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|               !            Ultima IV             !               |
|               !       Quest of the Avatar        !               |
|               !  Docs by Happy Cynthax Nautilus  !               |
|               ------------------------------------               |
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|  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 :==---               |
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|   Call Free Haven (10 meg CAT-FUR) (415) 946-9813                |
|   Call Montezuma's Revenge for more docs (415) 945-SHIT          |
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