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               !            Ultima IV             !               
               !       Quest of the Avatar        !               
               !  Docs by Happy Cynthax Nautilus  !               
               ------------------------------------               
                                                                  
                                                                  
                                                                  
  The Dark Ages of Britannia is the name given to that long span  
 of time when the infamous  Triad of Evil  stalked the lands and  
 challenged all for the supremacy of the soul...yet evil abounds  
 but in isolated pockets and in the hearts of men.  A new age a-  
 waits the coming of one who can  conquer  evil on all frontiers  
 through  the mastery of magic and force.  Daemons, dragons, and  
 long-dead wizards still plague the countryside and must be des-  
 troyed.  The seeker on the path of the Avatar will face hostile  
 groups composed of mixed enemy types and will only survive such  
 encounters only by strategic use of weapons and terrain. Earth-  
 ly victories over  seemingly impossible odds  lead to the final  
 conflict, where the ultimate challenge - the self - awaits.....  
                             --==][==--                           
  Characters:                                                     
       Mage.  The Magi of Britannia gather in Moonglow, near the  
    Lycaeum,   where they can study the ancient mystical scrolls  
    of the Library.  They are restricted to wear only cloth arm-  
    our and can only use staves, daggers, and slings. Mages have  
    spell points equal to twice their intelligence.               
       Bard.  The  Bards of  Britain entertain the people with    
    their wonderful stories and songs of heroic deeds. Bards not  
    only chronicle deeds of valor, but perform them as well. The  
    preferred weapon is a sling,  although they may use a cross-  
    bow at times. Leather armour is the only kind they may wear,  
    and they have magic points equal to their intelligence.       
       Fighter. From the town of Jhelom hail the mighty fighters  
    passing their lives in training. They may use all armour and  
    weapons but have no magic ability.                            
       Druids.  The Druids are fierce fighters,  especailly when  
    defending their beloved groves.  They  hold all trees to  be  
    sacred and their town of Yew lies deep in the woods.  Druids  
    are also impressive practioners of the mystic arts and their  
    knowledge of herbs is without peer.  They may fight with all  
    all bows, but prefer the mace. Since they may not wear metal  
    leather is their armour.  Their magic points is equal to one  
    and a half of their intelligence.                             
       Tinker. The Tinkers of Minoc are both highly skilled art-  
    isans and superb fighters. They may use any weapon and  non-  
    magical armour, and can repair broken weapons. Half of their  
    intelligence is their magic points.                           
       Paladin.  These great fighters live in the town of Trins-  
    ic in the southern part of Britannia. They are like fighters  
    but are able to use magic, their spells points their intell-  
    igence, because of their deep beliefs in good.                
       Ranger.  Off the  western shore of the  mainland lies the  
    Ranger retreat of Skara Brae.  They are well-versed in woods  
    lore and fight well with most weapons, but shun all but lea-  
    ther armour. Their spell points are the same as the Paladin.  
       Shepherd.  It is  uncertain whether Shepherds are skilled  
    at anything, having no magic or fighting ability.  They  are  
    highly valued for their knowledge of the land and humility.   
                            -- --                         
  Weapons and armour:                                             
      Staff      Dagger     Sling     Mace     Sword     Halberd  
      Axe        Bow        Crossbow    Flaming oil               
      Cloth      Leather    Chain     Plate                       
  Terrain:                                                        
      Grass - smoothest and easiest, no impediment.               
      Brush - move at three quarter speed.                        
      Forest - Speed cut in half, lack of visibility.             
      Hills - Slows down considerably, at snail's pace.           
      Marsh - slowed to half pace but give off poisonous gases.   
      Mountains - impassable and blocks line of sight.            
      Sea - Three different types of water: Large waves are deep  
            areas,  small waves are shallow,  and tight  ripples  
            are where shoals are - too shallow for ships.         
  Spells:                                                         
      All spells require material components,  most of which one  
      can buy in an herb shop,  but others must be founds. Spell  
      components are sulphurous ash, ginseng, garlic, blood moss  
      spider silk, black pearl,  nightshade,  and mandrake root.  
      All will be now abbreviated by  their  first or  first two  
      letters, and the ratio will be given as x:y  respectively.  
          A)waken - cancels sleep spell. Ga, Gi - 1:1             
          B)link - teleport short distance. Sp, Bp - 1:1          
          C)ure - negate poison. Ga, Gi - 1:1                     
          D)ispel - negate magic.  Su, Ga, Bp - 1:1:1             
          E)nergy field - wall of Sleep, poison, lightning,  and  
                          fire.  Su, Sp, Bp - 1:1:1               
          F)ireball - ball of fire.  Bp, Su - 1:1:1               
          G)ate travel - teleport to moongate. UNKNOWN             
          H)eal - heal hit points.  Gi, Sp - 1:1                  
          I)ceball - ball of ice.  M, Bp - 1:1                    
          J)inx - make enemy fight each other.  Bp, N, M - 1:1:1  
          K)ill - kill one target.  N, Bp - 1:1                   
          L)ight - temporary light.  Su - 1                       
          M)agic missile - weak fireball.  Su, Bp - 2:1           
          N)egate - shutup enemy mages.  Ga, M, Su - 1:1:1        
          O)pen - open chest safely.  Su, Bm - 1:1                
          P)rotection - shields party.  Su, Gi, Ga - 1:1:1        
          Q)uickness - haste party.  Su, Gi, Bm - 1:1:2           
          R)esurrect- restore dead member.  UNKNOWN               
          S)leep - make enemy sleep.  Sp, Gi - 2:1                
          T)remor - earthquake.  Su, Bm, M - 1:1:1                
          U)ndead - turn undead.  UNKNOWN                         
          V)iew - see map.  N, M - 1:1                            
          W)ind change - change wind direction.  Su, Bm - 1:1     
          X)it - leave dungeon.  Bm, Sp, Su - 1:1:1               
          Y) Up - go up one dungeon level.  Sp, Bm - 1:1          
          Z) Down - go down one dungeon level.  Sp, Bm - 1:1      
  Command summary:                                                
      A) Attack - direction                                       
      B) Board - board a vessel or mount a horse                  
      C) Cast - cast spell. Mix the reagents beforehand.          
      D) Descend - climb down ladder                              
      E) Enter - go in town, village, etc.                        
      F) Fire - fire ship's cannon, broadsides only               
      G) Get chest - attempt to open (disarm trap) chest          
      H) Camp - rest and recover. Works in limited frequency      
      I) Ignite - light torch                                     
      J) Jimmy lock - unlock sealed door                          
      K) Klimb - go up ladder                                     
      L) Locate position - requires special item                  
      M) Mix reagents - prepare material components for spells    
      N) New order - reorder party except player #1 (leader)      
      O) Open - open door at direction indicated                  
      P) Peer at gem - requires special item                      
      Q) Quit & Save - save current game to disk                  
      R) Ready a weapon - equip player with weapon                
      S) Search - Search for unusual items                        
      T) Talk - converse with people.  Ask people about  unknown  
                things, join party, give money, job, etc.         
      U) Use - use item found by S)earch command                  
      V) Volume - turn sound on/off                               
      W) Wear armour - outfit player in choice of armour          
      X) Xit - exit current form of transport                     
      Y) Yell - Yell giddyup or whoa for horses               
      Z) Ztats - display status of players                        
                            -=: : :=-                           
   Well, that should be enough.  Anything else said would  spoil  
   the game.  In Ultima IV,  try to get as many  people  to join  
   your party (you can have seven others) so that chances of dy-  
   ing are slim.  If you have any more questions,  leave me mail  
   at Free Haven - (415) 946-9813.                                
                                                     Until then,  
                                                                   
               ---==: Happy Cynthax Nautilus :==---               
                                                                   
                                                                  
                                                                  
   Call Free Haven (10 meg CAT-FUR) (415) 946-9813                
   Call Montezuma's Revenge for more docs (415) 945-SHIT          
                                                                  



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