Ultima 7 Part 2: Serpent Isle manual
- Ultima 7 Part 2: Serpent Isle
- manual
CONTROL QUESTIONS
Spells in Ninth Circle 8
Different Armor Materials 4
Beasts in Erstam's Book 52
Types of Reagants 11
Reagants for Mass Death 6
Boil Ginseng how many times 40
Circle for Create Automata 6
Reasons for Erstams History 1
Characters in Ophidian writing 36
People from how many cities 4
How many cities established 3
Forces in Balance 6
Clans in Monitor 3
Types of Weapons 4
Words of Power 27
Letters in a womans name 6
BEYOND THE
SERPENT PILLARS
A journal Describing this New World
by Erstam - Mage
Rendered into English by Andrew Morris - Scribe
Illustrated by Glen Johnson - Artist
(assisted by Gary Washington and Steve Powers)
Illuminated by Al Camley - Designer
Overseen by David Ladyman - Editor
FOREWORD
Locating the Serpent Pillars took considerably less effort than
I first expected, though even now I am still a bit dizzy from
the trip. This new land beyond the Pillars is marvelous!
Here, free from the tyrannical rule of Lord British, I can
further my studies in magic. I know there is still much to see,
far too much to observe without record keeping for even my
mind could not retain the memories of all I see.
It is perhaps best to note here what made all this
investigation much simpler than I had expected. While
investigating one of the ruins, I noticed a large, ivory-toned
object in the shape of a half moon. As I picked up the item,
requiring both hands, I realized it was made of bone. Though
I saw no teeth, I surmised I held in my hands the jawbone of
some creature. But what could it be?
I returned to my laboratory for further observation. I
was able to match the shape to sketches I had made both here
and in Sosaria, pleased that I have always had the foresight to
note my surroundings in journals. The jawbone matched that
of a serpent in all aspects save its size. Then, remembering
the many serpentine references I had seen throughout the
land, including the runes, I realized what I had. This must
be, I thought, an archaic relic, sacred to the continent's
original inhabitants. I was holding the jawbone of a giant
serpent - a creature they must have worshipped!
I was determined to learn more. Returning to the
ruins I continued my search. Spying more bone-like material,
I dug through the debris and pulled out what looked like a
large fang. And then I noticed another. And another! Soon
I had several such teeth. Back in my study, I set the teeth
inside the jawbone. The fit was better than one of Drogeni's
lambskin gloves.
Suspecting great powers were now in my possession,
I began a series of experiments to learn what secrets I could.
It was not long before I had discovered all I needed to know.
Each tooth, when set within the jawbone, called forth magical
pathways leading to other locations about the land. Sadly,
other mages, envious of my new-found power, secreted away
most of the teeth, leaving me powerless to explore the entire
land. It is for this reason I have departed their petty, thieving
company forever.
LESSONS OF THE PAST
I put this history to paper for but one reason: posterity Future
generations should know of the events that led to our
emigration to the Serpent isle, that they may avoid repeating
the mistakes of their forebears. Know that ruling power
should be granted to no single individual, for such will turn
any lord into a tyrant, especially one already weak in
character. Mark well what is documented here. Shouldst all
my research be for naught, leaving my body lifeless and
withered, this record shall be all that is left as a reminder of
the past.
What is known of our history begins centuries ago,
before the unfortunate Sosarian unification. Eight great
kingdoms coexisted, albeit often uneasily, upon a fantastic
world. This land upon which we lived we called Sosaria.
Despite frequent outbreaks of violence, the times were good
and the people happy At this point, even Lord British,
monarch of one of the eight kingdoms, ruled with an even
hand.
First Age of Darkness
Then came the time when a terrible sorcerer rose to power.
The cruel Mondain, seeking the keys to immortality - not a
bad pursuit in and of itself - slew his father for secreting away
such knowledge. Focusing his awesome powers against the
eight kingdoms, Mondain began his onslaught, planning soon
to control all of Sosaria.
Lord British, unable to marshal his own forces,
summoned a hero - an outsider, no less - to confront the
wicked mage and protect his precious kingdom. Only with
the aid of this stranger was the land returned to its former
state. Mondain's artifact of destruction, the gem of power,
was annihilated, as was he.
An interesting note touching on the foreign hero:
There were many reports that colorful gates of magical light
had begun to appear, gates that seemed to be linked directly
with the phases of the Sosarian moons, Trammel and Felucca.
Rumors hold that it was through a gate such as this that the
stranger didst arrive.
For reasons still unknown, the destruction of
Mondain caused great upheaval. As much as three-fourths of
Sosaria simply disappeared, wrenched from the world as if it
had never existed. Among the missing lands were Shamino's
kingdom (the Lands of Danger and Despair), the Lands of the
Dark Unknown and the Lands of the Feudal Lords. It is
interesting to note that only the realm of Lord British
remained.
However, at least some of the missing lands
remained within our reach, as I learned when I discovered the
secrets of the Serpent Pillars. They were rumored to exist, so
the tales of drunken sailors indicated, beneath the surface of
the Great Ocean. Other stories mentioned that the pillars
would rise only when both moons were above the horizon;
some said that the sun itself must also be visible. Yet other
tales suggested that the pillars would only appear in the
depths of winter. That, combined with speculative essays
from long ago, allowed me to lead a group of emigres to this
new land, but more of that anon.
Second Age of Darkness
A scant few years passed before the second age was upon us.
Mondain's student, Minax, whose talent for magic and
capacity for malevolence far exceeded her tutor (and lover),
was now in a position to seek revenge upon the people of
Sosaria. Her ability to command armies of the dead brought a
terror to the land unknown in earlier times.
Yet again was witless Lord British caught without
the power required to stop this wicked ravager. And yet
again did the mysterious hero come to the aid of the helpless
ruler. The war against Minax's vile legions was long and
hard, but the stranger did finally slay the sorceress and defeat
her ghoulish troops.
Third Age of Darkness
However, the forces of darkness were not through with
Sosaria. Unbeknownst to us all, a horrible creature was
brought into being by the union of Mondain and Minax. This
spawn, neither man nor machine, came forth from the very
floor of the Great Ocean to claim vengeance for the death of
its parents.
For a third time, the hapless Lord British was forced
to seek assistance. This time, the strange hero appeared to do
battle with the beast known as Exodus. To the dismay of all,
most especially the hero, Exodus was more terrifying than
either of its parents and too awesome to face alone. A
mysterious being called the Time Lord was integral to the
destruction of Exodus. Together, the hero and the Time Lord
felled the powerful beast, ending the Third Age of Darkness.
(Note to self: Seek out this Time Lord. His
knowledge of longevity could prove useful.)
Further Ages
With peace at long last a reality, Lord British, considering
himself responsible for the salvation of Sosaria, forced the
remaining kingdoms to unite into one. This new kingdom he
chose to call Sosaria, electing himself ruler. In addition, this
self appointed Lord began to propagate a set a values -
Virtues, he called them - of his own devising.
To further establish these virtues, he had shrines
erected to each of them, including three forged on the very
home island of Exodus - the Isle of Fire. He put forth another
challenge, this time for an individual to step forward and
become the Avatar, epitome of Beast British's tyrannical
virtues.
In the name of these virtues, Lord British turned
ethics into law - his ethics and his law. Details of the
injustices spawned by these rulings I will save for future
discourse, but suffice it to say there was enough strife to cause
our emigration. Several of the wiser communities, Fawn, the
Montors and a coalition of mages from Moon, sent members
to a secret conclave to discuss possible courses of action.
With what information we had, all obtained through my
research and investigation, we set sail to find the Serpent
Pillars - and what we would come to call the Serpent Isle.
The trip was long and arduous and many gave up
hope, myself included. But one mom, surrounded by a storm
sure to shatter the rigging of our ship, a sailor spied two great
pillars rising in the distance. With a will of its own, the ship
sped to them. As we approached, we watched with a mixture
of optimism and trepidation. Suddenly, we were blinded by a
brilliant flash of white. And then it was over. We were alive
and through the storm. One observant lad noticed that the
sky had changed; there was a differing set of stars - star-
navigation would not be possible until we could learn these
new constellations. However, not even half of the next day
passed before we were upon our new homeland.
I know nothing more of the history of Sosaria, or
whether anyone ever achieved the exalted state of
Avatarhood. I expect British has led his people into a fourth
Dark Age and can only hope the stranger returns again to
save those who chose to remain behind.
As for the sequence of events following our arrival
here, there is far less of interest - by that I mean conflict.
Those of us who made the journey came from three principal
areas: Moon, Fawn and the sister settlements of The Montors.
For reasons of simplicity, the arriving colonists divided up to
form three towns based upon area of origin: Moonshade,
Fawn and Monitor, respectively Though peaceful coexistence
is the rule, there is little interaction among the three cities, so
information must be transferred via the few travelers who
traverse the ancient roads we discovered upon our arrival.
Several colonists are planning a return trip through
the great Serpent Pillars, but I expect naught will come of
that. it is unlikely a ship could return to the realm of Sosaria,
and even were that possible, I doubt the vessel would arrive
intact.
Ophidian History
Originally, we had planned to name the continent beyond the
Serpent Pillars "New Sosaria." However, what we discovered
upon arrival suggested - nay, demanded a different name.
Ruins were scattered about the land, strong indication of
previous cultures. Unusual serpentine hieroglyphs covered
many of the abandoned constructs, providing us with a better
name - the Serpent Isle. Little else in the way of artifacts
remained, though there is still much left to explore.
I did discover one item of interest. Actually, it
would be more accurate to mention two things. The first is
the serpent's jawbone, an artifact that I described in greater
detail earlier in this work. However, using the amazing power of
the jawbone, which enabled me to travel long distances very
quickly, I uncovered a scroll that had survived the ravages of
time. It took much time to translate the ancient language, but
I suspect the collection of serpents juxtaposed in varying
positions describes a set of beliefs for whomever - or whatever
inhabited the isle before we landed. I have recorded the
translation here, for those who may one day make use of it:
To those who follow,
I write this in great haste for I can
already hear the forces of Order breaching
the keep walls. I know not how this missive
will survive to reach the outside lands, or
for that matter, future generations. My only
hope is that this speedily drafted work will
offer record of our hallowed philosophy.
For our culture to have any chance of
enduring the ages, someone, somewhere,
must find this. Please Reader, I beseech
thee, spread the word of our people.
Release the spirit of our word and learn
from the wisdom of the past.
Balance - the harmony between the
Principles of Order and Chaos - is the one
pure axiom we hold true. All three
Principles are symbolized in our
hieroglyphs: The Great Earth Serpent,
Keeper of balance, lies on a vertical plane,
around which the two opposing serpents of
Chaos and Order wrap themselves.
Chaos and order each embrace
three forces. These six forces, when
combined, form the three Principles of
Balance. The forces of Chaos are
Tolerance, Enthusiasm and Emotion; The
forces of Order are Ethicality, Discipline
and Logic.
Chaos
Tolerance is that which encourages the acceptance of all things.
Enthusiasm is the energy that allows one to perform great tasks.
Emotion is the ability to perceive those feelings that come from the
heart, as opposed to those from the mind.
Order
Ethicality is the belief that there is great value in abiding by rules of
conduct. Discipline is the drive to complete a task and avoid the
distractions that will prevent its completion.
Logic permits clear, reasoned thought, free from any instinctual biases.
Balance
From the marriage between two Forces, one each from Chaos and Order,
come the Principles of Balance:
Tolerance and ethicality combine to
form Harmony, the ability to be at peace
with oneself, other individuals and the
world.
From the union of Enthusiasm and
Discipline springs Dedication, that which
permits one to surmount obstacles and lead
others.
Emotion tempered by Logic results in
Rationality, the ability to comprehend life
and understand the world around us.
As thou canst surely see, my world
has been torn asunder by disregard for
Balance - our dearest axiom! If thou dost
thrive in a time less violent, I can do no
more than plead with thee to help restore
Balance to the Serpent Isle! I must end this
brief explication here, for I can hear my
attackers pounding upon the oaken door
downstairs. I wish thee and thy world better
fortunes than mine own.
-Esithnos, The Great Heirophant
Doubtless the writer was someone of grave import, though
this short snippet gives no indication of the author's status
save for the mysterious title following the name. I hope to
learn more of this and of the war that seems to have
annihilated an entire culture. At such time when I have
additional information to impart, I will pen more of this
unusual land's history.
Runic, Ophidian and Druidic
Here are the original symbols from which I translated the
scroll into our common alphabet and language. It is easy to
see why even I had difficulty, for the combinations are not
intuitive. As my understanding may be slightly flawed, I trust
that all who apply my work to their studies will excuse any
misinformation. Make what thou canst of it.
I include an alphabet of the druidic runes as well. I
do this for comparison's sake only, for I can but hope that any
similarities between our language, the druidic runes and the
serpentine alphabet will lead to a better understanding of
their ancient culture.
A GUIDE FOR TRAVELLERS
Cities and Towns
There are three towns now established upon the new
continent. With effort and more than a little luck, each one
will flourish and grow into a larger, self-supporting city
Already they have begun to establish their own systems of
rule and currency
Fawn
This unusual village is named after its original in Sosaria,
which in turn is named for its founding queen. Lady Fawn,
renowned for her lovely appearance, held beauty as the one
true trait of value. In her honor, the town quickly adopted the
same belief. Though Lady Fawn has since died, her rather
superficial values continue on. A port town, Fawn's main
sources of income are the various sea-based occupations,
including ship building and fishing. The currency accepted
in Fawn is called the Filari.
Monitor
Though still a warrior-based society, Monitor bears little
resemblance to the Two Montors, its source cities. The town
is quickly dividing into three clans: the Bear, Wolf and
Leopard. Apparently all three seem to have retained their
admiration of the principle of Courage, but their competition
has reduced such a lofty aspiration to an object of trivial
contention. Not even on the definition of Courage can they
agree. There are plans to devise tests of mettle, though I
expect there will be no cooperation to speed progress along.
The coin used by the residents of Monitor is the Monetari.
Later note: The test was constructed. Despite my prediction
to the contrary, all three factions worked in harmony to
design this challenge. In more than two hundred years, the
tenuous ties among the three have weakened remarkably
little. However, the lines of division are still present.
Members of each clan color their faces with tattoos
symbolizing their totem animal.
Moonshade
Both in Sosaria and here on the new continent, this town is
dominated by members of my profession. In an attempt to rid
ourselves of Lord British's tyrannical rule, we set out, joined
by the residents of Fawn and the twin cities of Montor, to find
the Serpent Pillars. Upon discovering land, my fellows and I
settled immediately upon the Isle of Beyond's lake shores. So
far, we have agreed upon government by a council of mages.
Those who live in Moonshade trade with the Guilder.
Later note: As the surrounding area is filled with use I
resources, Moonshade has attracted a great many artisans.
They trade in wood-workings, glass, weaponry and wine, in
addition to our own supply of reagents. I know the others are
displeased, as am I. However, I find still less pleasure in the
ridiculous propositions of my fellow enchanters. Beragdole
even had the audacity to claim I was becoming paranoid! I
have no need for their petty squabbles and inconsequential
spells, for my research has taken me far beyond their
capabilities.
Further note: I am forced to withdraw from Moonshade. Like
the other two centers of population, the city has prospered
and of that I am proud. But the incessant babbling of the
Council of Mages, an organization I faulted from the
beginning, reaches inside me, wearing at my sanity. There is
now a Magelord who reigns over the Council - practically a
king! Here, away from the others, I can pursue the true
discipline of magic.
Other Landmarks
Swamp Of Gorlab
This murky area keeps a very dark secret which the
supernatural forces that contain it will not release. It is
impossible to enter the swamp itself, for long before one can
approach too near, powerful enchantments induce slumber.
Many witnesses attest to the veracity of this rumor, but I must
see for myself.
Later note: It is truly amazing, but the stories are accurate!
Mine own eyes have shown me, though I admit fear prevented
me from experiencing this mysterious sleep first hand.
Mountains of Freedom
This mountain range lies due north of Moonshade. There is
little of interest within its peaks and valleys, but many people
seeking to avoid the unpleasant aspects of larger societies
often head for its areas of solitude. There is talk of
converting the caverns of Freedom into a prison - the irony of
this conversion delights me, but I know not whether anything
will come of the plan.
Spinebreaker Mountains
I know nothing for certain about these mountains save their
name and location. However, rumors abound that they are
riddled with underground lairs and caves.
Western Forest
There are rumors of evil beasts dwelling in this place, but I
have not yet been able to
find my way there, nor have I found anyone who could
reliably report to me of it.
Tradesfolk and Commerce
Although I have procrastinated much in preparing this
section, hoping to record further development, it seems that
our commerce system evolved and stabilized quickly. Our
resources show no sign of depletion lo these two centuries. I
had hoped to abandon the ridiculous trappings of coinage that
were common in Sosaria, but so many others found barter
cumbersome. Therefore, I must resign myself to accepting a
currency-based system. Regardless, let me now discuss the
practitioners of this form of exchange.
Farmers
This term applies to any who tend either livestock or
vegetation for a living. The temperate climate in the central
area so unlike the frozen north, permits farmers to continue
in much the same way their forebears did when they first
arrived. Pass a farmer and one is likely to be offered an egg,
chicken, fruit or whatever else they grow
Merchants
The true proponents of our currency-based economy,
merchants seek to buy products in great quantities at
discounted prices. Then they sell smaller amounts to the
public at greater prices. While bartering rarely prevents the
same practice, it does help standardize values. After all, any
educated man can determine the value of another good or
service based on his need for it.
Taverns
I rarely visit taverns, for the trivia spouted by their patrons is
never useful in comparison to the knowledge gleaned from
study, and food and drink are not reasons to vacate one's
dwelling when there is perfectly fine bread and butter at
home. Of course, were one interested in song, tales of fantasy
and local gossip, then I suppose the tavern could be
considered quite enthralling.
Inns
As icy temperatures have claimed more than one traveller's
life, especially during extremely cold evenings, several
individuals have chosen to offer houses of safety and comfort
for those on the road. The price is sometimes expensive, but
to those making long journeys, it is often worth the charge.
The inn of the Sleeping Bull, located along the ancient
Serpent Highway, is an excellent place to rest a weary body
for the night. It once belonged to an enemy of mine, but he is
long dead now, and the inn has passed on to more hospitable
hands.
Provisioners
Provisioners are, perhaps, the only true merchant class of
quality They supply necessities, not luxuries. When we first
arrived on the continent, it became apparent that we would
have a great need for supplies and equipment. A small group
chose to become the providers of such items, initially in
exchange for shelter and food. When I find myself short on
candles or vellum, it is to the provisioner that I go.
Mages
Practitioners of my art - especially those charlatans in
Moonshade - are often willing to sell spells and reagents.
Weaving magic is expensive and often wizards are forced to
this sort of livelihood as a source of income. While I hope
never to fall prey to such necessity, I will always be willing to
share knowledge with other masters - shouldst there be any -
of the arcane arts.
Artisans
This broad group includes all skilled craftsmen who fabricate
tools and trinkets for sale. While thou wouldst rarely see me
purchasing such baubles, many people desire these objects.
And let not my harsh judgment mislead thee - these artisans
create quite beautiful, though oft-times useless, works.
Blacksmiths
Those hard-working men and women who toil long over the
anvil deserve some mention, for the ability to work metal is
not a common skill. Some smiths, called weaponsmiths or
armourers, work specifically on forging and selling arms and
armour. Others make utensils for eating, chopping and
construction. Some have called the smith's skill magic.
While we know better than to think any spell craft is
involved, the compliment is, indeed, well deserved.
Healers
Perhaps the only forms of true magic not fully understood by
mages are the healing arts, While any healer will tell thee
that the body, assisted by herbs and proper treatment, is a
powerful force in curing itself, it is evident that some
wizardry must be involved. Many times have I seen a healer
apply a concoction that instantly removed all traces of a
wound. No doubt magic is afoot!
Apothecaries
Not long after the cities were established, several members of
the population set out to collect and transform herbs and
plants into elixirs of magic. Some of these potions make one
invisible, some induce sleep and some do nothing but fizzle.
Regardless, potions are excellent tools for those without the
ability to enchant, providing one can afford them.
Clothiers
Taking thread, weaving it into cloth and then sewing it to
make apparel is an art unto itself. I have seen styles change
during the past few hundred years, but the painstaking effort
required to make clothing has always been something for
which I have had no time. Therefore, I find the services of
the clothier to be quite useful.
Shipwrights
Normally, travel between the islands would be impossible for
the common person (without the aid of magic, that is). To
meet the needs of the poor souls forced to live without the
luxury of the arcane arts, several craftsmen began building
various watercraft and selling them to those who were
planning voyages across the seas. To discourage the theft of
such expensive vehicles, the people of Serpent Isle have
established the practice of issuing deeds to ship buyers, thus
denoting ownership,
Later note: Due to a decrease in the number of trips across
the waters, no new ships have been constructed in the past
several years and ship's deeds are things of the past. Thus,
the once-common occupation of the shipwright has lost its
value, forcing such builders to learn other trades.
Paths Through Life
Often many people determine that the life of a trader or
artisan is too sedate. These individuals, in search of
excitement and novelty, take up adventure and exploration.
Their motives are as varied as they, themselves, are. Some
seek to discover the unknown, others travel throughout the
civilized lands learning from the populace. Still others strive
for glory and honor. Regardless of the inspiration, two
elements bring them all together: knowledge and danger.
Fighters
The world beyond the cities - and sometimes within - can be a
violent place. Many monstrosities indigenous to the Serpent
Isle have a bloodthirsty hatred for humans, and even some
non-sentient plants have lethal forms of protection. Fighters
take up arms and armour to do battle with foes both natural
and otherworldly. Some warriors travel great distances to
receive proper training. Others learn directly upon the
battlefield of life. Fighters discover early the importance of
strength, agility and perception, else they die. Skilled with
many weapons, fighters compose the bulk of the adventure-
minded population and are often the protectors of entire
communities.
Bards
Warrior, singer, story-teller and sage: the bard is all of these
and more. Quick with wit or crossbow, bards have their place
in the adventuring world. Fighters seek them out for their
attention to detail and their ability to recall daring exploits in
vivid imagery. And we mages tolerate them for their
charismatic skills of diplomacy, which we so often lack from
too much time spent in solitary pursuits. I have recently
heard a saying that best sums up all that is a bard: A bard's
value to society is measured in how well history is retold.
Mages
When I make my notes about spell-casting, I will better
describe the true essence of mages and our craft. However,
here I will simply list what makes a young person choose a
profession in the mysterious and unforgiving world of magic.
There is a saying among our kind-. Mages are born,
not made. This seems accurate, for those of us who pursue
magic begin at an early age. I remember well my affinity for
enchantments in my youth. My senses exploded with life,
detecting the waves of ether before I was even old enough to
know what ether was! Within a few years I had already
started collecting reagents, finding the natural ingredients
with uncanny ease. White not all wizards were that proficient
so early in their lives, I have met precious few who claim to
have learned spellcraft after mastering a previous trade.
We mages are born with a sharp mind able to
understand unusual concepts and suspend mundane beliefs.
Bards may be cunning, but wizards are the only ones who can
truly grasp the intangible waves of ether and shape them to
our bidding. Beware the wizard who is angry, for there is no
wrath like that of one who can command the elements.
Arms and Armour
Though I have no need for such provisions, many are the
common journeymen who find use in weapons and armour,
and longer-lived is the adventurer who chooses such items
wisely. My disregard for arms and such leaves me
inexperienced, but I have overheard enough loose tongues
spewing tales of heroic bravado that I can relate what others
claim
Armour and Shields
Armour's main use lies not in its ability to prevent another's
blow from
landing, but from its ability to prevent, or at least decrease,
damage caused by the opponent's strike. Most armour is
pieced together to cover six main regions of the body The
three most vital are the torso, neck and head. While most
defenders naturally protect these three areas more than their
extremities, limbs are also integral to survival. Thus, it is
important to provide armour for all parts of the body,
including the remaining three regions - the arms, legs and
feet. While these latter three are easier to live without, the
appendages are directly in the line of fire, if thou wilt permit
the turn of phrase, and therefore struck more often.
Armour is crafted from four types of material:
leather, metal scales, chain mail (or chain links) and metal
plates. For the most part, the thicker the material, the higher
the level of protection. In addition, the thicker the material,
the heavier and more expensive it is. Leather, being light and
inexpensive, is useful for those less likely to face powerful
foes. But were one to enter a war-torn battlefield without
metal armour of some sort, I would assume the warrior poor,
weak, or fatally foolish!
Although a shield serves the same function as
armour, its form is entirely different. A shield does little to
reduce the effects of a blow; its main purpose is to deflect
attacks away from the fighter. Personally, I see little
difference, but many warriors have sworn to the distinction. I
do, however, know that the experienced combatant wears the
best armour and carries the sturdiest shield that money can
buy and endurance will permit.
Weapons
According to sources, the simplest definition of a weapon is
anything that extends the range and enhances the wounding
capability of the wielder. I cannot argue, for that sounds
logical to me.
Weapon selection seems to be as important a
decision as armour selection, as each type leads to a variety of
effects. There are four main types of weapons: bludgeoning,
cutting, piercing and projectile. Apparently, some weapons
blur the distinction, their versatility making them
exceptionally valuable.
Swords are very useful, as blades slice through skin
quite easily The main drawback, it appears, is that armour is
very effective protection against them. In contrast, blunt
weapons such as maces and clubs deliver their punch, limited
though it might be, based on the brute strength of the wielder,
nearly ignoring the protection of the target.
The third weapon type, piercing, performs much like
cutting weapons. Piercing weapons require less force to
penetrate armour but leave more devastating wounds upon the
flesh. And projectile weapons, often referred to as missile
weapons, include any tool that permits the attacker to strike at
a distance.
As far as I can see, many of these weapon types do
overlap. Most swords can cut and pierce; a two-handed
sword can bludgeon and cut; an arrow is a piercing missile
weapon; and a slung rock is a bludgeoning projectile.
Presumably, it is up to the individual warrior to chose a
preferred form of attack based on his or her personal
strengths and weaknesses. To be candid, I find the Vas Corp
Hur spell much more effective.
BESTIARY
As I had expected, the fauna here bear much resemblance to
the creatures we left behind. Once part of Sosaria, Serpent
Isle has changed little since the days before Mondain.
However, it behooves me to record the details of all
observable life here, however common, if for no other reason
than to compare it to that in Sosaria. There are, no doubt,
indigenous life forms unknown to me. I leave it to the more
adventurous to discover them and report to me their findings,
that I may update this list in the future.
Acid Slug. Much larger than its cousin, the common slug,
the acid slug prefers habitats far below ground. The
creature's slimy covering is quite acidic, burning easily
through metal and flesh alike. If it is like its Sosarian
counterpart, fire is the most potent way in which to combat
one.
Alligator. This large, amphibious lizard is quick and
dangerous, utilizing all of its I extremities in battle.
Bat, Giant. As its name implies, this is an enlarged version
of the common bat, a small flying mammal capable of sensing
creatures in total darkness. Their nests are found most often
in caves and other areas where little light is present.
Bear. This ursine creature stands well over a man when fully
upright. Able to easily rend flesh with their teeth and claws,
bears are quite fearsome opponents, especially when their
lairs are threatened.
Bear, Polar. Like its brother from warmer climes, this bear
is a terrifying predator. The most notable difference between
these and ordinary bears is the color of their fur, white as
white can be. Polar bears usually inhabit the cooler regions of
the land and hibernate longer than do other bears.
Bird. A variety of avian creatures inhabit the land, though
an attractive silver-winged creature seems the most prevalent.
Preferring fruits and vegetables, birds rarely attack people,
though I have witnessed a few that were so inclined. One of
the most colorful birds, the parrot, is even rumored to be able
to converse in human language.
Boar. This wild creature displays a nasty temperament.
Though boar's meat is quite
delectable, fear of being gored by a tusk leads many to seek
less violent sustenance.
Cat. The stereotyped familiar of wizened mages (another
myth I hope to dispel), cats populate the nooks and crannies
of every area of civilization. Little more than a nuisance, they
do seem to possess the cunning necessary to survive in big
cities.
Chicken. Cowardly birds with little or no ability to fly,
chickens are an excellent source for both meat and eggs. I
have yet to see any that are not domesticated.
Corpser. A thorough description of this vile ghoul has never
been compiled, for no one has ever survived a close encounter
with one. However, once one has made its presence known, it
can be identified easily by the tentacles it forces up through
the ground to grasp its prey As with the acid slug, fire is the
only reported way to slay a corpser.
Cow. This large domestic mammal is our main supply of
milk and beef.
Cyclops. Cyclops are giant, man-like creatures recognized by
their lone eye centered in the forehead. Fond of large
bludgeoning weapons, such as clubs and boulders, cyclops
make deadly combatants.
Daemon. These evil, red-hued beasts hold even less love for
mankind then we do for them. They call themselves
"Gargoyles," but a change in name is not a change in
disposition.
Deer. Another source of meat, deer inhabit the forests. Their
antlers are more than adequate defense against most
predatory beasts.
Dog. A versatile creature, the dog is many things to many
people. Partner to the hunter, aid to the parent, companion to
the child and defender to the family, the dog is indeed man's
best and most reliable friend.
Dragon. Similar to the ferocious, flying lizards of old
Sosarian fame, the dragons here differ primarily in
appearance. Ice dragons have white-blue scales and spew
flames of blue death.
Fish. Fish are nothing more than food from the rivers.
While some contend that larger members of the species oft
times display a fair amount of intelligence, I have yet to know
one serve better than on my plate.
Fox. Lesser relatives to both wolves and dogs, these cunning
animals prefer smaller creatures to fill their diet.
Frost Serpent. A distant relative of the Sea Serpent of
Sosaria, these serpents prefer
the icy arctic waters of the North.
Gazer. Hovering orbs of flesh, gazers seem to spend all their
time in search of prey Their name comes from their multiple
eyes, all but their central eye extending from tentacle-like
arms. Having faced one in battle, I can report that a gazer's
death results in an explosion of swarming insects.
Ghost. Manifestations of the remains of the deceased, ghosts
are known for their ability to ignore most natural laws,
floating about at whim. Presumably in deference to their
origin, ghosts tend to gravitate toward locations relevant to
the dead.
Goblin. The result of ancient magical experimentation
(poorly conducted experimentation, I am sure) goblins only
vaguely resemble the men from whom their forebears sprang.
Although some attempt has been made to civilize them,
surliness still dominates their nature.
Gremlin. It is difficult to identify individual traits of these
bothersome creatures, for they always travel in bands. Quite
cowardly, they are a greater threat to one's food supply than to
oneself. I have heard of, but not seen, a few who use magic.
Gwani. These white-furred creatures appear to be a cross
between men and apes. Despite their unusual form, the
combination seems more natural than magical and I have
seen no evidence they have any familiarity with magic. There
is some element of civilization in their culture, however
slight, for I have seen them entomb their dead in the icy lands
that they inhabit. If such is possible, I hope to find a way to
communicate with them soon.
Harpy. This abhorrent cross between human and bird is as
vile in behavior as it is in appearance. Harpies favor an
attack from the air, seeking to utilize their hawk-like talons.
Headless. As the name implies, these are creatures without
heads. Barring that difference, albeit significant, these
bipedal beasts resemble humans. I have not yet captured one
for study, but the ease with which they act without apparent
senses defies logic.
Ice Corpser. Even less is known about these vile beings than
their slightly more common namesake. Again, only ice-like
tentacles have ever been seen by humans who lived to retell
the tale.
Ice Elemental. Composed entirely of ice, this bipedal
creature attacks with swinging, stone-like arms.
Ice Troll. Much like true trolls, these are nothing more than
brigands and killers. However, their cold nature makes them
even more dangerous, for the nearer one comes to an ice troll,
the lower the surrounding temperature drops. Sadly, I have
witnessed a man quite literally freeze to death while
combating one of these terrifying monsters.
Ice Worm. Large, squirming creatures without appendages,
it is from these beasts that we get our supply of a rare reagent,
worm's heart.
Insect. This term refers to a great variety of tiny, six-legged
creatures. Some fly, some bite, some travel in swarms, but all
are a nuisance.
Mongbat. In appearance, a cross between a small boy and a
bat, this nimble creature is capable of quick, aerial strikes.
Fortunately, a mongbat's small size renders its attack little
more than a painful nuisance.
Mouse. One of the smallest rodents known, this scavenger is
quite useful as a test subject in spell research.
Mummy. Apparently a form of undead, the mummy seems
to be nothing more than a dead person wrapped entirely in
rotting bandages. I know not whether there is a connection,
but what history of this land I have chanced upon indicates
that the original civilizations buried their dead in a similar
manner, wrapping the corpses completely in strips of cloth.
Penguin. These are flightless, black and white aquatic fowl.
Their slow movements would make them easy prey for humans, were
penguin worth eating.
Phoenix. This unique, orange-plumed bird lives for a
thousand years, then returns to its nest and dies. But if its
body is then burned, the phoenix rises from the ashes and
lives again for another thousand years.
Rabbit. Another scavenging rodent, the rabbit is quite fond
of the carrots found on many farms.
Rat, Giant. Much larger and fiercer than its smaller brother,
the giant rat is the king of carrion. When several are found
together, what little fear they possess for humans vanishes
entirely Both here and back in Sosaria, we sought to eliminate
the local population with poison, but whatever it is in their
metabolism that causes them to feast on refuse has also
granted them immunity to most toxins.
Ratman. These half-men, half-rats are the scourge of
Moonshade. They infest the catacombs beneath that city,
preventing access to the underground. There are far too
many for us to overcome, but some day the time will arrive to
purge the catacombs.
Reaper. The cruel spirit of a living plant, the reaper is a
most devastating hunter. Although tethered by roots to one
location, the reaper possesses tentacle-like branches strong
enough to grasp even the stoutest of warriors. In addition, the
creature's magical abilities pen-nit it to fling awesome bolts of
lightning. While its natural intangible form prevents harm to
a reaper, its body is simply the wood of the dying tree it has
inhabited. Killing its host tree renders a reaper powerless.
Scorpion. This giant arachnid is a most fearsome creature,
as its large size gives it the power to hunt even humans as
food. It is fond of gripping prey in its pincers and then using
its tail to inflict a paralyzing sting.
Serpent. Serpents are large, predatory snakes. Their
lightning reflexes permit them to strike quickly, usually
killing their targets with little effort.
Sheep. Another domesticated animal, sheep are our source
for mutton and wool.
Skeletal Dragon. Some dragons reach heights of great
intellect, learning so much that they lose the need for their
corporeal forms. After time has ravished their scales and
flesh, only the mind remains intact, caged in the gray-white
bones of the original body Such monstrosities continue their
accumulation of power, far surpassing the strength of their
living counterparts.
Skeleton. The undead remains of warriors from ages past,
skeletons fight just as well as their living, fleshy counterparts.
Until animated, one skeleton appears no different from
another, so the wise traveller will always beware when
encountering a disinterred pile of bones.
Slime. It is difficult to describe these creatures in any way
other than to repeat their name. They reproduce through
division, sometime initiated by opponents' blows; they can
quickly increase size by melding with other slimes. A useful
tool for combating slimes is a lit torch, for fire hampers their
ability to divide and, therefore, to reproduce.
Snow Leopard. Snow leopards are large, sleek felines native
to colder climates. These man-eating beasts are equipped
with sufficient claws and fangs to shred other creatures in a
surprising flash of movement.
Spider, Giant. The giant spider prefers to spin its web in
darkness, hoping the lack of light will assist in securing a
victim. Not only is its bite poisonous, but it can spray the
same poison considerable distances.
Stone Harpy. Harpy is a misnomer, for the name actually
refers to any enchanted statue capable of human-like
animation. In general, these stone constructions are used to
guard valuables long-since secreted away in dark tombs.
Swamp Tentacle. Like the corpser, nothing has been
observed of these beasts save their appendages, which seem
designed to pull hapless victims into the murky depths of the
monsters' home.
Troll. Trolls are nothing more than bandits: large, fearsome
bandits, perhaps, but bandits nonetheless. They set upon
their targets with heavy bludgeoning weapons, hoping to stun
or kill the victim quickly and claim its possessions as booty.
Like as not, a troll will select for its home a secluded bridge.
Wolf. Larger than either dog or fox, wolves are among the
most efficient hunters of the wild, travelling in fearsome
packs across the plains. Their prey of choice is other
animals, from the rodent to the sheep, However, in
desperation, a few have been known to set upon humans,
though only when with the pack.
MYSTIC ARTS
Components of Casting
I write this down for the edification of no one, for I doubt I
will wish these words to reach anyone's eyes save mine.
However, as I have already noted, posterity is a strong
motivator. Therefore shall I document a layman's version of
the study of magic.
As an interesting note, some of my earlier spells no
longer function here in the new land. Interestingly enough, I
have discovered differing spells on the Serpent Isle that
perform similarly, in addition to spells of entirely new natures
with unique reagents and words of power. I expect the colder
climate has much to do with this difference, as freezing
temperatures are far more hazardous here than fire is.
Perhaps, too, this relates to the still unknown culture that
predates our presence here. Alas, it may be several lifetimes
before we learn the truth about their disappearance.
There are three main aspects of spellcasting: the
grimoire, or spell book; the reagents; and the words of power.
Spell Book
The spell book is the most fundamental facet of casting, for
within it lie the complete details for every spell in the mage's
repertoire. Descriptions of the necessary reagents,
explanations for the words of power and listings of the
incantations are all presented. Most such references are
unreadable by the common person, but a wizened spell caster
can understand any spell he has already learned. The more
enchantments a wizard has in his spell book, the more
powerful he becomes.
I might also note that I have discovered scrolls
engraved with spells in this new realm. I know that such
spells can be cast directly from their scroll (rendering them
subsequently useless, unfortunately), and I am investigating
the possibility that they can be transcribed into my spell book
for repeated use.
Reagents
Here is the list of known reagents, the physical components
necessary to transform matter into magical energy. While
useless as individual parts, the various combinations,
augmented by chanting and the proper use of a word of
power, are quite effective for imbuing a mage with
tremendous magical abilities.
Black Pearl. Though ultimately crushed for casting
purposes, the rare black pearl must be perfectly spherical
when collected. The powder is that element which gives
some spells their propelling energy. Here on the Serpent Isle,
the fishermen in Fawn find the only known supply
Blood Moss. This reddish fungus, found only in the swamp
south of Moonshade, usually grows on dead trees and is found
between the bark and the outermost ring of wood. Blood
Moss is used to instill a spell with the power to increase speed
and mobility.
Blood Moss. This reagent is formed in quite an unusual way.
Stoneheart, the red rock collected from stalagmites, must be
crushed and then combined with the blood the caster! Blood
spawn is an additive reagent that enhances the power of
several inner circle offensive spells. Needless to say, perhaps,
this reagent is not one to be bought and sold.
Garlic. Though the grated seasoning is found in any well-
maintained kitchen, the reagent is ground to a fine, odorous
paste. Garlic is the reagent that permits the casting of
protective enchantments. The horticulturists in Fawn have
begun to sell their garlic in reagent form for a fair price.
Ginseng. Another reagent found in Fawn, this root must be
boiled in stream water 40 times until it becomes a syrup.
Known for its curative properties, ginseng is generally
prepared in greenhouses, where it can be treated immediately
after it is collected.
Mandrake Root. This is, perhaps, the most difficult reagent
to procure, for the method of collection requires precise
cutting below the mucky bed of a swamp. Once boiled and
dried, mandrake root is an excellent power enhancer for many
spells. The swamps of Gorlab have a large supply of the
natural root-, it grows on Monk Island, as well, I am told.
Nightshade. Great care must be taken when preparing this
mushroom, for it is highly poisonous. By boiling the caps in
tea or crushing the entire fungus, the deadly nightshade
transforms into a useful reagent to aid spells designed to
damage another individual. Nightshade is found in the soft
mud of Gorlab swamp.
Serpent Scales. Spells gleaned from the serpent ruins
require a peculiar reagent, serpent scales. However, untreated
snake scales are useless, and the ancient method of
preparation has been lost. The only known supply of this
ancient reagent is within the serpent ruins themselves.
Spider Silk. Although the strands from any spider's web will
suffice, it is very trying to find enough silk from any one web.
Many mages raise their own spiders, hoping to gather the
webs the way a farmer squeezes milk from a cow. However, I
have noticed the Isle of Crypts, filled with the dead, is home
to more spiders than I could ever have possibly imagined,
with plenty of accompanying webs.
Sulfurous Ash. This is nothing more than the ashen remains
of a volcanic eruption Here in the new land, the adventurous
gather such ash in the cavern known as Furnace - those
whom the Daemons do not slay that is.
Worm's Heart. This reagent, cut from the innards of the ice
worm, is useful to a variety of unusual spells, often allowing
enchantments involving snow or cold.
Words of Power
While the list below appears to be nothing more than an
amalgamation of unrelated syllables, the words of power hold
great significance. When spoken aloud, the words are the
summation of the energy required to supplement, or rather, to
complement the incantations and the reagent. To some
extent, the words of power are the very spells themselves!
Much research has gone into the perfection of these
words. Their rhythm, pronunciation and inflection must be
performed with precision, for a simple mistake can radically
alter the effects of a spell. Legend holds, for example, that a
mage could metamorphose into a cow while intending to take
the form of a dragon.
The list presented here is, to the best of my
knowledge, a compilation of every known syllable that can be
combined to form one of the words of power.
Syllable Meaning
AN..............Negate/Dispel
BET.............Small
CORP............Death
DES.............Lower/Down
EX..............Freedom
FLAM............Flame
FRIO............Cold
GRAV............Energy/Field
HUR.............Wind
IN..............Make/Create/Cause
JUX.............Danger/Trap/Harm
KAL.............Summon/Invoke
LOR.............Light
MANI............Life/Healing
NOX.............Poison
ORT.............Magic
POR.............Move/Movement
QUAS............Illusion
REL.............Change
SANCT...........Protect/Protection
TYM.............Time
UUS.............Raise/Up
VAS.............Great
WIS.............Know/Knowledge
XEN.............Creature
YLEM............Matter
ZU..............Sleep
SPELLS
The nine circles of magic are as profound and complex a
study as any other in the realm. Each circle represents a ring
of waves within the Void known as the ether, the envelope of
energy that enables all spellcasting. The spells found on the
outermost ring are learned first, and skilled mages will have
most or all in their spell books. However, as a mage strives
for each successive circle, the spells become more difficult to
learn and master. Only Wizards of the higher circles are able
to grasp the essence of the innermost spells. Here, listed by
circle, are descriptions of all known spells, including their
required reagents and words of power.
First Circle of' Magic
IN MANI LYEM (Create Food)
Reagents: Garlic, Ginseng, Mandrake Root
This spell calls forth enough food to address the hunger of the
caster and any dinner guests, as if a single meal had been
served.
AN NOX (Cure)
Reagents: Garlic, Ginseng
This spell neutralizes the effects of all poisons on its subject,
including those of a paralytic nature.
WIS JUX (Detect Trap)
Reagents: Nightshade, Spider's Silk
This spell locates all traps near the caster.
VAS AN FLAM (Great Douse)
Reagents: Garlic, Spider's Silk
As its name implies, this spell puts out all flames within view
of the caster.
VAS IN FLAM (Great Ignite)
Reagents: Sulfurous Ash, Spider's Silk
This spell causes all combustibles in the area to burst into
flames.
IN LOR (Light)
Reagent: Sulfurous Ash
This spell brings into being a mobile source of light that lasts
for half an hour.
IN WIS (Locate)
Reagent: Nightshade
This spell identifies the area occupied by the caster when the
spell is cast.
ORT POR YLEM (Telekinesis)
Reagents: Black Pearl, Blood Moss, Mandrake Root
This spell enables the caster to manipulate an object without
the application of
physical force.
Second Circle Of Magic
AN ZU (Awaken)
Reagents: Garlic, Ginseng
This spell pulls one individual from the trance of sleep,
whether sleeping from fatigue or enchantment.
AN JUX (Destroy Trap)
Reagents: Blood Moss, Sulfurous Ash
When cast upon a specific trapped item or location, this spell
eliminates both the threat of harmful effects and the trap
itself.
REL YLEM (False Coin)
Reagents: Nightshade, Sulfurous Ash
When cast upon any coin, this spell creates five such coins in
its place. However, the spell will fail when cast upon another
such magically created duplicate.
VAS FRIO (Cold Blast)
Reagents: Black Pearl, Sulfurous Ash, Worm's Heart
This creates a projectile sphere of cold energy, much like a
snowball, though with significantly greater capacity to inflict
wounds.
VAS LOR (Great Light)
Reagents: Mandrake Root, Sulfurous Ash
This spell performs like the Light spell, but with four times
the duration.
MANI (Heal)
Reagents: Garlic, Ginseng, Spider's Silk
This powerful enchantment speeds up the healing process of
most wounds, as if the afflicted were to rest for a great many
days.
VAS AN NOX (Mass Cure)
Reagents: Garlic, Ginseng, Mandrake Root
This spell acts just like the Cure spell, except that it can cure
all toxins afflicting the caster and those with him.
UUS SANCT (Protection)
Reagents: Garlic, Ginseng, Sulfurous Ash
Not only does this spell reduce the subject's vulnerability to
attack, it also temporarily eliminates the possibility of harm
from traps and other similar hazards.
Third Circle of Magic
DES SANCT (Curse)
Reagents: Garlic, Nightshade, Sulfurous Ash
This spell severely hampers the subject's abilities in combat,
affecting both defensive
and offensive qualities.
ORT YLEM (Enchant Missiles)
Reagents: Black Pearl, Mandrake Root
Affecting an entire bundle if present, this spell enchants
arrows and bolts so as to enhance their effectiveness.
WIS JUX YLEM (Columna's Intuition)
Reagents: Black Pearl, Garlic
This spell identifies sources of possible danger by imbuing the
source with radiant luminescence. This spell is noticeably
more effective away from populated areas.
VAS UUS SANCT (Protect All)
Reagents: Garlic, Ginseng, Mandrake Root, Sulfurous Ash
This spell is a more advanced version of Protection, affecting
all members of the caster's troupe.
AN POR (Paralyze)
Reagents: Nightshade, Spider's Silk
This spell renders the subject immobile for a relatively short
duration.
IN ZU (Sleep)
Reagents: Black Pearl, Nightshade, Spider's Silk
This spell puts the subject to sleep for a varying length of
time.
REL WIS (Translation)
Reagents: Black Pearl, Mandrake Root, Spider's Silk,
Sulfurous Ash
Once cast, this spell temporarily enables its subject to
understand unknown languages, including ancient runes and
text. It is very useful for the scholarly mage.
Fourth Circle of Magic
REL POR (Blink)
Reagents: Blood Moss, Mandrake Root
This is a very limited form of teleportation, magically
transporting the caster and any companions to a new location
about twenty paces from their original location. Blink will
not permit the subjects to pass through locked doors or other
impenetrable areas.
AN XEN JUX (Deter)
Reagents: Garlic, Spider's Silk
This spell often discourages hostile, non-sentient animals
from attacking its subject.
IN VA LOR (Flash)
Reagents: Mandrake Root, Sulfurous Ash
This spell creates an ephemeral, brilliant glow, blinding all
creatures within the affected area, save the caster.
VAS DES SANCT (Mass Curse)
Reagents: Garlic, Mandrake Root, Nightshade, Sulfurous Ash
This spell acts like the Third Circle spell Curse, but affects all
opposing creatures present.
WIS QUAS (Reveal)
Reagents: Blood Moss, Sulfurous Ash
This spell reverses the effects of all enchantments of
invisibility
REL ORT WIS (Transcribe)
Reagents: Black Pearl, Spider's Silk
This spell enables the caster to copy spells found on scrolls
and the like, without needing to buy the actual spell book
page from another wizard.
EX POR (Unlock Magic)
Reagents: Blood Moss, Sulfurous Ash
This spell unlocks a magically locked door.
Fifth Circle of Magic
KAL XEN (Conjure)
Reagents: Mandrake Root, Spider's Silk
Despite its name, this spell actually summons, rather than
conjures, a wild beast to fight for the caster.
VA FRIO HUR (Explosion)
Reagents: Blood Moss, Black Pearl, Mandrake Root,
Sulfurous Ash
This spell sends a large sphere of blue flame that explodes on
contact at a designated target.
VAS MANI (Great Heal)
Reagents: Garlic, Ginseng, Mandrake Root, Spider's Silk
This spell removes all wounds on its subject.
SANCT LOR (Invisibility)
Reagents: Blood Moss, Nightshade
This spell renders its subject invisible, undetectable to all
visual senses.
VAS ZU (Mass Sleep)
Reagents: Ginseng, Nightshade, Spider's Silk
This spell makes all opponents in the area fall asleep.
UUS VAS GRAV (Surprise)
Reagents: Black Pearl, Garlic, Mandrake Root, Sulfurous
Ash
As I am the creator of this spell, others call it Erstam's
Suprise. This spell creates great
clouds of gasses that inflict a variety of effects on those who
breathe them - poison, sleep and fear being the most common.
Sixth Circle of Magic
AN XEN EX (Betray)
Reagents: Black Pearl, Nightshade, Spider's Silk
This spell encourages its subject, a foe to the caster, to change
sides in a battle and fight against former comrades.
AN QUAS (Dispel Illusion)
Reagents: Garlic, Mandrake Root, Nightshade
This spell destroys the knots of force that create an illusion,
affecting structures and creatures alike.
QUAS WIS (Cause Fear)
Reagents: Garlic, Mandrake Root, Nightshade
This powerful spell magically terrifies all members of an
opposing force, making the more cowardly ones flee.
IN FRIO GRAV (Fire Field)
Reagents: Black Pearl, Worm's Heart, Spider's Silk,
Sulfurous Ash
This spell creates a field of blue flame that damages those
who try to cross it.
KAL FRIO GRAV (Fire Ring)
Reagents: Black Pearl, Worm's Heart, Mandrake Root,
Spider's Silk, Sulfurous Ash
This spell is identical to Fire Field, save that it forms a
protective ring of blue flame.
VAS IN FRIO GRAV (Cold Strike)
Reagents: Blood Moss, Black Pearl, Worm's Heart, Sulfurous
Ash
This spell creates a temporary field of blue flame at the feet of
all hostile creatures in the area.
IN JUX YLEM (Create Missile)
Reagents: Blood Moss, Ginseng, Sulfurous Ash
This spell creates missiles for either bows or crossbows,
depending on which weapon the caster's party has more of. (If
the party has none, or an equal number of each, the spell
creates arrows.)
IN ORT XEN (Create Automata)
Reagents: Mandrake Root, Sulfurous Ash, Spider's Silk,
Serpent Scales
This spell, new to me, requires Translation to understand it.
Apparently, it repairs a broken "automaton." I am unsure
what the original creators of the spell intended, but it seems
the only value of such a repaired "automaton" is as a pack-
mule.
Seventh Circle of Magic
IN SANCT GRAV (Energy Field)
Reagents: Black Pearl, Mandrake Root, Spider's Silk,
Sulfurous Ash
This spell creates a field of energy that harms any who try to
pass through it.
IN HUR GRAV YLEM (Energy Mist)
Reagents: Blood Moss, Mandrake Root, Nightshade,
Sulfurous Ash
The harmful mist of energy created by this spell flows directly
from the caster to its intended target.
VAS AN ZU (Mass Awaken)
Reagents: Garlic, Ginseng
This spell acts just like the Second Circle spell Awaken,
except that it affects all nearby allies of the caster.
IN VAS POR (Mass Might)
Reagents: Black Pearl, Ginseng, Mandrake Root
This spell enhances all physical and mental abilities that
affect combat, doubling their effectiveness up to the
maximum humanly possible.
IN HUR NOX (Poison Mist)
Reagents: Blood Moss, Nightshade, Sulfurous Ash
This spell creates a stationary area of mist that poisons all
who enter it.
VAS MANI (Restoration)
Reagents: Garlic, Ginseng, Mandrake Root, Spider's Silk
This is the definitive spell for healing, affecting all members
of the caster's group. Any harmful effects, whether from
poisons, wounds or curses, are eradicated by Restoration, as
long as its subjects are still alive.
AN GRAV EX (Vibrate)
Reagents: Black Pearl, Blood Moss, Mandrake Root, Spider's
Silk
This unusual spell surrounds a specified target with intense
physical energy, as if a giant troll were grasping the target
and shaking it to find loose gold. The effect not only
damages its subject, but also loosens any hold on possessions.
ORT GRAV (Lightning)
Reagents: Black Pearl, Mandrake Root, Sulfurous Ash
This spell shoots a bolt of electrical energy at a specified
target.
Eighth Circle of Magic
IN FRIO (Create Ice)
Reagent: Worm's Heart, Spider's Silk
This spell creates a block of ice that immobilizes its target for
a short time until the block shatters, freeing the trapped
individual. Create Ice can also be created on an area, forming
an impassable barrier for a limited duration.
CORP POR (mind Blast)
Reagents: Blood Spawn, Black Pearl, Nightshade, Sulfurous
Ash
This spell, whose effect is greatly based on the mental powers
of the caster and the target, releases a bolt of lethal energy.
TYM VAS FLAM (Delayed Blast)
Reagents: Blood Moss, Black Pearl, Mandrake Root, Spider's
Silk, Sulfurous Ash
This spell forms a magical sphere designed to explode after
eight seconds of delay damaging all who are near the blast.
POR YLEM (Fetch)
Reagents: Blood Moss, Black Pearl, Mandrake Root
This is the more advanced version of the First Circle spell
Telekinesis, permitting the caster to reach any object in view,
regardless of location or barriers.
KAL FRIO XEN (Invoke Snow Serpent)
Reagents: Blood Moss, Garlic, Spider's Silk, Worm's Heart,
Serpent Scales
This complex spell summons a fearsome snow serpent to aid
the caster in battle.
KAL FRIO XEN EX (Serpent Bond)
Reagents: Blood Moss, Black Pearl, Garlic, Spider's Silk,
Worm's Heart, Serpent
Scales
This spell permits the caster to exchange forms with a
targeted snow serpent, thus allowing new ways of travel for
the duration of the spell.
KAL VAS FRIO GRAV (Firesnake)
Reagents: Garlic, Mandrake Root, Sulfurous Ash
This spell sends a trail of fire from the caster, across anything
in the way, to explode at its target.
IN JUX POR YLEM (Swordstrike)
Reagents: Black Pearl, Blood Spawn, Mandrake Root,
Nightshade
This spell creates a pinwheel of eight whirling blades, all
designed to slice its target.
Ninth Circle of Magic
VAS CORP HUR (Death Vortex)
Reagents: Blood Moss, Mandrake Root, Nightshade,
Sulfurous Ash
This spell calls forth a swirling mist of black death that will
follow its target until that target falls to the ground dead or
the spell duration passes.
VAS CORP (Mass Death)
Reagents: Blood Moss, Blood Spawn, Garlic, Ginseng,
Mandrake Root, Nightshade
This very powerful spell instantly slays all enemies in view of
the caster. However, the extreme amount of ether energy
required to cast Mass Death leaves the caster near death as
well.
VAS SANCT LOR (Invisibility all)
Reagents: Black Pearl, Blood Moss, Mandrake Root,
Nightshade
This spell removes the caster and any allies from the visual
perceptions of all others.
UUS VAS JUX YLEM (Spiral Missile)
Reagents: Blood Moss, Blood Spawn, Black Pearl,
Nightshade, Sulfurous Ash
This spell is extremely useful against multiple enemies, for it
sends a number of lethal bolts equal to the level of the caster
toward random opponents.
AN HUR (Stop Storm)
Reagents: Black Pearl, Garlic, Mandrake Root, Spider's Silk,
Sulfurous Ash
When disturbed by the constant fits of thunder and lightning
spawned by a terrible storm, the caster can use this spell to
calm the clouds and return clear skies.
KAL VAS XEN (Summon)
Reagents: Blood Moss, Garlic, Mandrake Root, Spider's Silk
This spell brings into being a mighty, but never pre-
determined, creature to side with the caster against any foes.
AN TYM (Time Stop)
Reagents: Blood Moss, Garlic, Mandrake Root
This spell renders all but the caster and any friends immobile
for what appears to be twenty seconds. As the spell actually
halts the passage of time, the real duration of Time Stop has
been a subject of great debate.
KAL VAS AN GRAV (Imbalance)
Reagents: Nightshade, Sulfurous Ash, Worm's Heart, Serpent
Scales
This chaotic spell is difficult to control and should be cast
only in dire emergencies. Its result is a wave of fire fields,
explosions and streaks of lightning.
AFTERWORD
The information I have compiled has taken several centuries
to collect, for much has changed since our arrival. Now that
this is done I am forced to wonder who will ever see my work.
My fellow islanders know as much as they care to, and those
still in Lord British's realm are unlikely to have the
opportunity to benefit from the wisdom compiled in this tome.
Nothing came of our attempts to contact Sosaria, save the
broken hearts of more than one sailor's spouse.
However, I do not regret my efforts here, for now 1,
myself, have a valuable source of information. My people's
history, this island's history - as much as we have discovered
and the land's creatures are all described within. As I sit back
in momentary relaxation, free from my self-appointed task as
scribe, I am able to cease observing my surroundings and
begin absorbing them. I can hear the crackle of the fire and
the buzzing of a bothersome fly. I can hear a roar outside -
no doubt another teleportation storm preparing to rage across
the landscape. And I can hear the sound of shutters clattering
against the window sill.
In a moment, I shall rise to close them and then
return to pursue my studies on immortality ... in a moment.
- Erstam
Ultima VII, Part Two:
Serpent Isle
Player Reference Guide
The Main Menu
After the game loads, the introductory sequence automatically
begins. This may be skipped by pressing [ESC]. After the
introduction, the Main Menu appears, listing four options:
VIEW INTRODUCTION
START NEW GAME
JOURNEY ONWARD
VIEW CREDITS
To select one of these options, single-click it With the mouse
or use the arrow keys and press [ENTER]. Press [ESC] at
any point during the introduction, character creation, credits
or endgame (after you have won the game, of course!) to
return to the Main Menu. At the menu, press [Alt-X] to
return to DOS.
VIEW INTRODUCTION
The introduction reveals how and why the Avatar travels to
Serpent Isle. Information presented here is relevant to your
quest. This scene is the one you see automatically, the first
time you run the game.
START NEW GAME
This is where character creation takes place. You must select
this option the first time you play.
Click either mouse button with the pointer over the word
"Name." Then type your desired name (up to 14 letters) at the
flashing cursor and press [ENTER] . This sets the name you
will have as Avatar in Serpent Isle and moves you to the next
option: your character's appearance.
To determine what your character looks like, make sure
the word "Portrait" is highlighted. If it isn't, move the pointer
over the word and click either mouse button. Press the
spacebar or click on the word "Portrait" (or on the portrait
itself to cycle through the available choices. When the
portrait you want is displayed, press [ENTER] to select it.
Press [ENTER] or click on "Return to Menu" to go back to
the Main Menu; click on "Journey Onward" to go directly to
the game.
JOURNEY ONWARD
After you have created a character, this option takes you to
the beginning of the actual game. In future sessions, this
option returns you to your last saved game.
VIEW CREDITS
This option lists the many people who worked on Ultima VII,
Part Two: Serpent Isle.
Introductory Walkthrough
This section is designed to guide you through the beginning
of your adventure on Serpent Isle. while it does not reveal
any hidden clues, it does introduce you, to the basic actions
you will perform throughout the game. This walkthrough
assumes you are using a mouse, which is highly
recommended.
The stage is set as your ship arrives upon the shores of
Serpent Isle, having been transported there magically. You
are the Avatar and with you are your three closest
companions, Iolo, Shamino and Dupre.
Conversations. When Iolo begins speaking to you,
read until you have completed all of the on-screen text. Then
click the left mouse button ("left-click") to display any
additional text. Follow the same procedure when Dupre
interjects with his own comments. Continue until Iolo has
finished speaking. Shortly after Iolo's portrait disappears,
members of your party, will begin flashing text (called
"barks") over their characters. Unlike conversations, you may
move about while the barks appear, but do not forget to pay
attention to what is said.
During these and all other conversations, pay careful
attention to the shape of your mouse pointer. if the mouse
pointer is shaped like a hand, the game is waiting for you to
take some action - for example, click the left mouse button
once to advance to the next screen of conversation text. If the
pointer is a green arrow, you can move your character or get
an object; if it is a red arrow, you are in combat mode and can
move or fight. If there is no mouse pointer on-screen, don't
press any mouse buttons. The absence of a pointer means a
scene or event is taking place that is out of your control.
These are usually important events and you don't want to miss
them. If you press a mouse button during one of these scenes,
you may miss something. Wait until the hand or arrow
pointer reappears before you click a mouse button.
Examining Yourself. After everyone in your party
says his piece, take a moment to look at what you are carrying
in your inventory, Position the cursor over your character and
click the left button twice ("double-left-click"). An image of
your character (called your "Inventory Display") appears,
letting you see all of your equipment. Move the cursor over
an object you wish to look at and left-click. A description of
the object appears.
If the inventory window is blocking something you
wish to see on the screen, put the cursor over any portion of
the window and left-click-and-hold the button. As long as
you hold the button, moving the cursor will move the window
on the screen. When you are satisfied with the new location,
release the button.
Close the Inventory Display by left-clicking on the
red check mark. Until all inventory windows are closed, your
character will be unable to move.
Moving. Since your way is blocked by mountains to
the north, leave the ship and head south (i.e., toward the
bottom of the screen). Notice that your character is in the
center of the screen. Moving your mouse moves a green,
arrow-shaped cursor. Position the cursor so that it points in
the direction you wish to travel and right-click - you take a
step to the -south. Press and hold the right button until you
wish to stop walking. The further from the center of the
screen you place the cursor, the longer the arrow gets and the
faster you move.
You won't get far before being engulfed in a magical
storm that causes your companions to disappear, leaving
behind sparkles of red light which soon fade! As you take a
few more steps, the Storm affects you, too. Sparkling green
lights surround you. But you didn't disappear - what effect
did the magical storm have upon you?
To find out, take a closer look at yourself, as you did
earlier (see "Examining Yourself," above). You will notice
that many of the possessions you had when you arrived on
Serpent Isle are now missing, replaced by foreign ones. This
is a mystery you will solve later.
Talking to People. As you continue walking south,
a figure appears magicallv and begins speaking to you. This
is a monk, Thoxa. As she completes each portion of her text,
your possible responses appear in the center of the screen, to
the right of your portrait. Left-click on the response you
choose and then read her response. Pay close attention to the
shape and/or absence of the mouse pointer, as explained in
Conversations, above.
Thoxa gives you important information about an
hourglass and a red bush. She also tells you much about why
you are here and what you must do. When you no longer wish
to speak with Thoxa, left-click on "bye" to end the
conversation. Ending the conversation doesn't end your
encounter with Thoxa, however. Before either of you can
leave, another monk, Karnax. appears and soon you are
witness to a great magical battle. (Again, be careful not to
click a mouse button unless the mouse pointer is visible.)
Examining Items. After the battle, walk south until
you find Shamino. Like Thoxa, he initiates a conversation,
mentioning that his inventory has been changed. He tells he
has compiled a list of the unusual items and adds your new
equipment to it, giving the list to you. Double-left-click to
open your Inventory Display . Double-left-click on your
backpack and a window appears displaying all of its contents.
Double-left-click on any, container (including barrels, sacks,
chests and even hollow trees) to see what's inside. To
examine Shamino's inventory, double-left-click on his figure
while your own inventory window is on screen.
Inside your pack you find a variety of items,
including two scrolls. Read one by double-left-clicking on it.
This brings up a window that displays what it says. Some
scrolls are longer than a single page. To read further in a
scroll, left-click it like you would to display further
conversation text. Read the two scrolls and you will discover
that both are lists of items. Compare Lord British's and
Shamino's scrolls to the items you are carrying. Remember,
to identify something, left-click on it and text will appear
above the item, naming it.
To close your inventory window and Shamino's,
click on the red check marks attached to each open window.
Continue south to the red bush. This hides the
entrance to a cave. Even though you see a mountain blocking
your way, move to the right of the bush and then to the north.
You will pass right through an illusionary wall! Walk around
the cave, letting Shamino talk about some of the items you
see.
Taking Items. When Shamino alerts you to the
usefulness of a bedroll, add the bedroll to your possessions by
placing the cursor over the item and left-click-and-holding.
While holding, move the cursor around. If the bedroll moves
with the cursor, it is attached. If it does not, try again. Once
you have the bedroll, keep the mouse button pressed to move
it around. Do not release the button yet!
Move the cursor (and the bedroll) over your
character and release the left button. The bedroll vanishes.
Check your Inventory Display, and you will see it there, most
likely in your backpack.
Using Items. Parts of the cave are very dark. You
will want to light the torch that Shamino mentions. Move the
torch into your inventory (as explained above) and drop it
over one of your character's hands. Place the cursor over the
torch when it is in-hand and double-left-click. The room will
become brighter. This same procedure opens and closes
doors, opens chests, lets you eat food and so forth. If you look
around and follow Shamino's instructions, you will find many
useful objects here.
Note that you can only hold one item in-hand at a
time. To move in item from your hand to, say, Shamino, left-
click-and-drag the item from your hand to Shamino's figure
and release the mouse button.
Search all of the chests in the cave. If they're locked,
use lockpicks to open them or go into combat mode (see
below) and bash them open.
You should also try lowering the bucket you find into
the well and getting some water. To do this, double-left-click
the bucket. When screen cross-hairs appear, left-click on any,
part of the rope hanging from the well. Your character will
walk to the well and get water. Using items on other items or
characters is an important skill, one you will use throughout
the game.
When you are through exploring the cave, head
south through the illusionary wall once again.
Initiating Conversations. When you leave the cave,
find the bear skeleton (and Shamino's bow) nearby. Then
head east until you approach a walled city. On the far side of
the city gates is a guard. Unlike your companions and Thoxa
the monk, the guard doesn't initiate conversation - you have
to attract his attention.
To ask him to let you in, move the cursor over him
and double-left-click. His portrait appears and he begins
talking. You can also speak to your companions at any time
in this way. However, remember that double-left-clicking on
a companion while an Inventory Display is visible (usually,
but not always, the Avatar's display) will make that
character's inventory window appear, instead of beginning a
conversation.
By now you have noticed that moving around is
accomplished by right-clicking, and all other actions, such is
talking and examining, are accomplished by left-clicking.
This simple rule will guide you through most situations you
encounter during the game.
Once you are inside the gates, you want to find Lord
Marsten, as well as begin investigating the city. Remember
that you always walk in the direction that the cursor is
pointing. Good luck as you continue your adventure!
Commands
Serpent Isle is an entirely mouse driven game - all action
commands can be controlled by the two mouse buttons.
However, for those who do not have a mouse, all commands
may also be performed from the keyboard.
USING THE MOUSE
The key point to using the mouse is knowing that the left
button is used to perform actions involving the hands or eyes,
and the right button is used to perform actions involving the
feet. The mouse generally appears in one of two forms: a
green, straight arrow for normal activity or a red, jagged
arrow for combat.
Action Left Button Right Button
Click Look Take One Pace
Double-Click Use/Talk/Attack Find a Path
Click-and-Drag Move Items Walk Continuously
MOVING YOUR CHARACTER (RIGHT-CLICKING)
To make yourself walk, point the arrow in the direction you
wish to travel and right-click-and-hold. The farther the
arrow is from you the longer it gets and the faster you travel.
To stop moving, release the right button.
When danger is near, your speed is limited by your
dexterity and your encumbrance.
As a shortcut, double-right-clicking on a point on the
screen makes you walk to that point, providing no obstacles
bar the way (e.g., a wall).
MANIPULATING OBJECTS (LEFT-CLICKING)
The left mouse button is used to Look, Move (other objects),
Use or Attack.
Look. To bring up a short description of an object, left-click
on it.
Move. Many objects can be moved from one location to
another. To Move something, left-click-and-hold on the
object. The cursor changes to a hand to indicate that you are
holding something. Move the cursor over the desired
destination and release the button.
Releasing the item over a character places the item
somewhere inside that character's inventory. If your
inventory (see Inventory Display) is open, dropping the item
on a container within the display places the item inside that
container. If a container is not in anyone's inventory, it must
be open (its display visible) to drop an item into it.
If an object is too heavy or too large to fit inside a
container, or if you are unable to reach the object, a message
saying so appears in red above the object.
Use. To Use an object double-left-click on it.
Each type of item functions uniquely when Used.
For example, Using an unlit lamp lights it: Using a lit lamp
extinguishes it.
Some objects can be Used on other objects (for example, a bucket
on a well or food on a hungry character).
Double-left-clicking on such in item turns the Cursor into
green cross hairs. Moving the cross hairs to the target item
and left-clicking causes the first item to be Used on the
second.
Double-left-clicking on a usable object may bring up
a display that provides more information about that object.
For example, double-left-clicking on a chest brings up a
display that reveals the contents of the chest. The contents
can then be moved and manipulated like any other object
within the world. The bodies of fallen foes are treated like
chests for these purposes.
The displays themselves can be moved in the same
way you would move an object - click, drag, release. Single-
clicking on the red check at the left side of the display closes
that display. You can close all open displays at once by
pressing [ESC].
"Using" a person has several meanings. Double-
clicking on a person while not in combat initiates a
conversation with that person. (For more information on how
conversations work, see Screen Display.) However, doing so
while in combat mode indicates that you wish to attack that
person. If you click on a member of your party while in
combat mode or while your inventory display is up, that
member's inventory display will appear.
"Using" your character, the Avatar, brings up your
inventory (see Inventory Display).
To Use the boat, double-click on a chair. To Use the
barge, double-click on the engine. To Use the ice raft,
double-click directly on the raft surface. Once all characters
are in place, move the barge or raft as if you were moving
your character. To stop Using either the barge or the ice raft,
double-click in the same place a second time. (The boat
moves and stops automatically.)
Attack. While in any attack mode, the arrow cursor turns
red. Double-left-clicking the red cursor on another person
who is not in your party or on an object initiates an attack on
that person or object. If you are in any attack mode other
than Manual mode (see Combat), you automatically enter into
battle with any nearby hostile foes.
USING THE KEYBOARD
Though using a mouse is highly recommended, the keyboard
may be used as a substitute if you have no mouse installed.
Walking
The arrow keys may be pressed to walk one step in the
desired direction. Holding the shift key down while pressing
an arrow key will allow the Avatar to take three steps instead
of one. if [Num-Lock] is on during play, every step will be a
triple one.
Manipulating Objects
Press [Spacebar] to make the hand cursor visible. Now the
arrow keys will move the cursor instead of the Avatar.
Holding down [Shift] will increase the rate at which the
cursor travels.
Treat [Ctrl] as if it were the left mouse button. For
example, a single "click" identifies an object, while a "double-
click" uses it.
If you are in any attack mode, there is no red cursor
to remind you, but "double-clicking" still initiates an attack.
Displays
SCREEN DISPLAY
In Serpent Isle the entire screen is devoted to displaying the
map. Any messages or other relevant information appear
over the game map, at various places.
During conversations, a portrait of the character are
speaking to appears in the upper left corner of the screen,
with ail of his text appearing to the right of the portrait. If
any Other characters interject, their portraits appear in the
lower left corner of the screen with their text just to the right
of their portrait. During conversations, your portrait appears
in the center of the screen, with your word options appearing
to the right of your portrait. Selecting a word or phrase from
your options initiates a response from the character you're
talking to.
Text that identifies an object appears just above that
object. Text that appears just above a character icon means
that that particular character has spoken.
INVENTORY DISPLAY
When you double-left-click on yourself, your Inventory
Display appears. This is also true of any character in your
party, as long as you have first brought up your own
Inventory Display.
Dove/Flaming Sword. At the left of the Inventory Display is
either a dove (non-combat mode) or a flaming sword (combat
mode) icon. Left-click on this icon to switch from one mode
to the other. During play, the color of the cursor arrow
indicates whether you are in non-combat mode (green) or
combat mode (red).
Containers. Double-left-Clicking on any container in your
inventory reveals the contents of that container.
Disk. On the right side of the Inventory Display is a floppy
disk icon. Left-clicking on this brings up a window that
permits you to load or save a game, turn sound and music on
and off, or exit the game.
To save a game, left-click in one of the rectangles in
this window. When a dark triangle appears on the left hand
side, type a name that will remind you where you were in the
game when you saved. Click on the save button to save the
current game position to your hard disk. If all saved game
slots are full, click on an already existing one (type a new
name or not, as you wish) and click on save to replace the old
saved game With your current position. Click on "Yes" or
"No" or press [Y] or [N], as appropriate, when asked if you
want to save over an existing game.
To load a game, click on any named saved game
slot. When the dark triangle appears, click on the load
button to restore the game position represented by the saved
game slot you selected. Click on "Yes" or "No" or press [Y]
or [N], as appropriate, when asked if you want to load an
existing saved game over your current game position.
To turn music or sound on or off, click on the
appropriate button or press [A].
To exit the game, click on the quit button. You will
be asked if you really want to quit to DOS. Click on the yes
box to exit or the no box to continue playing. (You can also
press [Y] or [N].)
Heart. To the left of the disk is a heart. Left-clicking on this
icon or pressing [Z] reveals the Statistics Display.
Crossed Swords. At the bottom of the displays near the
center, is a pair of crossed swords. Click on this or press [L]
to bring up the Combat Status Display. This display reveals
the vital combat statistics of your entire party at once, and
permits you to change each party member's attack strategy
(See Combat).
Numbers. At the bottom of the Inventory Display are two
numbers separated by a slash (e.g., "18/36"). The number on
the left is the weight the character is carrying expressed in
units called "stones." The number on the right is the
maximum number of stones the character can carry. when
buying items from shopkeepers, an item that is too heavy for
your character to carry is placed in the inventory of other
party members or at the feet of the purchaser.
In addition to weight, items also have volume.
Sometimes you are told that you cannot carry an item because
your hands (or packs) are full. By rearranging your
equipment (e.g., putting a weapon in your pack or buying
another backpack), you may be able to able to carry the new
item.
SPELL BOOK
when you acquire a spell book, you will be able to use
powerful magic. Double-left-clicking on the spell book in
your Inventory Display brings up its display.
To turn the pages of your spell book, left-click on
one of the dog-eared upper comers of the book until the spell
you wish to cast is visible on the page.
To cast a spell, you must have enough spell points
(mana) and the proper ingredients (reagents). Then double-
left-click on the icon in your spell book that represents the
spell.
To select a spell without casting it, left-click on its
icon in the spell book. This places a bookmark in the
appropriate place in the spell book and keeps the spell ready,
should you ever need it. Only one spell can be readied in this
way at a time.
Six spells (Fire Blast, Paralyze, Lightning,
Explosion, Death Bolt and Sword Strike) may be cast in
combat by double-left-clicking on a target as if you were
attacking the target normally. If the spell book is in your
hand and the book was closed while that spell was selected
(the bookmark was on that spell), using the mouse to attack
causes you to cast that specific spell (as long as you have the
spell points and reagents necessary). Also, if your character
is not in Manual Mode and you have your spell book ready (in
hand), you cast spells automatically.
During the course of' your adventure, you may
acquire magical scrolls. These one-time-use objects allow
you to cast spells even if you lack mana or reagents. To use a
spell scroll, double-left-click on the scroll to open it. Then,
double-left-click over the icon that identifies the spell on the
scroll to Cast it.
If you know how to cast the Transcribe spell, you
can copy spells from a scroll into your spell book. When you
cast Transcribe, targeting cross hairs appear. Target the
scroll holding the spell you wish to copy, left-click on it, and
it will be transferred, automatically, into your spell book. The
scroll then vanishes.
There are, of course, magical secrets you will
uncover as the game goes on, but their nature and use must be
learned through experimentation.
STATISTICS DISPLAY
The Statistics Display lists a character's current primary and
secondary attributes. It also shows whether that character is
unconscious, poisoned, charmed, hungry, protected, cursed or
paralyzed.
The color of the Statistics Display indicates how cold
the character is. If the background of the display is brown, the
weather in the vicinity is warm and the character is
comfortable. If the background is blue, the character is cold
and the potential for frostbite is great - dress accordingly.
The darker the blue of' the background, the colder the
individual is. Give him or her warm clothing as soon as
possible.
PRIMARY ATTRIBUTES
Strength, dexterity and intelligence are a character's
primary attributes, With values ranging from 1 to 30. The
higher art attribute is, the better.
Strength determines several things, including how much you
can carry, how much (if any) damage you do with a hand-to-
hand weapon, and how many hits you can take before dying.
Dexterity affects such things as how fast you are and how
well you pick locks. Dexterity determines your combat skill.
Intelligence determines several things, including your magic
skill and how well you cast certain spells.
The remaining numbers describe secondary
attributes.
SECONDARY ATTRIBUTES
Combat skill determines how likely you are to hit an
opponent in combat with normal weapons.
Magic skill, derived directly from your intelligence,
determines the maximum number of mana points you can
have.
Hits are derived directly from your strength. They are
reduced by damage, poison and hunger. When your hits score
reaches 0, you are unconscious.
Mana records the current number of magic points you have.
The less active you are, the greater the rate at which mana
points return.
Experience points (EXP) are a measure of your
accomplishments. As the game goes on, each member of your
party gains experience points. After earning a predetermined
number of points, a character's level increases.
Training Points are accrued with experience points. To
increase strength, dexterity or combat, you must find a trainer
who teaches expertise in that specific attribute, on the
training fields at Monitor. (Your intelligence and magic are
already at their maximum possible values.) If you pay the
trainer's fee and "trade in" training points (representing your
study and practice with the trainer), the attribute you are
concentrating on increases.
Level indicates your overall prowess. As you gain experience
(see below), your level increases. As your level increases, you
have the opportunity to raise one or more primary attributes.
COMBAT STATUS DISPLAY
This display shows the vital combat statistics of all party
members at once. Below each portrait are listed that
character's combat skill, number of hits remaining, attack
strategy and protected mode toggle (see Protected "Mode"
and Protect Mode). If applicable to the character, magic
skill and mana will also appear.
If the Avatar's attack mode is anything but Manual
Mode, the character selects targets intelligently and fights
those opponents without any further input from you
(according to the rules of the attack mode you chose). You
can override your character's decision at any time (by double-
left-clicking on a specific target to attack it, right-click-and-
holding to lead the Avatar in a certain direction, etc.).
When not in Manual Mode, the Avatar will not
select targets that are fleeing or disabled (sleeping, paralyzed
or unconscious), and will break off an attack once any of
these conditions are met. To make the Avatar pursue an
enemy to the death, double-left-click on the opponent after it
has already fled or been disabled.
FLEE MODE
If a party member (but not the Avatar) is seriously injured, he
may flee. However, party members will never flee if they are
in Berserk Mode. Fleeing characters may drop some of their
possessions to enable them to run faster. Party members who
have been set to Flee Mode will make an orderly retreat and
will not drop any of their possessions.
It is possible to change the attack strategy and
protected mode status from this display. It is also possible to
call up a character's inventory window by clicking on the
portrait at the top of that character's Combat Status Display.
In the center row of the Combat Status Display is an
icon representing the attack mode for that character when in
combat. The following attack modes are available:
Manual You may direct each combat action.
Attack weakest The character will attack the weakest opponent.
Attack strongest The character will attack the strongest opponent.
Defend The character will be less effective at hitting
and more effective at dodging blows.
Attack nearest The character will attack the nearest opponent.
Berserk The character will never flee, regardless of wounds.
Flee The character will retreat from any opponents in
an orderly fashion.
Random The character will attack a random foe.
Protect The character will attempt to protect the party
member in Protected Mode.
Flank The character will attempt to Flank the enemy
(to either side).
PROTECTED STATUS AND PROTECT MODE
You may designate a party member to be protected by
clicking on the "halo" just below that character's attack mode
icon. When the halo turns gold, this party member is
protected. Only one person in the party may be protected at
any one time.
Note that if you have not designated any party member to be
protected (in other words, you haven't "turned anyone's halo
on"), an injured party member may go into Protected Mode
automatically and call out to other party members for
protection. Any party members that are in Protect Mode will
follow this injured character around and attempt to keep him
or her safe. Effectively, any protecting characters' main
concern is for the welfare of the protected individual, and
they will fight anyone who attacks the protected character
until there is no longer a threat
Keyboard Commands
A Turns all audio effects on and off.
B Brings up spell book display, if Avatar
has spell book in inventory.
C Turns combat mode on and off.
H Changes the "handedness" of the mouse
by swapping the functions of the left and
right moues buttons. The left button is
now used to move around, and the right
button to manipulate objects. This "H"
toggle affects only the mouse, not
keyboard commands.
I Opens up the Inventory Display of each
party member, beginning with the Avatar.
J Brings up Serpent Jawbone display if
Jawbone is in Avatar's inventory.
L Brings up the Combat Status Display,
revealing the vital statistics of the entire
party and permitting you to change each
party member's attack strategy (see Combat).
M Brings up map of Serpent Isle if in inventory.
S Opens up the Save/Load Window.
T Brings up a targeting cursor and pauses
the game so you can talk to a fast-moving
character, use any object or attack.
V Displays a scroll showing the version
number of your copy of Serpent Isle.
Z Opens up the Statistics Display for each
party member, beginning with the Avatar.
Alt-X Exits Ultima VII and returns to DOS.
Alt-8 Toggles the frame limiter on and off. The
game runs slower with the frame limiter on.
Esc Closes Save/Load windows, if it is open.
If Save/Load is not open, closes all open
displays and windows.