User manual GAMES PC WORLDS OF ULTIMA-THE SAVAGE EMPIRE QUICK REFERENCE CARD

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Manual abstract: user guide GAMES PC WORLDS OF ULTIMA-THE SAVAGE EMPIREQUICK REFERENCE CARD

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[. . . ] New and updated core classes, including the inscriber, runemaster, witch doctor, New and updated prestige classes, including the Argent Dawn crusader, enchanter, geomancer, and steam warrior. Create alchemical brews, enhance your weapons and armor with special enchantments, and harness runic powers. New feats focused on magic and technology in the Warcraft world. New spells, abilities, magic items and technological devices that enhance, mangle, and squawk. [. . . ] Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing weapon. (If you roll this property randomly for an inappropriate weapon, reroll. ) Strong necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, circle of death, greater magic weapom; Price +5 bonus. Azuresong Mageblade Description: These thin blades are designed for arcane casters, who can wield them with proficiency regardless of whether or not they have the appropriate feat. Any arcane spellcaster can identify this weapon and its powers by simply holding it and making a DC 15 Spellcraft check. The sword's pommel is wrapped in an azure leather strap encrusted with musical notes that, if played on a wind instrument, produce a hauntingly beautiful melody. Powers: The azuresong mageblade is a +1 warblade of spell power. The weapon also functions as a permanent spellstone, of the sort create spellstone* creates, and all spellcasters are considered proficient with the weapon. Moderate conjuration; CL 8th; Craft Magic Arms and Armor, Empower Spell, create spellstone*; Price 120, 320 gp; Cost 60, 320 gp + 4, 800 XP . Wounding Description: Etchings of hungry mouths and goblets adorn this cruel-looking weapon. Powers: A wounding weapon deals 1 point of Stamina damage from blood loss when it hits a creature. Although the user can employ any ammunition he wishes, he can also will the bow to create its own searing arrows in unlimited quantities. These arrows appear as the wielder makes the normal motion of reaching into a quiver. A searing arrow deals an additional +1d6 points of fire damage on a hit. Strong enchantment; CL 13th; Craft Magic Arms and Armor, fire shield, firebolt*, resist energy; Price 72, 800 gp; Cost 36, 800 gp + 2, 880 XP . Brain Hacker Description: The end of this massive axe is jagged and irregular, with a single jutting spike that resembles the metal end of an icepick. The back end of the axe blade is covered in convoluted lumps of metal arranged so as to resemble a human cerebrum. Powers: The brain hacker is specially designed to slay arcane spellcasters. Against creatures capable of casting arcane spells, its bonus improves to +4 and it deals an extra +2d6 points of damage. If the brain hacker strikes a successful critical hit, it deals 1d6 points of Intellect damage in addition to its normal (critical) damage. Strong enchantment; CL 13th; Craft Magic Arms and Armor, feeblemind, mana burn; Price 117, 320 gp; Cost 58, 820 gp + 4, 680 XP . Blight Description: This long-handled halberd has a narrow, razor-sharp blade and wickedly barbed tip that bears a faintly glowing, sickly green aura. The shaft is wrapped in dried skin peeled from the corpses of zombies. The faint odor of rotting eggs surrounds the wielder in combat. [. . . ] It could release a bolt of lightning or a peal of thunder. It allowed Zecker to walk through air as though clouds were stone. The iron globe set next to the blade at the tip of the staff could glow as brightly as a star, shedding warmth and light, or it could absorb heat until the surrounding area was sheathed in ice. After Zecker's disappearance, his staff -- now revealed as technological trickery -- was purchased by a wealthy elven tinker. [. . . ]

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