I learned about them and their lives, I will
say that they play a truly significant role in the part this book
that is my story.
A mage from Moonglow who had heard me perform
came to offer me employment as his assistant. Magic has
always fascinated me, and so I became his apprentice. I will
always remember his teaching that if I was to successfully
commune with the visible world without lapsing into
madness, I must ever retain my honesty - if one is to live
outside the laws of reality, one must first be honest. He
taught me well. It was with great sadness that I ended my
studies in the magical arts when my master, who was most
elderly, passed away.
While drinking at the Blue Boar soon after his
passing, Elizabeth, Abraham, and I each decided that we
needed something to which to dedicate our lives. On a
youthful whim, we made a pact that we would go our separate
ways and spend the next decade travelling throughout the
land to find adventure, and to find ourselves as well. We
agreed to reunite at the Blue Boar in exactly ten years. Our
departure was exciting yet melancholy, as my life began a
iii. The Old Man and the Bandits
On the road leading out of Britain, I met a man bent with age,
but still possessed of keen wit. As we walked he shared with
me his tale, and I in turn shall share it with thee.
During a stroll through the woods one day, this man
was kidnapped by a group of vicious bandits. The poor man
had just left his nephew's family and had no one else in the
world. Woe to them who have been kidnapped when they
have no one to pay their ransom! The bandits soon began to
loathe their captive and did make plans to kill him.
One wanted to hang him, while another wanted to
stab him. Still another wanted to burn him at the stake while
yet a fourth wanted to tie rocks about his waist and throw him
in the river. So angry did they wax in their disagreement
over what manner of violence to use, that they did break into
an awful, bloody row.
And so it was that this old man did escape from the
bandits, who were distracted with their brawling. Upon
noticing their victim was gone, they continued to fight, this
time over whose fault it had been, until all of them lay dead,
murdered by each others' hand.
This old man was later reunited with his nephew's
family and all were joyous of it. For as he had learned, Unity
is essential for survival, and unlike those reckless bandits, he
still wished to live for a good many years yet.
iv. The Story of Batlin - Part the Second
My travels took me to Trinsic, and there I
encountered a group of men at arms with whom I became
most impressed. Many fighters I have know were men of
valorous heart on the battle field, but off it little more than
thugs. These men were not mere fighters, but Paladins. They
were all skilled swordsmen and expert horsemen, as well as
learned scholars and perfectly mannered gentlemen. Above
all, they were devoted to the preservation of honor. It was
with eager gratitude that I accepted their invitation to join
them. The following years were filled with excitement, as we
journeyed through the land, righting wrongs and helping
those in need!
During one of our adventures I was injured and
forced to remain in Minoc while my companions rode on. A
healer there told me that without the proper treatment (for
which he charged outrageous prices) I would most probably
die! I angrily sent him away. After a time I did mend. I had
learned that the healing process takes place mostly in one's
mind and have since placed no trust in healers who greedily
prey upon the afflicted.
At that time, the town of Minoc was in need of a
Tinker. As I heard, I supported myself by fixing, building
and inventing things. I had never before realized how much
a town is reliant upon its Tinker, nor how appreciative the
local townspeople are to those who sacrifice themselves to
continuously solving the problems of others. So welcome did
they make me feel that I stayed for several years.
Then, filled with the urge to roam and longing for
the outdoors once more, I joined a band of Rangers in
Spiritwood. Rangers are a deeply spiritual people. Living
with them reminded me very much of my druid childhood in
Yew - with one big difference. These Rangers drank the
most wonderful wine I have ever tasted! The bottles came
from the old winery at Skara Brae, having survived the
terrible fires which ravaged that island. Later I made a
pilgrimage to the desolate ruins of Skara Brae and there I had
a spiritual experience so profound that I have vowed never to
relate it to anyone.
Leaving their band, I gave away all of my
possessions and for months I wandered aimlessly.
Eventually, I arrived at New Magincia where I sought
employment as a Shepherd. Most of the following two years
was spent in perfect solitude, living in complete humility. It
was an experience that left me significantly changed. When I
noticed that ten years had almost passed, I began the journey
back to Britain.
v. The Two Brothers and the Trickster
On the road back to Britain I noticed a small mine
being worked by two brothers. They greeted me suspiciously
but eventually shared with me their tale, and I shall share it
Their father died and left them a map to some
unclaimed land that contained valuable minerals. By law a
claim can only be made in one name, and this led the brothers
into conflict. One brother was the eldest, the other was more
worldly- both wanted the claim. They became so fearful
that the other would make the claim that each spent all his
time spying on the other. No work was done.
One day, they met a stranger who said he was a
mining engineer. They did not trust him at first, but he
assured them that their claim was too small to be of interest.
He was on the way to stake a much larger claim. The
stranger turned their heads with tales of the riches they could
have, replacing their distrust with avarice.
The brothers asked the stranger to make their claim
for them, and went back to working their mine. They worked
without stopping for months, and afterward travelled to the
mint to sell their ore.
At the mint they learned the stranger had staked
their claim in his own name and then sold it outright for a
fortune. As the brothers had taken ore from land they did not
own, they were sent to prison in Yew for many years.
Their sad fate taught them to be more trusting of each other,
for a man who does not trust his brother is always vulnerable.
After hearing their tale, I went to the mint, for I was curious
which of the two brothers held the claim to their new mine. I
had tried to guess and was quite surprised when I saw the
answer. It was in the name of their father.
vi. The Creation of The Fellowship
I was overjoyed when Elizabeth and Abraham both arrived at
the Blue Boar safe and sound. It was a splendid reunion.
The tales they told me were truly astounding, gentle friend
and traveller. But as I have mentioned, I do not wish this
tome to be and intrusion upon their privacy.
Not all of our memories were pleasant ones. Most of
the people of Britannia, it seemed, were more interested in
helping themselves than in helping their fellow person. As
travellers - strangers wherever we went - we had become
used to the cold eye of suspicion upon us. Everywhere there
were people who expected something for nothing, as if owed
a debt by the world. Most of all, each of us had met many
people who were fundamentally unhappy. Everywhere there
were people who knew that they needed something in their
lives, gentle friend and traveller, but that they had not a hope
of finding it.
The three of us had learned much of history. There
was once a time when life was infinitely more fragile, but was
cherished much more dearly. We yearned to recapture that
aspect of Britannia's former glory. After much discussion,
we decided to found a society called The Fellowship. At this
time I was also conceiving what would become its philosophy,
but that will be discussed further in another chapter. It was
Abraham who suggested that I propose The Fellowship to
Lord British. I agreed, little realizing the task I was
vii. The Ratification of Wise Lord British
It was with much anxiety that I stood before the
throne of wise Lord British. I was in a long line of subjects as
our Liege made numerous pronouncements. Although I had
been waiting for hours when I at last had my audience, I still
felt unprepared. His unwavering glance fell on me.
I said that I had a modest proposal. My colleagues
and I sought to establish a philosophical society known as
The Fellowship. Lord British asked me who would see the
benefits of this Fellowship. I replied that no one would benefit
from it, for it would not be run for profit. With a word I was
dismissed. I found myself leaving the throne room before it
had even sunk in that I had been refused.
By the look on my face Elizabeth and Abraham knew I was
not the bearer of good news. In discussing the matter,
Elizabeth suggested that Lord British had desired a tribute
from us. If we could present an impressive enough tribute, he
would grant his favor. After a time we raised a thousand gold
pieces by selling nearly every possession we owned. With
renewed confidence I returned to the castle.
This time there were several women with me to carry
the chests of gold that were our tribute. As I reached the
front of the line I spoke boldly. I said that I wished to discuss
The Fellowship, but first wished to present Lord British with
suitable tribute. With consternation I realized that I had
spoken before Lord British had finished reading an important
looking scroll placed before him by one of his advisors. He
signed it as he spoke, not even bothering to look up at me.
First he ordered my workmen to remove the boxes. The he
ordered the workmen to remove me as well!
Angrily I stormed from the throne room. Once more
did I face my two friends. We were most disappointed. The
dream we shared now seemed to have no hope of becoming
reality. I spent days somberly brooding over my failure. One
morning found me so completely lost in my thoughts that I
did not hear the passing beggar approach. When at last I
noticed him he spoke. "A coin for one denied the rewards of
worthiness." The illumination was pure and instantaneous.
He thought I had gone mad when I gave him my chest full of
gold. I ran back to the palace as fast as I could.
At first, Lord British would not see me, but I
implored him. He looked me over, and seemed to see
something different about me. He listened as I spoke.
"Our society, The Fellowship, will be a union of
spiritual seekers that shall strive to bring Unity to our
fractured society. We will promote Trust and understanding
among all the people of Britannia. With your approval our
society will teach one to seek Worthiness, rather than mere
personal reward. To that end, I seek your recognition of The
After a long moment, Lord British replied.
"Batlin, thou dost know the meaning of
perseverance. I care not for what thy Fellowship dost wish of
me and I care even less for what thy Fellowship would seek to
do for me. But if thy Fellowship would seek to serve the
subjects of my land then my support is unequivocal."
Thus was born The Fellowship.
viii. The Value of Virtues and the Virtue of Values
In creating the Fellowship philosophy I had no
intention of cobbling together a collection of platitudes that
would be presumptuously intended as a replacement of the
Eight Virtues of The Avatar. I knew there would be those
who would accuse me of doing just that, no matter what
philosophy I developed! I hereby wish to state that The
Fellowship fully supports the Eight Virtues of the Avatar, and
as one who has endeavored to follow their example I can
personally assure thee of their immeasurable worth.
But as one who has followed the Eight Virtues, I
know whereof I speak when I say that it is impossible to
perfectly live up to them. Even the Avatar was unable to do
so continuously and consistently. Can anyone say that they
have been honest every moment of every day of their lives?
Can anyone say that they are always compassionate, valorous,
just, sacrificing, honorable, humble or spiritual at all times?
The philosophy of the Eight Virtues does little more than
emphasize our own personal deficiencies. I have met many
adherents to the ways of the Virtues who are racked with
guilt over what they perceive to be their spiritual failures, for
that is what the Virtues are based upon. Having been shown
our weaknesses, now is the time to strengthen them. The
philosophy of The Fellowship has been created to eradicate
the failures from one's life. It is a philosophy based upon
success and it enhances everything that has come before it.
The Fellowship philosophy can be expressed as three values
derived from the personal experiences of my life. They are
known as The Triad of Inner Strength
ix. The Triad of Inner Strength
The Triad of Inner Strength is a rigorous mental discipline. It
takes concentrated effort to apply this triad of values to thy
life. But in doing so thou will see a change in thy life so
significant that thou shalt no longer be able to look at the
world in the same way again.
The first value of The Triad Of Inner Strength is
expressed as "Strive For Unity." People apply this value to
their lives by working together to achieve that which shall
benefit everyone in a state of mutual cooperation. We have
seen by the parable of "The Old Man and the Bandits" how
Unity is essential. If we are not working together then we are
certainly working against each other.
The second value of The Triad Of Inner Strength is
expressed as "Trust Thy Brother." People apply this value to
their lives by dealing with others without accusations or
suspicions that limit others and themselves. We have seen by
the parable of "The Two Brothers and the Trickster" just how
vulnerable lack of Trust makes on. Without Trust we restrict
ourselves from that which we wish to accomplish.
The third value of The Triad Of Inner Strength is
expressed as "Worthiness Precedes Reward." People apply
this value to their lives by placing a greater emphasis on their
accomplishments rather than on personal gain. We have seen
by the parable of "The Ratification of Wise Lord British" that
one must not expect something for nothing. Blindly chasing
reward is a path that leads nowhere.
x. The Philosophy of The Fellowship
The scholarly name for the Fellowship philosophy - which I
did not personally coin - is "sanguine cognition." This is
merely an important-sounding way of saying "cheerful
knowledge," and that is as accurate a description of The
Fellowship philosophy as any I can imagine.
As long as on maintains his confidence and
hopefulness one is continuously open to the opportunities that
perpetually exist in life. I firmly believe that, gentle friend
and traveller, and thou shouldst believe it as well.
Without confidence, one does not perceive the world
correctly and hence one misses opportunities. This sad sate of
"fevered" reason currently holds the majority of the
population in its icy grip.
Such "fevered" persons begin to adapt illusory
notions to their thinking and entangle themselves in twisted,
conflicting emotions which reinforce their failures. These sad
people become afraid of themselves. They begin to believe
that they will fail, and this belief can become a self-fulfilling
Such a fevered person, whether he realizes it or not,
desperately needs to recognize that the world is not a tangled
know of failure. The entire process of thought needs to be
permanently fixed to a confident nature. Such a person needs
to "find the best in himself," and accept his basic worth. This
is rarely an easy task. It requires a reflection upon one's self
that can be emotionally painful. But as we say in The
Fellowship, "Sometimes one must face harm in order to find
healing." Upon achieving Recognition one will follow his
own inner voice of reason that will guide him through life
and help him avoid failure.
One of the most difficult things to accept is how
reliant we are upon others. We fear the rejection, the real or
imagined hidden motives, and the potential deceit of others.
Accepting our inevitable reliance upon others as an integral
part of our role in this world requires the courage to walk on
To achieve the recognition necessary to break free of
the fever, one must dedicate every fibre of being to
accomplishing that end. We of The Fellowship travel that
path, and I extend my invitation to thee, gentle friend and
traveller, to join us. Together we shall reach our destination.
A Reinterpretation of the
Being in part a collection of historical facts with a modern
interpretation thereof supplied by the author, Batlin of
i. Ancient Sosaria
Long ago, before the formation of the kingdom of Britannia,
the land was known as Sosaria. It was little more than a
multitude of warring city-states and feudal fiefdoms, and the
people of the land suffered for it.
It was wise Lord British, then ruler of the city-state
of Britain, who eventually brought the land and the people of
ii. The Ages of Darkness
The Ages of Darkness are well named, for they were a time
when dark terrors walked the land. It may also be said that
during the Ages of Darkness, the peoples of Sosaria were the
furthest from illumination, for this was truly a time when
spiritual pursuits were at their ebb.
iii. The Tale that is Called `The First Age of Darkness'
In the beginning of the First Age of Darkness is marked by
the coming of a sorcerer named Mondain. The father of
Mondain had refused to share his secret of immortality with
his son, and their disputes ultimately led to the father's death.
Torn with anguish and no doubt by his fears of persecution,
Mondain turned his dark powers against the kingdoms of
In desperation, Lord British called forth a champion
to rise to the defense of the realm. The hero who responded to
his summons would many years later come to be known as
the Avatar. It was through the actions of this Avatar that
Mondain's foul gem of power was shattered and Mondain
himself did come to a very sad end indeed.
iv. The Tale That is Called `Revenge of the Enchantress'
The triumph of the Avatar did not last long, for in slaying
Mondain he brought the wrath of Minax down upon the land.
Minax was the young lover of Mondain and a sorceress with
magical powers even greater than Mondain's. She had the
power to command legions of foul creatures, and in her quest
for vengeance over the death of her lover, she brought much
misery to the people of Sosaria.
Again the hero who would come to be known as the
Avatar returned to Britannia in the first recorded use of the
Moongates. The Avatar slew Minax's minions and did
eventually destroy her as well.
While there have been speculations as to the
motivations of the Avatar, there is insufficient evidence to
show that the Avatar was driven to violence by jealousy over
Mondain's romantic involvement with Minax. That being
said, such theories are hereby denounced and should not be
v. The Tale that is Called `Exodus'
No one in all of Sosaria, not even the Avatar, could have
realized that by ending the lives of Mondain and Minax, the
Avatar would be orphaning their only child. The name of this
unusual child was Exodus, and he was neither machine nor
human. Exodus rose from the bottom of the Great Ocean to
carry out a campaign of revenge and destruction against the
land of Sosaria.
So terrible were the forces unleashed by Exodus that
the hero whom we would come to know as the Avatar
required the assistance of the mysterious being known as the
Time Lord to thwart them. And thus it was that the Avatar
did deal with Exodus in a similar manner as he had dealt
with his mother and father.
Since that time much speculation has been given to
the potentially immeasurable good such a creature as Exodus
could have brought the land had he been persuaded to become
beneficent, but I wish to formally disagree with those who say
the Avatar should have handled the situation differently
vi. The Rise of Britannia
After the smiting of Exodus, the people of Sosaria, who lived
in terror during the onslaught of these evil magical beings,
did unite together as a measure of self-protection under the
sovereign rule of Lord British. Thus was formed the kingdom
Led by wise Lord British, the land did come to
flourish. The eight major townships rose upon the
foundations of the old city-states. A renaissance of culture
and civilization was highlighted by the formation of great
institutions devoted to the study and advancement of the arts
vii. The Tale that is Called `Quest of the Avatar'
It was at this time of growth and prosperity in the kingdom of
Britannia that Lord British put out a call for one to show the
way of spiritual growth and virtue. The call was answered by
the hero who would come to be known as the Avatar.
It was at this time that the champion of Britannia did
come to earn the title of `Avatar' by establishing the Eight
Virtues and by seizing the Codex of Ultimate Wisdom from
the depths of the Stygian Abyss.
It has been said that the primary motivation of the
Avatar has been personal redemption for the fate of Mondain,
Minax and Exodus. While there has been no proof of this, I
say that even if it were true, all the positive things brought
forth in the world through the virtues would be enough to
make amends for almost any misdoing.
viii. The Tale that is Called `Warriors of Destiny'
It seems that by removing the Codex of Ultimate Wisdom the
Avatar had inadvertently set into motion a cosmic chain of
events which led to the release of three Shadowlords from
remnant shards of the black gem of Mondain. These
Shadowlords were sinister agents of evil. Soon they managed
to dethrone Lord British and hold him prisoner in a foul
dungeon. Denied his wisdom and compassion, the kingdom
of Britannia quickly grew oppressive and cruel.
This was the Britannia that greeted the return of the
Avatar. After a score of valiant struggles, Lord British was
liberated, his throne regained and the Shadowlords banished
from our world.
However, Lord British's escape from the underworld
did cause a tremendously destructive series of earthquakes as
the vast network of subterranean caverns collapsed. Much of
the gargoyle race did perish in that tragic cataclysm.
ix. The Tale that is Called `The False Prophet'
After the tremors that shook Britannia subsided, gargoyles,
inhabitants of the other side of the world who now found their
homeland virtually destroyed, began to appear on the
Britannian side of the world in increasing numbers as
aggressors. They launched vicious attacks against the human
race and many were they who lost their lives in defense of our
The gargoyles even attempted to assassinate the
Avatar. They set a Moongate trap which lured the Avatar into
their clutches, but the Avatar was rescued by his companions.
So it was that Lord British did once again call upon his
champion to set the world right. Ending this violent racial
conflict was the greatest challenge that the Avatar had ever
At last is was revealed that the Codex of Ultimate
Wisdom, which had been removed from the underworld by
the Avatar, was actually the property of the gargoyles.
Therefore, the Avatar placed the Codex into the great ethereal
void where it would be possessed by neither human nor
gargoyle. Two lenses, used to view the Codex, were given to
Lord British and the gargoyle ruler King Draxinusom. As the
cause of the conflict between the two races had been removed,
it was hoped that the rift between the two would eventually be
Those who would say that this terrible and
destructive war could have been prevented entirely had the
Avatar not appropriated the Codex from its true owners are
merely dissidents who are grossly misinformed
x. The Last Two Hundred Years
It has been two centuries since the Avatar last appeared in our
good kingdom. Some have written that at last it is possible to
interpret the tales of the Avatar as they should be, with the
proper historical perspective. Some argue that as time moves
on, the truth of what actually occurred will fade even further
away and that we have a responsibility to preserve the legends
as we now know them. However, most agree when it comes to
a number of basic theories.
While there are those who maintain that the stories
of the Avatar are only myths, practically all credible scholars
say that at least some elements of the Avatar's tales are
historical fact. In reality, one need look no further than the
Isle of the Avatar to see very persuasive evidence that the
Avatar did indeed exist - at least as a person if not as a
It is most likely that there has been more than one
Avatar. All of the writings insist that the Avatar who
negotiated the peace between Britannia and the gargoyles is
the one and same person who first appeared to vanquish the
sorcerer Mondain those many years ago. While saying it is
most unlikely, historians do not firmly deny the possibility of
there having been only on Avatar. After all, our good
sovereign monarch, wise Lord British, has himself displayed
an amazing longevity!
Whatever interpretation of history proves to be most
accurate, it seems undeniable that the Avatar will not return
to our fair kingdom. By all indications the age of magic is
coming to an end. With the decline on reliability of mages,
and with the kingdom turning away from the magical arts, it
is doubtful that extreme danger - that which would require an
Avatar's aid to defeat it - will ever return to Britannia. And
Upon us is the age of The Fellowship, in which one
does not simply wait in anticipation for a heroic savior when
a crisis occurs. In this less spectacular but more practical day,
we are left to solve our problems with our own minds and our
guide to travelling in Britannia,
as written by Batlin of Britain
i. The Cities and Towns of Britannia
Built upon the foundations of the ancient city-states of
Sosaria, the towns of Britain, Jhelom, Minoc, Moonglow,
New Magincia, Trinsic, and Yew have risen up to become
major cities in their own right. Numerous other cities have
also grown and doing so deserve recognition as proud jewels
in the crown of Britannia. All of these cities are described
below, being listed in alphabetical order for the sake of the
traveller's convenience in using this book as a reference
This island is the notorious home of pirates and thieves. It is
a place that is not without risks and dangers - especially if
one is too free in displaying one's money. Still, Buccaneer's
Den has attracted many travellers in recent years with the
lurid thrill of its well-monied House of Games and sensuous
indoor Baths. It is also a place where one may purchase many
This is the opulent and majestic capital of Britannia, famed
city of Compassion, and it is where thou mayest find the
Castle of Lord British. Britain is built on the shore of
Britanny Bay. It is easily the largest city in all of Britannia
and it has seen much new development. It is the home of the
historic Wayfarer's Inn, Royal Theatre and the Music Hall. It
is a center of commerce for the entire kingdom. Here in
Britain thou will find vendors hawking their wares, a
Farmer's Market, shops of every type and fabulous
entertainment for everyone. Britain is also home to the
headquarters of The Fellowship.
The city of Cove is the cleanest city in all of Britannia.
Although the city itself is pristine, a traveller would be wise
to avoid Lock Lake, which has become very polluted in recent
years. One of the most romantic places in all of Britannia is
the "Lovers' Walk," which is not far from the Shrine. Across
the mountains from Cove the traveller will find the Bloody
Marsh, site of one of Britannia's most savage wars.
Isle of the Avatar
While no formal city has ever been built upon the Isle of the
Avatar, it is such a place of interest that it is included here in
this section. This strange volcanic island - which arose from
the tumultuous upheaval of the Great Stygian Abyss - receives
numerous visitors on pilgrimage to the Shrine of the Codex.
The Shrine is considered to be a national monument of great
historical importance to Britannia and as such is under armed
guard day and night.
Located in the Valorian Isles in southwest Britannia, Jhelom
is a meeting place for fighters, paladins, and rangers. It is the
birthplace of many an esteemed Britannian warrior. This city
of Valor is also known for its well-stocked armoury, the
hospitality of its barmaids and for its local fighting club, the
Library of Scars.
This thriving seaport is located in northern Britannia at the
mouth of Lost Hope Bay. Minoc, also known as the city of
Sacrifice, has an active sawmill, armourer, shipwright and
branch of the Britannian Mining Company. It is the home of
the Artist's Guild, where craftsmen of all types display their
craft. In Minoc there is also an active branch of The
Moonglow is the city of Honesty and sits upon the southern
tip of Verity Isle. It is where the Lycaeum, the great
storehouse of knowledge and wisdom, is located. Nearby, the
traveller will also find the observatory, which contains a
orrery. An active branch of The Fellowship also operates in
New Magincia is known as the city of Humility, and hence it
chooses to remain isolated from much of the rest of Britannia.
If thou venture there, thou will find that the people are
basically shy, but also warm and hospitable once they have
gotten used to thee. The city is located on an eastern island
well past most of the main trade routes. Time progresses more
slowly in New Magincia than anywhere else in Britannia. The
economy of New Magincia is based on shipbuilding,
horticulture and raising sheep.
Paws is a small coastal village that, because of the continuous
expansion of the capital city, has essentially merged with
Britain. While there was a time when this village held a
quaint rustic charm, in more recent years the village of Paws
has languished in poverty. A terrible, seven-year drought has
forced the closure of many of the local farms. The industry of
paws consists primarily of milling flour, dairy farming and
meat curing. Paws is where The Fellowship runs its shelter
for the poor.
This opulent castle fortress is home of the honorable Order of
the Silver Serpent, the training camp for the armed
militiamen of Britannia. Here fighting men learn more than
just the martial arts. They are taught honor and valor as well.
Instruction in the ways of the warrior may be obtained and
one may purchase reliable weapons, armour and provisions
here. The Meditation Retreat of The Fellowship is located on
an island east of Serpent's Hold.
This sad town was once know as the city of Spirituality. Few
are those who venture to the spot where the city of Skara Brae
once stood, near the mystic forest of Spiritwood, for all that
remains are buildings that stand nearly deserted. While there
have been many strange stories as to the going-on in this
uninhabited place, there are few who would seek to verify
them. The wise traveller avoids Skara Brae altogether.
The sparse isle of Spektran is ruled by the notorious Sultan of
Spektran. The sultan is renowned for his unfriendliness to
outsiders, and Spektran is not recommended to travellers.
Terfin is the home of the gargoyles, built upon the island once
occupied by Sutek the Mad. Most gargoyles travel daily to
Minoc in order to work in the mines. In Terfin one may find
the gargoyle Hall of Knowledge and an active Fellowship
branch. Not far from Terfin are the ancient ruins that were
once the palace of the traitorous Blackthorn.
This active seaport south of Paws and north of the Cape of
Heroes is known as the city of Honor. Trinsic is the home of
Paladins and also has an active branch of The Fellowship.
Travellers might question the need for the walls that surround
the city. As if this would not be enough to keep the city
secure, the guards of the city will not permit anyone to enter
or leave the city unless they know the secret password. While
this was once done to maintain the security of the city and the
safety of its citizens, it is now done mostly to sustain a
traditional ritual. (Britannian law forbids the open publication
of Trinsic's password.)
Located on the edge of the desert in northeast Britannia,
Vesper is an industrial town. Here the main branch of the
Britannian Mining Company is located. Vesper is one of the
few places in Britannia where humans and gargoyles live
together in an approximately equal number.
Yew is known as the city of Justice, but it has changed
considerably over the years. The buildings that remain where
the city once stood have been abandoned for many, many
years. The citizenry of Yew have chosen a life independent of
normal civilization. They now live scattered throughout the
Great Forest. Their only remaining link with outside
civilization is Empath Abbey. The Abbey has assumed
responsibility for the court of Yew as well as its prison. Many
travellers to Empath Abbey come to visit the graves of loved
ones at the nearby graveyard.
ii. The Commerce of Britannia
Britannia is not only a kingdom of great cities, but also of
prolific commerce and industrial might. In any city, thou
canst find a pleasing variety of goods and services available
for purchase. Each city has an economy based upon its
industry and the endeavors of the people who work within it.
The goods each city produces are bartered or sold to the
people of other cities, which provides them access to other
goods not usually available in their own city. Through this
continuous flurry of commercial activity all the townships of
Britannia are supplied with the products and services that
they need to survive and thrive.
The Farmers of Britannia
While in recent years a series of droughts has hurt
agricultural production in certain areas of Britannia, most
farmers are enjoying a resurgence of bountiful harvests.
Farmers will usually be glad to sell the passing traveller eggs,
fruits, vegetables or whatever else they produce.
The Merchants of Britannia
The merchants of Britannia survive by one basic rule - buy for
less and the sell for more. However, most merchants truly
desire to please their customers, and any merchant who
engages in unfair business practices is sure to lose out to his
competition in the end.
The Farmer's Market
At the Farmer's Market in Britain, the fruits, vegetables, eggs
and meats produced on the farms of Britannia may be found
In a Pub one may relax and enjoy a refreshing drink or a fine
meal. In many pubs one will hear the local bard sing rousing
songs of legend and lore. When conversing with the other
patrons of a pub, be prepared to hear anecdotes, war stories,
local history - perhaps even useful information!
For a quick meal one could do no better than to sample the
wares of the local food vendor. To find the local food vendor,
one need only listen for his friendly bark and call.
There is no end to the number of odd things that a traveller of
adventurer may find himself in need of, and the one place
where nearly all of these might be found for sale is the local
There is no faster mode of land travel that riding in a
horsedrawn wagon. When travelling in the wilderness, the
quicker one is, the safer one is. Horses and carts can be
purchased from the stables in Britain.
Now that magic is severely on the decline, those who still
pursue this dying art may find that many mages are willing to
sell their magical reagents. One need not concern oneself
with the freshness of these reagents, for all things magical
only increase in potency with age.
The inns of Britannia provide the traveller with safety and a
place to rest. Camping in the wilderness is always a risky
proposition and the danger to one's health is great, especially
in time of inclement weather.
The craftsmen of Britannia are skilled artisans who sell wares
made by their own hand. While such items are often of high
price, the price reflects compensation due for the time, toil
and talent of the craftsman, as seen in the high quality of the
Here one may purchase armour and shields made for the
protection of a fighting man in combat. Most armourers will
also sell weapons, thus completely preparing any would-be
fighter. Armour is generally sold piecemeal, but certain
armourers have been known to sell entire suits at a cheaper
price than the total cost of each individual piece.
Fletchers and Bowyers
Without question, the bowyer that is held in highest regard
throughout all of Britannia is Iolo Fitzowen, the proprietor of
the establishment that has come to be called "Iolo's Bows."
So popular is this bowyer's shop that a similar establishment
was set up in Serpent's Hold.
Many who succumb to injury or illness have their conditions
worsened and their purses lightened by a healer. The wise
traveller knows that sickness and injury is rooted chiefly in
the mind and that only through self-discipline can pain,
illness and injury be overcome.
It is the shrewd apothecary who mixes his strange chemicals
and produces the formulas to create potions. Apothecaries
have long since stopped the sale of magical reagents, as
magic has become so unreliable.
The marketplace of Britain provides the traveller with an
opportunity to purchase clothing, ranging from the latest
fashions to the more comfortable and functional.
Ships may be purchased from shipwrights in nearly any
coastal city. By Britannian law no ship is considered to be
legally held unless the owner has in his possession that ship's
deed of sale.
iii. The Rune Writing of Britannia
Following a tradition that has been passed down from
generation to generation for centuries, many signs and
placards in Britannia are written in a unique and attractive
runic script that was once the language of the druids. This
strange writing is older than Britannia itself. While the
presence of such writing might befuddle a casual tourist, the
wise traveller knows that it is a worthwhile pursuit to learn
the meaning of this writing.
Nowadays, the use of rune writing is beginning to
fall out of fashion, and its use generally denotes an
establishment that clings to an antiquated style of operation.
iv. The Arms of Britannia
It is the wise party of travellers who make sure that they are
well armoured and heavily armed when travelling in the
wilderness. To that end, the following is a brief introduction
to the armour and weapons that one may use to insure one's
Armour and Shields
There are six parts of the body that one does seek to protect:
the head, torso, the legs, the hands, the feet and the neck. All
pieces of armour are specifically designed for the protection
of one of these places.
There are basically four types of armour: leather, scale,
chainmail, and plate. Leather provides the least protection,
but it is exceedingly light and is relatively inexpensive. While
scale and chainmail provide roughly the same level of
protection, scale is the heavier and the less expensive of the
two. The heaviest type of armour is plate; since it provides
great protection, it is also the most expensive.
Unless one is armed with a weapon that requires the
use of two hands, a wise combatant, in addition to wearing
armour, will also carry a shield. Generally, the more
protection a shield provides, the heavier it is.
One can quickly see that such activities as fleeing
from a superior opponent, carrying a full load of equipment,
or travelling a great distance become quite daunting tasks if
one is heavily armoured. Therefore, the wise traveller
moderates the type of armour worn, taking into account one's
own physical strength, the combined weight of any other
items one may wish to carry and the distance one expects to
There is such a great variety of weaponry available in
Britannia that it is impossible to properly examine all of it in
this short space. The wise traveller knows that it is important
is to select for oneself the most fitting weapon. After all, the
weapon itself is not nearly as important as the one who uses
it. The choice of a weapon should be tailored around the user
and not vice versa. What are the factors one considers when
choosing a weapon?
Many weapons such as pole arms and the larger
swords are heavy enough to require the use of both hands. If
one is not of sufficient strength, attempting to wield a two-
handed sword could be worse than fighting unarmed.
Generally, the smaller and lighter a weapon is, the easier it is
to conceal and quicker it is with which to strike. It is not by
accident that the simple dagger is the weapon of choice for
many an assassin.
A weapon of great length, such as a spear of two-
handed hammer, can be used to keep one's opponent at bay as
well as to attack him. The advantage of reach has decided the
day in many a battle. Likewise, a long weapon is a proven
disadvantage when the fight is in cramped quarters. Edged
weapons such as a sword must be handled with precision - it
is usually not enough to simply contact one's opponent. The
skilled combatant knows how to use the cutting edge of his
weapon to its greatest advantage.
Blunt weapons such as maces, clubs and hammers
enable the combatant to concentrate raw strength in the
delivery of crushing blows to one's opponent. The
punishment of such mighty impacts has often been the key to
The strategic effectiveness of well placed missile fire
cannot be over-emphasized. On many occasions an
outnumbered party has been able to repel an attach through
the proper application of missile weaponry. The disadvantage
of bows, crossbows, and slings is that loading them requires
the use of both hands. Bows and crossbows also require two
hands to fire. Daggers, axes, torches and spears can also be
effective as improvised missile weapons.
v. The History and Customs of the Adventurer Classes
The Fighter Class
Many Britannian fighters receive formal training in the
martial arts at Serpent's Hold, and in return they serve for a
specified term as members of the Royal Militia. Some fighters
study in Jhelom or with other trainers across Britannia. Other
fighters never receive any formal training. Their unforgiving
teacher is the battlefield, where many lives are lost when
lessons are not mastered quickly enough. Fighters generally
possess great strength and endurance, a proficiency with
many types of weapons and the courage to face the
demanding trials of combat time and time again.
The Bard Class
A true jack-of-all-trades - a trickster, a minstrel, a battler, a
spellcaster - the bard possesses all of these skills. Physically,
the bard falls somewhere between the brawny physique of the
fighter and the delicate frame of the mage. The bard is
dextrous and agile. He tends to be more clever than
intelligent. He also possesses a presence and charm that come
in handy in all manner of situations. The bard has a natural
gift for missile weapons and a mind for riddles. The bard also
plays an important part in society by recording local history
in such a way that it is well remembered, through rousing tale
The Mage Class
A pity to those who live their lives following the treacherous
road that is the way of the mage, now that the time of magic
is coming to an end. The days of wonder, when miracles
could be performed on demand through wisdom and a
devotion to the arcane arts, are a part of the past. A mage's
mind perceives that which resides in the invisible world, but
as recent history has shown us, but this keen mind upon
which the mage depends is ever in danger of slipping into
What is also tragic is that the way of the mage is not
one that is consciously chosen. One is born with the calling of
the mage. While magic has not yet ceased to function
altogether, it has become inaccurate to the point of being
unreliable, making the mage's life one of constant
A Bestiary of Britannia
The wilderness of Britannia is the home of a multitude of
strange beasts and magical creatures. While many creatures
are mundane and harmless, others are terribly dangerous and
barely understood. For the traveller it is vitally important to
be able to recognize any type of beast that may be encountered
so that one can respond accordingly. The following is a list of
beasts now known to live in Britannia.
Acid Slug - This very unpleasant creature tends to inhabit
dark places underground. Its skin exudes secretions of acid
that can burn flesh and are especially damaging to metal. The
best weapon to use against this monster is fire.
Alligator - This vicious man-eating creature lives in swampy
terrain and can inflict heavy damage with its bite and tail.
Bat (Giant) - This large winged rodent attacks by night,
aided by it's night vision and acute hearing. Its body is very
light and fragile.
Bee (Giant) - This energetic flying insect will instantly attack
anything that it perceives as a threat to its hive. It attacks
with a sleep-inducing poisonous sting.
Bird - This type of creature is not openly hostile to human
beings, but will probably attack if provoked or frightened.
Cat - A domestic animal commonly found in city alleyways,
this creature performs an invaluable service in continuously
thinning the rat population.
Centipede (Giant) - This large, multi-legged insect frequents
cool, dark places. Its poison is considered to be among the
most deadly of any creature. It can be destroyed by fire.
Chicken - This bird can be found on many farms. It is the
source of both eggs and delicious meat often served in inns. It
poses no threat to humans, as it will generally run away if
Corpser - This creature is a type of ghoul that ensnares its
victims with its tentacles in order to drag them off to its lair
and presumably kill them in a manner that has never been
discovered. Its only known weakness is fire.
Cow - This harmless farm animal is the source of beef and
Cyclops - One of a race of incredibly strong one-eyed giants,
when it is not hurling large boulders at its enemies, its
favorite weapon is a large wooden club.
Deer - This swift but timid forest creature has sharp antlers to
defend itself. It is the source of venison.
Dog - A domesticated cousin of the wolf, this animal guards
homes from intruders, tracks game during hunts, and is a
playmate for children and a pet for adults.
Dragon - Dragons are a mysterious ancient race of highly
evolved reptiles that possess magical abilities and a high
degree of intelligence. They have large wings and are capable
of rapid flight. A dragon is formidable in combat and is all
the more lethal due to its noxious flaming breath. Its lair is
usually a cave or dungeon where it guards its eggs and
Drake - This creature is a dragon that has not yet fully grown
to adulthood, a process that takes several hundred years. Like
its mature relatives, this creature can also breathe fire and fly.
It is commonly found in the lair of a dragon.
Emp - This extremely peaceful creature lives in the forest. It
shuns violence to such a degree that it is doubtful it will want
to have anything to do with any humans it comes into contact
with. Some emps possess a remarkable degree of intelligence
and magical ability. Emps are so named because of their
empathic abilities. So sensitive are they to the pain and
discomfort of other living things that they subsist on a diet of
such foods as milk and honey.
Fairy - These flirtatious and mischievous tiny flying creatures
are rarely hostile.
Fish - This generally harmless water-breathing creature can
be found in abundance in the seas, rivers and lakes of
Britannia. It greatly contributes to the local food supply.
Fox - This small, wily mammal is related to the wolf, but is
not as powerful or aggressive.
Gargoyle - This red-skinned creature originally comes from
the subterranean domain of the gargoyles. There are two
classes of gargoyles - the larger winged gargoyles that possess
keen intellect and magical ability, and the smaller worker
drones that possess little thinking ability but are embodied
with great strength.
Gazer - This strange creature is found mostly in dungeons. It
hovers about, looking for victims to mesmerize with its
multiple eyes. Upon being killed, the body of a gazer will
break up into a tiny swarming colony of insects.
Ghosts - This magical spirit of the dead has the power to
move through solid walls and has been known to use magic.
It can appear anywhere, but tends to frequent graveyards or
places significant to the life of the deceased.
Gremlin - This tiny creature travels in a pack and attacks in
a large group. Its primary threat is that it likes to steal food.
Harpy - This half human/half bird creature nests in
mountainous caves. It attacks from the air with the sharp
talons on its feet.
Headless - This ensorcelled creature appears to be a living
ambulatory, beheaded human being. It is unknown exactly
how it compensates for its apparent lack of sensory organs,
but it manages to do so quite well. Its favorite method of
attack is strangulation.
Horse - This strong, swift animal can be found in the wild or
domesticated in the stables. Horses are most commonly used
for rapid transportation from town to town or through the
Hydra - This creature is a type of dragon that possesses three
heads. Like the dragon, a hydra also can fly and breathe fire.
Insects - This is an insect swarm capable of causing an
intolerable number of bites and stings, as well as severely
spooking horses and destroying crops.
Kraken - This mysterious peril of the sea is not well
understood. There have been numerous reports of sailors
being snatched from the decks of ships by huge suckered
tentacles and dragged down to the bottom of the ocean, never
to be seen again. No one has yet reported an actual sighting of
the full body of this creature.
Liche - This is an extremely rare type of undead creature that
is both dangerous and very difficult to destroy.
Mongbat - This bizarre and frightening creature is a cross
between a bat and a monkey. Its attacks are fast and powerful,
but it usually only inhabits the deepest dungeons.
Mouse - This harmless rodent lives on whatever little scraps
of food it can find, although it is especially fond of cheese. It
occupies the space just beneath the cat on the food chain.
Rabbit - This fast, long-eared animal lives primarily on the
carrots grown by local farmers.
Rat (Giant) - This filthy, overgrown rodent is a severe
hazard to the health of human beings. Immune to poison and
too large to be trapped, this creature has a voracious appetite
for garbage and carrion. When it roams in packs it loses its
natural fear of human beings. The bit of a giant rat can cause
a variety of potentially fatal diseases.
Reaper - The reaper is actually a malevolent tree spirit that
has the power to reach out and grab passers-by in its long,
powerful branches. The reaper also possesses the magical
power to unleash destructive bolts of lighting. As it is a
creature made of dry deadwood, it is quite vulnerable to fire.
Sea Serpent - This creature is a sea-going dragon. It is
capable of spitting out fireballs, much the same as dragons
breathe fire. A sea serpent can severely damage a ship with a
single lash of its powerful tail.
Sheep - These non-threatening beasts are raised by
shepherds, who take them out to graze in great numbers.
Sheep produce both wool and mutton.
Silver Serpent - This creature, seen in the symbols of ancient
Sosaria, once more holds the fascination of Britannia. The
venom of the silver serpent is reported to have a strange and
lasting effect on people. No doubt this shall be the subject of
Skeleton - This is the undead reanimation of a fighter who
was slain on the field of battle. Skeletons tend to cluster in
hordes and are often following the commands of a sorcerer. In
fact, they may continue to do so well after the sorcerer
himself is dead!
Slime - This grotesque gelatinous mass lives in the depths of
a dungeon or in the murkiest corners of a swamp. It
reproduces by dividing itself and grows through the
absorption of other slimes. Slimes attack by hurling foul blobs
of slime at their intended victims. Fire is known to be a very
effective weapon against them.
Snake - This creature spends the night coiled among the cool
rocks and comes out into the sun during the day. This warms
its blood, enabling it to strike more quickly. The creature is
venomous and can even spit venom from several yards away.
Spider (Giant) - While this creature may be encountered
anywhere in the wilderness, its lair is its giant web, which
will almost always be hidden in a cool and dark place. A
giant spider is capable of spraying its poisonous spittle from a
considerable distance. Its bite is also tremendously painful.
Troll - This brutish creature is the bane of all travellers.
Many tales relate how trolls hide beneath bridges in order to
terrorize and prey upon all those who would cross it. The wise
traveller would do well to exercise caution when crossing any
bridge, especially those one may come across in the
wilderness, far from the security of a city.
Unicorn - Fanciful stories of these creatures abound in rural
areas. The unicorn appears as a splendid you white stallion
with a single great horn rising from its head. Legends speak
of how only those who are truly virtuous may approach a
unicorn. Unicorn sightings are rare - so rare in fact that most
serious scholars deny their existence.
Wisp - These mysterious floating lights have been a
puzzlement to many an adventurer. They seem capable of
inflicting only slight physical damage, but they also see
impervious from physical harm themselves. It has been said
that these strange creatures are very knowledgeable and that
they come from a world other than our own.
Wolf - This plains and forest hunter has long had the greatly
undeserved reputation of a vicious predator. While wolfpacks
do thin the weak and the sick from the herds of wild animals,
and while farmers must occasionally be wary of their
curiosity, there is little to support the notion that these
animals are bloodthirsty man-eaters.
The Book Of
a historical look at the mechanics and use of the arcane
before the end of the Age of Magic,
as written by Batlin of Britain
Before anything further is written, it must be noted that the
following section is included only as a matter of historical
documentation. The use of magic has long been proven to be
unreliable and the suspected cause of mental deterioration.
The author takes no responsibility for anyone who may
attempt to practice magic based upon the information
i. The Mage's Spellbook
The first component necessary for the successful casting of
spells by a mage is his spellbook. It is his principle tool and
without it the mage cannot function. This book contains the
formulae and incantations required to cast the specific spells
that a mage knows. As mages become more experienced they
can acquire new spells. A wise and long-practicing mage may
have a great tome filled with strange drawings, diagrams and
writings. These writings will be explained in greater detail in
a forthcoming section. Every mage's spellbook contains
several basic magical spells called linear spells. These too
will be explained in their own section.
ii. The Mage's Reagents
The second component required for spellcasting is the proper
reagent. These chemical materials serve as a link between the
physical world that the mage wishes to affect and the psychic
energies of the ethereal waves that the mage is drawing upon
to effect that change. Some reagents are relatively common
herbs, others are rare and exotic items. The following is a list
of reagents used by all mages.
Black pearl is an exceedingly rare commodity; fewer than one
in ten thousand pearls is black. They have been found at the
base of tall cliffs on Buccaneer's Den. While a less than
perfect pearl may be perfectly acceptable for decorative
purposes, the black pearl of a mage must be perfectly formed
or it is virtually worthless. Black pearl is ground up into a
In recent years the only places where this strange substance
can be located are in the Bloody Marsh across the mountains
from Cove (where many years ago thousands of soldiers lost
their lives) or in the enchanted forest of Spiritwood, beneath
the rotting bark of dead trees.
Certainly this is the most commonly available of all magical
reagents. There are few kitchens in all of Britannia that are
not supplied with at least a few cloves of this spice. Garlic
cloves are washed and ground into a paste, providing
significant protection from harmful magic
The healers of our fair land have known of the healthful and
restorative powers of this bitter root for hundreds of years.
But to the mage it requires special preparation. It must be
boiled and reboiled in the freshest of water no less than forty
times! This reduces it to a strong-smelling syrup that makes a
very potent reagent.
This rare plant extract, found only in the darkest, dankest
corners of the foulest of swamps, is a most sought after
magical reagent. It is also one of the most difficult of all
reagents to prepare, for in being dug up the tap root of the
mandrake plant must not be broken. Also, that root itself
must be properly prepared, boiled and dried. Mandrake root
can be found on the Blood Marsh and in a place known as the
Fens of the Dead, south of Paws.
This plant, found only in swamps, only blooms at night. The
fungal cap from this rare and unusual mushroom may be
either crushed or boiled into a tea. The mage must always use
great care when handling nightshade, for it is not only a very
potent hallucinogenic, it is also extremely poisonous.
While this is a common reagent, it can be very difficult to
gather any significant quantity of it from any single source.
Mages have been known to frequent caves and crypts and
even run their own personal spider farms in order to maintain
an abundant supply of spider's silk. It usually takes at least an
ounce of silk to cast a spell.
The great quantities of ash generated by a volcanic eruption
makes this a common commodity as far as magical reagents
go, but one does usually have to travel in order to acquire a
large quantity of it. In recent years the most common source
of sulfurous ash has been the Isle of the Avatar, location of
violent volcanic activity many years ago.
iii. The Mage's Words of Power
The final component necessary for the mage to cast a spell is
the spoken mantra that constitutes the words of power. Far
more than simple memorization of the words and their
meanings is required. The mage must have a consciousness-
altering comprehension of each individual syllable of a word
of power. The pronunciation of each syllable resonates
through the etheral waves as the spell is being cast. Incorrect
pronunciation invariably causes ethereal turbulence. Long
periods of meditation upon each syllable and many hours of
controlled breathing exercises are required before the proper
use of the mage's words of power can be learned. The
following is a list of the known syllables that make up the
words of power.
The mage is able to cast spells when the three elements -
spellbook, reagents and words of power - are combined in one
unique and fluid action. The mind of the mage must be
properly focused, as some spells affect just one person, other
affect a group of people and still other affect a specific area.
As a mage's experience in casting spells increases, so too will
the potency of many of his spells. Outside distractions and
interference, as well as the intended target's natural
resistance, might prevent the successful casting of any spell.
One factor over which the mage has no control is the
state of the ethereal waves when a spell is being cast. While
the ethereal wave are often subject to turbulence, such
turbulence is a temporary condition.
v. Magical Spells
Once again, the author takes it upon himself to warn his
readers that the following is included as nothing more than a
matter of historical record. It is a statement of absolute fact
that most of these spells do not work and many will turn back
upon the user. The use of magic is strongly suspected to be
the cause of a strange mental deterioration than can affect
anyone who has practiced magic. The reader is strongly
discouraged from experimenting with the spells listed here.
There are certain spells that a mage will immediately be able
to learn upon completing his apprenticeship. They are called
Linear spells because they do not directly correspond to any of
the eight circles of magic that exist in the ethereal waves.
Linear spells are the only types of magical spells that require
no reagents to cast.
AN ZU (Awaken)
This spell awakens one sleeping or unconscious creature.
AN FLAM (Douse)
This spell extinguishes any small, non-magical fire.
BET ORT (Fireworks)
This spell creates an impressive display of multi-colored
moving lights. When the mage becomes more experienced, he
can use these lights to frighten his enemies, sometimes
causing them to flee.
BET LOR (Glimmer)
This spell creates a small light source that lasts for a short
period of time.
KAL LOR (Help)
This spell resurrects the mage and his party and teleports
them to Lord British's castle, where they will be fully healed.
Remember that this spell is usable only once by any mage.
IN FLAM (Ignite)
This spell generates a tiny missile of sparks that can ignite
VAS KAL (Thunder)
This spell causes a single thunderclap to be heard, as if a
terrible storm is imminent.
REL HUR (Weather)
This spell can create a storm or cause an existing storm to
The Circles of Magic
There are eight circles of magical spells, each successive
circle representing a more powerful level of magical energy.
The ethereal waves are made up of eight rings or circles
which correspond to the levels of the spells. Each circle is one
of eight swirling vortices, all spinning one within another and
expanding out through the universe. The more powerful the
spell a mage casts, the deeper into the inner circles of the
ether must the concentrated psychic energy of the mage
penetrate. Required for the mage are many, many hours of
meditation, the strength of concentration, and the will to
reach into one of the higher circles with his psychic energy.
Every mage is fully aware that a backlash would upset our
physical world, possibly harming the mage and those around
The First Circle of Magic
VAS AN ZU (Awaken All)
Reagents: Ginseng, Garlic
This spell awakens all unconscious members of the mage's
IN MANI YLEM (Create Food)
Reagents: Garlic, Ginseng, Mandrake Root
This spell creates enough food for the mage and each member
in his party to have one meal.
AN NOX (Cure)
Reagents: Ginseng, Garlic
This spell cures poison and restores a person afflicted with
paralysis. It has also been known to work against an
assortment of other malicious maladies.
WIS JUX (Detect Trap)
Reagents: Spider's Silk, Nightshade
This spell reveals the location of all traps within sight of the
mage and his party.
VAS AN FLAM (Great Douse)
Reagents: Garlic, Spider's Silk
This spell is a more potent version of the Linear spell Douse.
It extinguishes all dousable items within a certain area.
VAS IN FLAM (Great Ignite)
Reagents: Sulfurous Ash, Spider's Silk
This spell is a more potent version of the Linear spell Ignite.
It will cause all flammable items within a certain area to burst
IN LOR (Light)
Reagents: Sulfurous Ash
This spell is a more potent version of the Linear spell
Glimmer. It creates a source of light that will illuminate a
darkened area. This light source can travel with the party and
lasts for a significant amount of time.
IN WIS (Locate)
This spell reveals the sextant position of the mage, even when
The Second Circle of Magic
AN JUX (Destroy Trap)
Reagents: Sulfurous Ash, Blood Moss
This spell destroys any one specific trap upon which it is cast.
ORT YLEM (Enchant)
Reagents: Black Pearl, Mandrake Root
This spell causes up to an entire bundle of arrows or bolts to
become enchanted and glow blue. Enchanted missiles will
always hit their target and do significantly more damage than
VAS FLAM (Fire Blast)
Reagents: Sulfurous Ash, Black Pearl
This spell causes great jets of flame to burst forth from the
mage and strike his target.
VAS LOR (Great Light)
Reagents: Sulfurous Ash, Mandrake Root
This spell is a more potent version of the First Circle spell
Light, and has a substantially longer duration
VAS AN NOX (Mass Cure)
Reagents: Mandrake Root, Garlic, Ginseng
This spell cures the mage and all members of his party at
UUS SANCT (Protection)
Reagents: Sulfurous Ash, Ginseng, Garlic
This spell temporarily makes its subject more difficult to
strike in combat, as well as rendering him invulnerable to
traps and other hazards.
ORT POR YLEM (Telekinesis)
Reagents: Blood Moss, Mandrake Root, Black Pearl
This spell allows the mage to manipulate objects without
POR ORT WIS (Wizard Eye)
Reagents: Blood Moss, Nightshade, Mandrake Root,
Sulfurous Ash, Black Pearl, Spider's Silk
This spell enables the mage to extend his sight out over great
distances, passing through any barriers that exist between
himself and anything he wishes to look at.
The Third Circle of Magic
DES SANCT (Curse)
Reagents: Sulfurous Ash, Nightshade, Garlic
This spell is a minor curse that temporarily makes an enemy
easier to hit in combat, while making it harder for him to
strike the mage or any member of his party.
Reagents: Ginseng, Garlic, Spider's Silk
This spell heals half the injuries that its subject has sustained.
AN POR (Paralyze)
Reagents: Spider's Silk, Nightshade
This spell paralyzes an enemy in his tracks for a short period
VAS WIS (Peer)
Reagents: Nightshade, Mandrake Root
This spell gives the Mage a look at the entire world as well as
showing his location in it.
IN NOX (Poison)
Reagents: Nightshade, Blood Moss, Black Pearl
This spell enables a mage to poison one enemy.
VAS UUS SANCT (Protect All)
Reagents: Sulfurous Ash, Ginseng, Garlic, Mandrake Root
This spell is the equivalent of casting the Second Circle spell
Protection on every one in the mage's party simultaneously.
IN ZU (Sleep)
Reagents: Nightshade, Spider's Silk, Black Pearl
This spell causes the enchanted person to fall asleep.
KAL BET XEN (Swarm)
This spell summons swarms of insects to attack the enemies
of the mage from all directions.
The Fourth Circle of Magic
KAL XEN (Conjure)
Reagents: Spider's Silk, Mandrake Root
This spell summons a wild beast that will fight for the mage
against any enemy.
ORT GRAV (Lightning)
Reagents: Black Pearl, Sulfurous Ash, Mandrake Root
This spell enables the mage to cast a bolt of lightning that
will strike his target. This lightning is so destructive that no
armor can protect its wearer from it.
KAL POR YLEM (Mark)
Reagents: Mandrake Root, Black Pearl, Blood Moss
This spell creates a magical (but invisible) "mark" on any of
eight specific colored stones. The Fourth Circle spell Recall
can then be cast on that stone.
VAS DES SANCT (Mass Curse)
Reagents: Sulfurous Ash, Nightshade, Garlic, Mandrake Root
This spell is similar to the Third Circle spell Curse, but it
affects an entire group of the mage's enemies.
KAL ORT POR (Recall)
Reagents: Mandrake Root, Black Pearl, Blood Moss
This spell is a minor spell of teleportation. Casting it on a
Marked stone takes the mage and his party back to where the
Mark spell was cast on that stone.
WIS QUAS (Reveal)
Reagents: Sulfurous Ash, Blood Moss
This spell makes visible all things that were invisible within a
KAL WIS CORP (Seance)
Reagents: Blood Moss, Mandrake Root, Nightshade, Spider's
Silk, Sulfurous Ash
This spell allows the mage to speak to all recently dead
ghosts, until sunrise. If one were travelling to Skara Brae, the
wise mage would have a healthy supply of appropriate
reagents to cast this spell many times.
EX POR (Unlock Magic)
Reagents: Sulfurous Ash, Blood Moss
This spell unlocks magically locked items, including doors
The Fifth Circle of Magic
AN XEN EX (Charm)
Reagents: Black Pearl, Nightshade, Spider's Silk
This spell can be used either to ensorcell an enemy or
creature into doing the mage's bidding, or to free one who is
under the effects of a charm.
POR XEN (Dance)
Reagents: Mandrake Root, Garlic, Blood Moss
This spell makes everyone in sight (except the mage and his
party) start to dance.
AN GRAV (Dispel Field)
Reagents: Garlic, Black Pearl, Sulfurous Ash, Spider's Silk
This spell can dispel any type of magical field, such as a Fire
VAS FLAM HUR (Explosion)
Reagents: Mandrake Root, Sulfurous Ash, Black Pearl, Blood
This spell creates a ball of flame that rushes toward the
mage's intended target and explodes.
IN FLAM GRAV (Fire Field)
Reagents: Black Pearl, Sulfurous Ash, Spider's Silk
This spell creates a wall of fire between the mage and his
VAS MANI (Great Heal)
Reagents: Ginseng, Spider's Silk, Mandrake Root, Garlic
This spell completely heals an injured person.
SANCT LOR (Invisibility)
Reagents: Nightshade, Blood Moss
This spell renders the mage undetectable, not only from sight
but to all means of normal detection. There are certain
creatures that, for various reasons, are capable of seeing
invisible objects or people.
VAS ZU (Mass Sleep)
Reagents: Ginseng, Nightshade, Spider's Silk
This spell is a more potent version of the Third Circle spell
Sleep. It puts to sleep a group of targets that are not in the
The Sixth Circle of Magic
QUAS WIS (Cause Fear)
Reagents: Nightshade, Mandrake Root, Garlic
This spell causes such a wave of fear that each man and
creature who is not in the mage's party might flee as if in
danger of death.
IN QUAS XEN (Clone)
Reagents: Sulfurous Ash, Spider's Silk, Blood Moss,
Ginseng, Nightshade, Mandrake Root
This spell creates an exact duplicate of any mortal creature,
who will then fight on the same side as the original.
KAL FLAM GRAV (Fire Ring)
Reagents: Sulfurous Ash, Black Pearl, Mandrake Root,
This spell create a ring of fire that will encircle the mage's
VAS IN FLAM GRAV (Flame Strike)
Reagents: Sulfurous Ash, Black Pearl, Blood Moss
This spell creates a field of fire at the feet of all the mage's
enemies that are within sight.
VAS ORT HUR (Magic Storm)
Reagents: Mandrake Root, Nightshade, Sulfurous Ash, Blood
This spell summons a swirling storm that will randomly
attack the enemies of the mage with powerful bolts of
IN NOX GRAV (Poison Field)
Reagents: Nightshade, Spider's Silk, Black Pearl
This spell creates a field of energy that will poison all who
come into contact with it.
IN ZU GRAV (Sleep Field)
Reagents: Ginseng, Spider's Silk, Black Pearl
This spell creates a thick wall of energy field where the mage
desires. All who enter this energy field will fall asleep.
VAS POR YLEM (Tremor)
Reagents: Blood Moss, Sulfurous Ash, Mandrake Root
This spell creates violent tremors in the earth that will cause
the mage's enemies to tremble frantically. The effects of this
spell will not inhibit the mage or his party
The Seventh Circle of Magic
REL YLEM (Create Gold)
Reagents: Mandrake Root, Spider's Silk
This spell changes a chunk of lead into ten gold nuggets.
CORP POR (Death Bolt)
Reagents: Black Pearl, Nightshade, Sulfurous Ash
This spell enables the mage to project a bolt of lethal energy
at a specified target.
TYM VAS FLAM (Delayed Blast)
Reagents: Mandrake Root, Sulfurous Ash, Black Pearl, Blood
Moss, Spider's Silk
This spell causes whatever it is cast upon to violently explode,
destroying much of the surrounding area. The explosion is
delayed long enough to give the mage and his party time to
get out of range of the blast.
IN SANCT GRAV (Energy Field)
Reagents: Mandrake Root, Spider's Silk, Black Pearl,
This spell creates an electrical field that protects the mage by
harming all who attempt to pass through it.
IN HUR GRAV YLEM (Energy Mist)
Reagents: Mandrake Root, Nightshade, Sulfurous Ash, Blood
This spell causes an electrified mist that flows from the
caster, enveloping his enemies and harming them as long as
they remain within it.
VAS AN XEN EX (Mass Charm)
Reagents: Black Pearl, Nightshade, Spider's Silk, Mandrake
This spell is similar to the Fifth Circle spell Charm, but it
affects an entire group of the mage's enemies.
IN VAS POR (Mass Might)
Reagents: Black Pearl, Mandrake Root, Ginseng
This spell doubles the strength and combat abilities of
everyone in the mage's party.
VAS MANI (Restoration)
Reagents: Ginseng, Garlic, Sulfurous Ash, Mandrake Root
This spell instantly heals all injury, dispels all harmful magic
and cures all poison or paralysis inflicting the mage and his
The Eighth Circle of Magic
VAS KAL AN MANI IN CORP HUR TYM
Reagents: Black Pearl, Blood Moss, Garlic, Ginseng,
Mandrake Root, Nightshade, Spider's Silk, Sulfurous Ash
This spell is believed to be so powerful that it may be capable
of destroying all known living things in the entire world.
Fortunately, this spell has never been cast!
VAS CORP HUR (Death Vortex)
Reagents: Mandrake Root, Nightshade, Sulfurous Ash, Blood
This spell creates a swirling black vortex at the point the
mage designates, which will thereafter move at random.
Everyone within this vortex will be continuously struck by
VAS SANCT LOR (Invisibility All)
Reagents: Mandrake Root, Nightshade, Blood Moss, Black
This spell is the equivalent of casting the Fifth Circle spell
Invisibility upon the mage and everyone in his party.
VAS CORP (Mass Death)
Reagents: Garlic, Ginseng, Mandrake Root, Nightshade,
This spell causes everyone in sight (except of the mage and
his party) to instantly drop dead.
IN MANI CORP (Resurrect)
Reagent: Garlic, Ginseng, Spider's Silk, Sulfurous Ash
This spell, when successful, empowers the mage to restore life
in one who has died.
KAL VAS XEN (Summon)
Reagents: Mandrake Root, Garlic, Blood Moss
This spell summons a powerful creature that will fight for the
mage and his party.
IN JUX POR YLEM (Swordstrike)
Reagents: Black Pearl, Nightshade, Mandrake Root
This spell creates a deadly pinwheel of eight spinning swords
that sails toward the designated target.
AN TYM (Time Stop)
Reagents: Mandrake Root, Garlic, Blood Moss
This spell stops the passage of time for the entire world, with
the exception of the mage and his party.
There was once a time when much consideration was given to
the phases of the moon and the movements of the heavens.
There was much concern over an event, the reoccurrence of
which is eminent, called the "astronomical alignment." It was
said that the astronomical alignment would create a gateway
between this world and another. In recent times the
astronomical alignment has been all but forgotten. With the
end of the time of magic, it is doubtful that such an event will
have any significance to anyone but astronomers.
During this time of magic, a strange form of travel
existed, through doorways of light that were often called
"Moongates." There were at least two types of Moongates -
blue and red. Blue Moongates sprang up wherever fragments
of extraterrestrial rocks called "moonstones" were buried.
These gates allowed magical travel from one gate to another.
Red Moongates are generated by the powerful
artifact known as the Orb of the Moons. A red Moongate can
take a traveller anywhere in Britannia. It has even been said
that it can also be used to travel to other worlds. There have
only been two red Moongates in all of known existence - one
used by Lord British, and the other by the Avatar.
Little is known about these gates, but like magic
spells, Moongates no longer function as they once did. Use of
Moongates today cannot be discouraged strongly enough.
They are dangerous and their use in this less-than-reliable
state has resulted in numerous fatalities.
The Black Gate
After the game loads, an introductory sequence automatically
begins, but it may be skipped by pressing [ESC] Then the
main menu appears, listing four options:
START NEW GAME,
JOURNEY ONWARD, and
To select one of these options, single-click it with the mouse
or use the arrow keys and press [ENTER].To exit the
introduction, character creation or credits, press [ESC].
The introduction reveals how and why the Avatar has
returned to Britannia. Information presented here is very
relevant to your quest. This scene is the same one that you
see the first time you run the game.
START NEW GAME
This is where character creation takes place. It must be
selected the first time you play the game. When you are
asked to name your character, type the desired name (up to 14
letters) at the flashing cursor and press [ENTER]. Next, you
determine the gender of your character. With the mouse or
space bar, select the gender of your choice and press
After you first create 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.
This option lists all of the many people who worked on
This section guides you through the first few minutes of
Ultima VII. It doesn't reveal any deep secrets, but it does
introduce you to all of the basic actions you may perform in
the game. It assumes you are using a mouse, which is highly
recommended by both lolo and Lord British.
The scene opens as you, the Avatar, step out of a red
Moongate into the Britannian town of Trinsic. Before you
stand your old friend lolo and the stable master, Petre.
Conversations. When lolo addresses you, read each
line of text and then click the left mouse button ("left-click").
Continue until lolo has finished speaking, at which point he
automatically joins your party.
Next, Mayor Finnigan approaches you. Again, left-
click after each line of text. Finnigan asks you to investigate
the Trinsic murder. Position your mouse cursor (represented
by a green arrow) over the word "Yes" and left-click to
Finnigan asks if you've visited the stables. Put the
cursor on the word "No" and left-click. He suggests that you
visit the stables and you can begin moving around.
Moving. You (the Avatar) are always in the center
of the screen. The stables are through the doorway to your
north (i.e., toward the top of the screen). Position the cursor
so that it points upward (northward) and right-click. You
step to the north. Continue moving the cursor and right-
clicking until you enter the building.
Examining Things. When you (the Avatar) enter
the stables the roof disappears, allowing you (the player) to
see inside. A horrible murder has occurred! You can look at
each object in the stables by left-clicking on it. Place the
cursor over the gold key (lying just west of the body) and left-
click. The word "key" appears (to identify it, if you couldn't
tell what it was).
Perhaps the key will provide a clue. Move the cursor
to the left of the key and click the right mouse button twice
(,'double-right-click"). You walk to that location. Notice that
moving around is accomplished by right-clicking, and all
other actions, like talking and examining objects, are
accomplished by left-clicking.
Using Things. You don't want to be disturbed
during this investigation, so close the door by placing the
cursor on it and double-left-clicking.
Taking Things. The key may be a clue. Place the
cursor so that the tip of it overlaps the key. Click and hold
down the left mouse button ("left-Click-and-hold"). As you
continue holding, move the cursor around. If the mouse was
properly positioned, the key is attached to the cursor. Don't let
To give yourself the key, move the cursor (and key)
over your character and release the left button. The key will
Examining Yourself (and other things). Find out
if you have the key by double-left-clicking on your character.
An image of your character appears (your Inventory Display),
with blue lines indicating the locations of equipment and
clothing. The key is in your right hand.
Put the cursor on the large red check mark and left-
click-and-hold. This lets you move your inventory window;
move it to the upper right corner of the screen by dragging it
in that direction. Release the button when you are satisfied
with the new position.
You can remove your Inventory Display by left-
clicking on the red check.
Talking to People. Perhaps your companion Iolo
knows more about the murder. To speak with him, double-
left-click on him. His portrait appears, along with speech.
Responses you may select appear in the center of the screen.
Left-lick "Murder" to discuss the murder with him.
When you are finished talking to lolo, left-lick on
"Bye" to end the conversation.
Further Investigations. There are other things you might try
while inspecting the stables. It's a good idea to examine
everything. Be sure to check out the dead gargoyle at the
north of the stables, as well as the bag lying on the ground.
You can see the bag's contents by double-left-clicking on the
bag. Try removing items from the bag, such as the torch.
Once the torch is on the around, you may double-left-click on
it to light it. Double-left-click on it again to extinguish it.
(Note that while the torch is lit you cannot move it into any
container.) In general, open the inventory of everyone in your
party and both single- and double-left-click on every object.
You may discover all sorts of handy things.
When you've finished here, you'll want to leave.
You can walk continuously by right-click-and-holding. You
always walk in the direction the cursor points. The farther
the cursor is from the center of the screen, the faster you
Luck be with you as you journey onward!
Ultima VII is an entirely mouse-driven game. All action
commands are 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, and the
right button is used to perform actions involving the feet.
The mouse will generally appear in one of two forms: a green,
straight arrow for normal activity or a red, jagged arrow for
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, simply 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 in
proportion to your dexterity.
Double-right-clicking on a point on the screen makes
you walk to that location, providing no obstacles bar the way
(e.g., a locked door).
MANIPULATING OBJECTS (LEFT-CLICKING)
The left mouse button is used to look, move, use or attack.
To bring up a short description of an object, left-click on it.
Many objects may be moved from one location to another. To
move something that is portable, left-click-and-hold on the
object. The cursor changes to a hand to indicate that you are
holding an object. Move the cursor over the desired
destination and release the mouse.
Releasing the item over a character places the item inside that
character's inventory. If his Inventory Display is open,
dropping the item on a container within the display places the
item inside of that container (see Inventory Display).
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 can't reach it, a message saying so appears
in red above the object.
To use an object, double-left-click on it. Each type of item
functions uniquely when used. For example, using an unlit
lamp will light it; using a lit lamp will extinguish it.
Some objects may be used on other objects (e.g., a
bucket on a well). Double-left-clicking on such an item turns
the cursor into green crosshairs. Moving these to the target
item and left-clicking uses the first item on the second.
Double-left-clicking on many usable objects brings
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
may then be moved and manipulated like any other object
within the world. The bodies of fallen foes are treated like
chests for these purposes.
In addition, the displays themselves may be moved
in the same manner as moving an object - left-click, drag,
release. Single-clicking on the red check at the left side of
the display or pressing [ESC] will close that display.
"Using" a person has several meanings. Double-
clicking on a person while not in combat will initiate 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 are clicking 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" the Avatar will bring up your character's
inventory (see Inventory Display).
To use a cart, double-left-click on a chair in the cart.
Once all of the characters are seated, move the cart as if you
were moving the Avatar. A boat operates under the same
principle, but you must double-left-click on the sails instead
of a chair. To stop using a cart or boat, double-left-click
again on the chair or the sails, respectively.
While in combat mode, double-left-clicking the 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
combat mode, and in any attack mode other than Manual
Mode (see Combat), you automatically attack any nearby
USING THE KEYBOARD
Though using a mouse is highly recommended, the keyboard
may be used as a substitute if you have no mouse installed.
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
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
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.
In Ultima VII. 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
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.
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
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 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.
Heart. Below the disk is a heart. Left-clicking on this icon
reveals the Status Display.
Numbers. At the bottom of the Inventory Display is a number
next to another number (e.g., "24/36"). The number on the
left is the weight that the character is carrying expressed as
stones. The number on the right is the maximum number of
stones that the character can carry. When buying items from
shopkeepers, you are told if an item is too heavy for you to
In addition to weight, items also have volume.
Sometimes you are told that you cannot carry an item because
your hands or your packs are full. By rearranging your
equipment (e.g. putting a weapon in your pack or buying
another backpack), you may be able to carry the new item.
Current Attack Mode and Protected Halo are described in
Double-left-clicking on the spell book in your Inventory
Display brings up its display. To Cast a spell, double-left-
click on that spell's icon. To select a spell without casting it,
left-click on its icon in the spell book. The buckle on the
bookmark moves to that Spell.
There are six spells (Fire Blast, Paralyze, Lightning,
Explosion, Death Bolt and Sword Strike) that may be cast in
combat by double-left-clicking on a target as if attacking it. If
the spell book is in your hand and the book was closed while
that spell was selected (the bookmark's buckle 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 you (the Avatar) are not in
Manual Mode and have your spell book ready (in hand), you
cast spells automatically.
The Status Display lists a character's current attributes, both
primary and secondary, and whether that character is
unconscious, poisoned, charmed, hungry, protected, cursed or
Strength, Dexterity and Intelligence are the primary
attributer, With values ranging from 1 to 30. The higher an
attribute is, the better. The remaining attributes are
Strength determines several things, including how much you
can carry, how much (if any) additional 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. Faster characters can move and
attack more often than slower ones. Dexterity
determines your Combat skill.
Intelligence determines several things, including your Magic
skill and how well you cast certain spells.
Combat. Your base combat skill is derived directly from
your dexterity. It determines how likely you are to
hit in combat with normal weapons.
Magic. Your base magic skill is derived directly from your
intelligence. It 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 reach 0, you are unconscious.
Mana records the current number of Mana points you have at
that moment. The less active you are, the greater the
rate at which Mana points return.
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 of your primary attributes. In addition, Hits
usually increase as your level does.
Experience points (Exp) are a measure of your
accomplishments. Every time you solve a quest or
slay a monster, each member of your party gains
experience points. After earning the required
number of points, a character's level increases.
Training points are accrued with experience points. To
increase strength, dexterity, intelligence, combat or
magic, you must find a trainer who teaches expertise
in that specific attribute. 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.
In the lower left corner of each character's inventory Display
is an icon representing the attack mode for that character
when he is in combat. The following attack modes are
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).
If the Avatar's attack mode is anything but Manual Mode, he
selects targets on his own (according to the rules of his attack
mode) and fights those opponents without any further input
from the player. The player may override control 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,
When not in Manual Mode, the Avatar does not
select fleeing or disabled (sleeping, paralyzed or unconscious)
targets on his own, and breaks 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.
If a party member is seriously injured, he may flee. Neither
the Avatar nor party members in Berserk Mode will ever flee.
Normally, fleeing characters might drop some of their
possessions. Party members who have been set to Flee Mode
will make an orderly retreat and will not drop any of their
Protected "Mode" and Protect Mode
You may designate a party member to be protected by
clicking on the "halo" just above that character's attack mode
icon. It turns gold, indicating that this party member is to be
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 ("turned his halo on"), an injured
party member may turn his own halo on 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 protect him. Effectively, any protecting character's
main concern is for the welfare of the protected individual,
and he will fight anyone who attacks the protected character
until there is no longer a threat.
C Turns combat mode on and off
I Opens up the Inventory Display of each
party member, beginning with the Avatar.
Z Opens up the Statistics Display for each
party member, beginning with the Avatar.
S Opens up the Save/Load Window.
A Turns all audio effects on and off
V Displays a scroll showing the version
number of your copy of Ultima VII
Alt-X Exits Ultima VII and returns to DOS
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
Esc Closes Save/Load windows, if it is open.
If Save/Load is not open, closes all open
displays and windows.