User manual GAMES PC ULTIMA IV

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Manual abstract: user guide GAMES PC ULTIMA IV

Detailed instructions for use are in the User's Guide.

[. . . ] I find the exclusion of this document from the Ultima 1-6 CD to be an oversight. The game can't be played or enjoyed to its fullest extent without the information provided here. I tried to keep the documentation as close to the original as possible. However, I did take the liberty to correct a few minor grammatical and spelling errors. [. . . ] From a simple carved mace, reinforced with good iron, to the most exquisitely crafted greatswords of tempered steel, the weapons found in the shoppes of the Realm are truly works of art. `Tis rumored that some of the arms one may find in the distant reaches of our land surpass belief. Weapons ­ The workers of metal in Sosaria know no peer. 6 Transportation ­ Whilst one may travel throughout much of the Realm afoot, there are alternate means of transport that make short journeys pass more quickly, and longer journeys feasible where once such voyages seemed unattainable. Common modes of travel include the use of horses and of sea-going vessels. Uncommon modes of travel are also rumoured to exist. Magic ­ A once-forgotten discipline, the study of magic has enjoyed a renaissance since the coming of the evil Mondain. Many hold the belief that sorcery is indeed needed to combat sorcery. The practitioner of the arcane arts can purchase the needed tools of the trade in various magic shoppes scattered throughout the Realm. The food shoppes of Sosaria provide the local populace with fresh produce and meats, while the adventurer can find provisions therein that will last for weeks in the wilderness with no special care. Food ­ None can live without sustenance. Pubs ­ The people of our land are not without a certain fondness for strong spirits and lively companionship. Most settlements are graced with public houses where a tankard of strong ale from the region of Trinsic or a flagon of the best Jhelom mead may be had for but a few coins. Many of the people found in these taverns are quite friendly, and the ones serving the drinks are often fountains of wisdom and gossip. 7 Dungeons O ur land is an ancient one, where strange and wondrous beings once walked the earth and civilizations rose and fell. There are numerous underground labyrinths to be found throughout Sosaria, the handiwork of unspeakable creatures and unknown forces. These mazes have become the dwellings of many of the horrors unleashed by Mondain upon our poor land. Be wary of fuel levels and shield condition. A ship without fuel drifts forever and a depleted shield spells certain death. " the Realm, but certain terms and phrases have no meaning even to the most erudite sage. Nonetheless, such is our desire to be rid of the scourge of Mondain that we make this information available to all. "One may encounter and engage in combat with hostile beings in the heavens. Our most learned scholars have translated the document into the common tongue of The Magical Arts A s mentioned elsewhere in this manuscript, the practice of magic had once died out in Sosaria. Should be used only when the spellcaster is in serious need of divine aid. Unlock ­ This spell permits the opening of chests at no risk to the spellcaster by magically disarming any traps. 11 The Bestiary he Realm of Sosaria is populated by a variety of creatures, both natural and unnatural. The latter group hath been on the increase since the coming of the Evil One. Through the efforts of a posterity-minded few, a collection of names and descriptions of the more common beasts hath been compiled and may be perused herein. T Archer, Hidden ­ So lacking in courage are the minions of the vile Mondain that his Archers only ply their trade from hiding places high in the treetops of the forests of Sosaria. Their aim, nonetheless, is accurate and many a traveler has died without ever knowing whence came the deadly rain of barbed shafts. Balron ­ Huge, leather-skinned daemon lords, the Balron are perhaps the most fearsome of the evil minions of Mondain. Armed with vicious barbed whips and the ability to cast devastating fireballs at their victims, these winged scions of Hell have proved to be the nemesis of the flower of Sosarian knighthood. Bat, Giant ­ Although the Sosarian Giant Bat is but a dumb brute, this large cousin of the more common vampire bat found in other lands is indeed a menace to those unfortunate enough to disturb its subterranean slumber. The Giant Bat lives on a diet of animal blood and is not averse to feasting on adventurers. Bear ­ The Hill Bear towers over the tallest human and is armed with saber-like claws capable of rendering even the stoutest plate armour in a single blow. The species was first sighted on the slopes of Mt. Drash, but hath since spread throughout the land. [. . . ] They fight tirelessly in an effort to carry out the bidding of their dark masters. Spider, Giant ­ Few moments hold more terror for the intrepid explorer than when a Giant Spider, venom dripping from its fangs, is encountered in the corridor of a subterranean labyrinth. These creatures are dazzling in their agility and tireless in their search for prey. Fight well, or face a paralyzing sting and the fate of becoming a living hatchery for their young. Squid, Giant ­ Sosarian mariners swap legends of the Kraken, or Giant Squid, in every pub in every port of the Realm. These monstrous creatures have been known to rise from the ocean depths, seize a vessel in their long tentacles, and drag the hapless vessel and its crew to a watery grave in the space of but a half-dozen heartbeats. 16 Tangler ­ Looking for all the world as naught but a vine-covered tree stump, the Tangler lurks in subterranean corridors, waiting to ensnare explorers of the underground. [. . . ]

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