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Welcome to Project 64!

The goal of Project 64 is to preserve Commodore 64 related documents
in electronic text format that might otherwise cease to exist with the
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The Project 64 etext of the Ultima V manual. Created by extracting
the appropriate section from the MANUAL.TXT file obtained from the
Origin Ultima I-VI Series CD-ROM (Encore) and by combining it with
http://www.origin.ea.com/english/ultima/ultima5/u5encore.html, the HTML
online version at the Origin web site to include the section on magic.
Formatted by the Basic Bombardier. Most of the information in this
etext is assumed to be close enough to C64 version until a comparison
and revision is made.

ULT520A.TXT, January 1997, etext #162. This replaces ULT510A.TXT.

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Ultima V -- Warriors of Destiny

User Information



CREATING CHARACTERS

1. After starting ULTIMA V, you will see a scene of Britannia. Press
any key to bring up the ULTIMA V main menu.

2. The first time you play, you will need to press C to select Create
New Character.

3. Enter the name of your new character.

4. Select the sex of your new character.

5. Answer the questions asked by the gypsy. There are no "right" or
"wrong" answers just Iet your inner feelings be your guide.

6. After answering all of the gypsy's questions, you will be taken
back to the Ultima V main menu.

7. Once you have finished creating your character, press J to select
Journey Onward.



MOVEMENT

Except in dungeons or during combat, your party is represented by a
single figure. During combat, each party member is shown and allowed
to act independently. The Keypad on the right side of your computer
keyboard provides movement and direcction. The North (key 8), South
(key 2), East (key 6), and West (key 4) keys will move your party or
party member in the designated direction. is also used to indicate
direction when aiming weapons and casting spells. When in dungeons,
pressing the Enter or Period keys will turn you around. The diagonal
keys are used exclusively for aiming weapons or casting spells in
combat. Movement is not allowed using the diagonal keys.

 [ North     @ -- "at" sign ]
 [ South     : -- colon ]
 [ East      ; -- semicolon ]
 [ West      / -- slash ]



MENUS

In a game menu, use the directional keys to move the cursor bar and
highlight your choice. When you are satisfied with your selection,
press the Spacebar or the Enter key. To leave a menu without making a
choice, press the Escape key. If you are selecting a member of the
party from the party roster, you may alternatively indicate your
choice by typing in the number of the player's position in the roster.

An arrow symbol just below a menu indicates that the list extends to
include more items in one or both directions.



COMMANDS

Following is a list of commands that can be executed by pressing the
designated key

Key Command Function

A : Attack -- Attempt to engage a person or creature in combat. Must
be followed by a direction. In combat, you can aim weapons in any
direction at any target within the weapon's range by using the number
keypad and moving the crosshair on top of the target. Press the A key
again or the Spacebar to fire.

B : Board -- Board a frigate, skiff, or other conveyance or mount a
horse. If you board a ship from a skiff, the skiff will be stowed and
kept ready for later use.

C : Cast -- Cast a spell. Must be followed by the first letters of the
spell's syllables. Only works when the proper reagents have already
been mixed and the spellcaster has enough Magic Points remaining. Some
spells require additional information (direction or target).

E : Enter -- Enter towns, castles, and other structures. Party members
must be standing directly on structure to enter.

F : Fire -- Fire cannons. Must be followed by a direction. Ship
cannons may fire only when the ship's broadsides are facing the target.

G : Get -- Take possession of gold, food, and other items. Must be
followed by a direction.

H : Hole up -- In dungeons and wilderness, hole up and camp once a day
to rest, heal wounds, and recover magical strength. In cities, hole up
in an unoccupied bed to pass time quickly. On the sea, hole up to make
minor repairs to your ship.

I : Ignite a Torch -- Light a torch, if you have one, to see at night
or in dungeons.

J : Jimmy lock -- Unlock most doors and safely open chests with a
skeleton key. Keys are reusable but often break if the person jimmying
is not nimble enough.

K : Klimb -- Climb up or down ladders in buildings and dungeons, down
steel grates, or over small rockpiles, fences, and other objects.

L : Look -- Identify any object or terrain feature or read signs one
step away. Must be followed by a direction. May allow further
interaction with some objects, such as wells and fountains.

M : Mix -- Prepare spell reagents for later use. Enter the first
letters of the spell's syllables, then select the appropriate reagents
from the menu. Press M again to mix.

N : New Order -- Exchanges the position of any two party members,
except the leader. Select the two members to be exchanged from the
roster menu with the cursor bar or by pressing the Number key
representing the players' positions within the party.

O : Open -- Opens an unlocked door or chest. Opening a locked chest
will set off a trap if the chest has one.

P : Push -- Allows small objects, like tables and chairs, to be moved.
May be used to block doors.

Q : Quit and Save -- Save the current game status. If you do not use
this command to end a playing session, any progress made since the
last save will be lost.

R : Ready -- Equip a party member with personal items from the party's
stores. Use the direction keys and Spacebar or Enter key to select or
deselect an item in the menu bar. Press Escape when finished. (See
Note below Z-Stats command).

S : Search -- Search the location or object in the direction indicated.
Searching may detect traps on chests, concealed doors, dungeon floor
traps, or reveal hidden items. Use the south direction key (2), to
search the immediate area in dungeon halls.

T : Talk -- Allows you to converse with merchants or townfolk in the
direction indicated. Conversation is possible over counters, tables,
fences, and through windows and doors with windows.

U : Use -- Use a potion, scroll, or other special item found during
the game. (See Note below Z-Stats command. )

V : View -- Reveals a bird's-eye view of the surrounding countryside,
city, or dungeon floor currently occupied. View requires a special
item.

X : X-it -- Exit or dismount current form of transportation, leaving
it behind while continuing on foot. Horses not left by a hitching post
may wander off. Exiting from a ship is possible only if there is a
skiff available or if the ship is next to Iand.

Y : Yell -- On a ship, Yell will hoist or furl sails. In other
situations, Yell will allow you to enter up to two lines of text to be
spoken loudly.

Z : Z-Stats -- Displays the status and attributes of your party
members, including several screens of information such as supplies,
weapons, and spells. Use the East and West directional keys to change
pages. Use the North and South directional keys to scroll. up and down
long lists. Pressing the Escape key or the Spacebar will exit the Z-
Stat screens.

Note: Extra keys available for Z-Stats, Ready and Use commands:

  Home       Move to beginning of list.
  End        Move to end of list.
  Page-Up    Scroll a page up.
  Page-Down  Scroll a page down.

1-6, 0 : Designate/ Active Player -- Several commands request one
party member be selected perform the action requested. When this is
required, an illuminated cursor bar will appear over the names of your
party members. Use the directional keys to highlight the name of the
character you wish to designate and press Enter, or abort the command
by pressing Escape. Instead of selecting a party member to perform a
command each time you invoke it, you may set any living party member
as the "active player." The "active player" will be the default player
for commands that require a single party member for execution (i.e.,
Jimmy, Get, Search, etc.). This player will remain your active player
until you select another party member or disable this feature by
pressing 0. This player will not serve as the default during combat.
You may assign a party member to be the active player during combat if
you so choose. To assign a player as the active player, press the
number key from 1 to 6 representing that player's position in the
party roster.

Spacebar : Pass -- Pass a turn, allowing time in the game to proceed.
Also aborts any command requiring a directional key.

Escape : Escape -- Aborts or exits commands that use scrolling menus.
Escape speeds exit from combat scenes after all foes have been
overcome, and allows you to abandon any charmed creatures in combat
and dungeon rooms.

Ctrl-S : Toggle Sound -- Turns sound effects on or off.

Ctrl-B : Toggle Buffer -- Turns keyboard buffer on or off.

Ctrl-E : Exit Game -- Exit the game and return to the CD Games menu.
Be sure to save your game first if you want to save your current
position.



MAGIC, CASTING SPELLS

The Languages of Magic 

Some aspects of magical lore have become fairly well known. One
such is the language of magic. This is a set of twenty-four syllables
compiled by a great language scholar after traveling throughout
Britannia for more than seven years. These are all the components
of any magic spell yet unknown; but they are little help -- and
extremely dangerous -- without knowledge of how to combine them
into the phrases that make meaningful incantations.

Following is a list of these powerful syllables, approximations
of their meanings, and a guide to their pronunciation.


Syllable, Idea, Sound 

 An, negate, ah n
 Bet, small, b eh t
 Corp, death, k oar p
 Des, down, d eh ss
 Ex, freedom, x
 Flam, flame, fl ah m
 Grav, energy, gr ah v
 Hur, wind, h oo r
 In, create, ih n
 Kal, invoke, k ah l
 Lor, light, l oar
 Mani, life, m ah n ee
 Nox, poison, n ah ks
 Por, movement, p oar
 Quas, illusion, kw ah ss
 Rel, change, r eh l
 Sanct, protection, s aa ng kt
 Tym, time, t ih m
 Uus, up, oo ss
 Vas, great, v ah ss
 Wis, knowledge, w e ss
 Xen, creature, z eh ss
 Ylem, matter, aye l eh m
 Zu, sleep, z oo


The Mixtures of Magic 

Reagents are herbs needed for the preparation of magical mixtures.
Most are sold in apothecaries; a few are hard to find and require
special effort to obtain. Following is a chart of the magical
reagents and the general areas of proficiency they affect (in
parentheses).

Black Pearl (Projection)-- A rare version of the standard
white pearl, a black pearl is a forceful reagent in the creation
of kinesthetic magic, that is, projecting objects.

Blood Moss (Movement)-- Fungal growth usually found in
deep forests and warm, damp areas; especially favored as a reagent
for its ability to enhance mobility.

Garlic (Warding)-- Ubiquitous and strong-scented reagent,
used effectively in warding off evil spirits.

Ginseng (Healing)-- Ancient reagent used extensively in
healing.

Mandrake Root (Power)-- Very rare and usually expensive
magical herb growing only in swampy areas, mandrake root is said
to bring great power to magic that uses it.

Nightshade (poison, Illusion)-- Rare, poisonous plant that
appears only when the moons are in a certain conjunction. Those
who learn its whereabouts and manage to be there in the dead of
night when the moons are full can pick nightshade without danger
and benefit from its powerful ability as a reagent to create illusions.

Spider Silk (Binding)-- The magical product of the garden
spider and its relatives has no peer in its ability to bind. As
a reagent mixed for magic, spider silk magnifies its binding power
many times over.

Sulphurous Ash (Energy)-- Common material left by volcanic
action, ash is an excellent source of energy in magical mixtures.


The Spells 

Spells diverge greatly in term of difficulty, and, correspondingly,
in terms of danger to the caster. After years of observation,
and experimentation, scholars in magic have classified spells
into eight circles of difficulty. Thus, mages who can command
only the simplest spells are considered to be in the first circle.

Full mages' magical ability is directly related to their intelligence.
Bards appear to have half the magical ability of full mages and
fighters rarely have any. Casting spells drains magical powers,
limiting how many spells mages can cast before resting. A spell
will drain magical powers in amounts proportional to the spell's
circle of difficulty.

On the facing page, a chart classifies the spells by circle, with
a brief indication of each spell's use, a note on when it can
be used, and an ingredient list. Do not take the ingredient lists
to be recipes, as wrong quantities or careless mixing could have
terrible results.

Note that not all spells can be used in all situations. Quite
a few spells need far too much time or concentration to be cast
during combat, others feed on the energies present in the battle
arena.

Full descriptions of each spell's nature, use and effects follow.
In the following chart, dng./com. signifies that the spell works
in both dungeons and combat.


Chart of Spells

KEY: Spell | Effect | Time | Reagents


1st Circle 

 An Nox   | cure poison     | anytime   | ginseng, garlic
 An Zu    | awaken          | combat    | ginseng, garlic
 Grav Por | magical missile | combat    | ash, pearl
 In Lor   | light           | noncombat | ash
 Mani     | heal            | anytime   | ginseng, silk


2nd Circle 

 An Sanct    | unlock       | anytime   | ash, moss
 An Xen Corp | repel undead | combat    | garlic, ash
 In Wis      | locate       | noncombat | nightshade, silk, pearl
 Kal Xen     | call animal  | combat    | silk, mandrake
 Rel Hur     | wind change  | noncombat | ash, moss


3rd Circle 

 In Flam Grav | wall of fire   | dng./com  | pearl, ash, silk
 In Nox Grav  | wall of poison | dng./com  | nightshade, silk, pearl
 In Por       | blink          | anytime   | silk, moss
 In Zu Grav   | wall of sleep  | dng./com  | ginseng, silk, pearl
 Vas Flam     | ball of flames | combat    | ash, pearl
 Vas Lor      | great light    | noncombat | ash, mandrake


4th Circle 

 An Grav       | dispell field    | anytime   | pearl, ash
 Des Por       | downward move    | dungeon   | moss, silk
 In Sanct      | protection       | anytime   | ash, ginseng, garlic
 In Sanct Grav | protection field | dng./com. | mandrake, silk, pearl
 Uus Por       | upward move      | dungeon   | moss, silk
 Wis Quas      | reveal           | combat    | silk, nightshade


5th Circle 

 An Ex Por  | magic lock   | anytime   | ash, moss, garlic
 In Bet Xen | insect swarm | combat    | moss, silk, ash
 In Ex Por  | magic unlock | anytime   | ash, moss
 In Zu      | sleep        | combat    | ginseng, nightshade, silk
 Rel Tym    | quickness    | combat    | ash, mandrake, moss
 Vas Mani   | great heal   | noncombat | ginseng, silk, mandrake


6th Circle 

 An Xen Ex       | charm        | combat    | pearl, nightshade, silk
 In An           | negate magic | anytime   | garlic, mandrake, ash
 In Vas Por Ylem | tremor       | combat    | moss, ash, mandrake
 Quas An Wis     | confuse      | combat    | mandrake, nightshade
 Wis An Ylem     | xray         | noncombat | mandrake, ash


7th Circle 

 In Nox Hur   | poison wind  | combat    | nightshade, ash, moss
 In Quas Corp | fear         | combat    | nightshade, mandrake, garlic
 In Quas Corp | peer         | noncombat | nightshade, mandrake
 In Quas Xen  | clone        | combat    | ash, silk, moss, ginseng,
                                           nightshade, mandrake
 Sanct Lor    | invisibility | combat    | mandrake, nightshade, moss
 Xen Corp     | kill         | combat    | pearl, nightshade


8th Circle 

 An Tym           | time stop      | anytime   | mandrake, garlic, moss
 In Flam Hur      | flame wind     | combat    | ash, moss, mandrake
 In Mani Corp     | resurrect      | noncombat | garlic, ginseng, silk, 
                                                 ash, moss, mandrake
 In Vas Grav Corp | cone of energy | combat    | mandrake, nightshade,
                                                 ash
 Kal Xen Corp     | summon         | combat    | mandrake, garlic, moss,
                                                 silk
 Vas Rel Por      | gate travel    | noncombat | ash, pearl, mandrake



HINTS

Conversation is integral to ULTIMA V. Only by piecing together clues
from the different inhabitants can you complete your quests. You may
ask inhabitants about a number of topics. Often you will need to know
what to ask a specific person to glean interesting information. All
inhabitants will talk about their jobs and give you their names, and
asking about these will often help you learn who else to interview and
what questions to ask them.

As an example of conversation, you might Talk to Dupre. First you type
job. He responds, "I am hunting Gremlins!" Type hunting and he may
respond with an interesting insight. Or Iolo might have suggested that
you ask Shamino about his sword. If you have already spoken to Shamino,
you would not have known to ask him that, and must seek him out again.
You may be asked questions by some of those you meet. Consider
carefully before responding; your life may depend on it. How you
converse with others will determine how willing they will be to share
any new information they have when you next meet them. Do converse
with people more than once. Some people you meet may be willing to
become your traveling companion. If you wish them to do so, invite
them to join your party.

Press Enter or type bye after an inhabitant's response to conclude a
conversation.

Keep a journal of your travels. Keep a list of the clues you pick up;
there will be too many for you to carry in your head.

Thoroughly explore the realm. Exploring each town, castle, keep, and
other populated spots will prove to be time well spent.



SCREEN VIEWS

The party is shown standing on the shore south of the town of Britain.
To the east is the castle of Lord British and two of its outlying
villages. A frigate is docked at the harbor to the southwest. A
marauding band of Ettins, evil two-headed giants, approaches from the
north. In the upper-right window the Z-stats command shows the status
of the companion British. Normally the party members would be listed
in this window. British is a Male Avatar who has attained the second
level of experience.He is in Good Health, with 19 Strength, 19
Intelligence, and 23 Dexterity Points. While he currently has 49 Hit
Points, he can have a Maximum of 60 Hit Points. He has earned 156
Experience Points in battle and has 19 Magic Points.

Pressing the key at this point would display the list of armor and
weapons he currently carries.

At the top of the left window, the sun is about to set, and the newly
risen moon, Trammel, is in its Gibbous Waxing phase.

The Ettins are attacking ! In this close-up view of the battle field,
the Ettins are closing in on British from the east and west. Shamino
lies slain, crushed by aboulder. In the upper-right window the names
and current conditions of all three companions are shown: British has
45 Hit Points and is Poisoned, while Shamino is Dead with 0 Hit Points,
and Iolo is in Good condition with 87 Hit Points. The party has 116
meals' worth of Food, and 150 Gold Crowns. It is the eighth day of the
fourth month of the year 137, and the position of the sun would mark
the time as midmorning.

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End of the Project 64 etext of the Ultima V manual.

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