Ultima VII:Serpent Isle and The Silver Seed Manual
BEYOND THE
SERPENT PILLARS
A journal Describing this New World
by Erstam - Mage
Rendered into English by Andrew Morris - Scribe
Illustrated by Glen Johnson - Artist
(assisted by Gary Washington and Steve Powers)
Illuminated by Al Camley - Designer
Overseen by David Ladyman - Editor
CONTENTS
FOREWORD.............. 2
LESSONS OF THE PAST........... 3
First Age of Darkness......... 3
Second Age of Darkness...... 4
Third Age of Darkness........ 4
Further Ages.................. 4
Ophidian History............... 6
Runic, Ophidian & Druidic... 8
A GUIDE FOR TRAVELERS...... 9
Cities and Towns............ 9
Other Landmarks............... 10
Tradesfolk and Commerce.... 10
Paths Through Life........... 13
Arms and Armour.............. 15
BESTIARY.............................. 17
MYSTIC ARTS........................ 25
Components of Casting............ 25
Spell Book................. 25
Reagents................... 25
Words of Power................ 27
Spells.......................... 28
First Circle of Magic....... 28
Second Circle of Magic....... 29
Third Circle of Magic......... 29
Fourth Circle of Magic........ 30
Fifth Circle of Magic....... 31
Sixth Circle of Magic.......... 32
Seventh Circle of Magic... 32
Eighth Circle of Magic........ 33
Ninth Circle of Magic .. 34
AFTERWORD.......................... 35
CREDITS................................ 36
FOREWORD
Locating the Serpent Pillars took considerably less effort than I first
expected, though even now I am still a bit dizzy from the trip. This new land
beyond the Pillars is marvelous! Here, free from the tyrannical rule of Lord
British, I can further my studies in magic. I know there is still much to see,
far too much to observe without record keeping for even my mind could not
retain the memories of all I see.
It is perhaps best to note here what made all this investigation much
simpler than I had expected. While investigating one of the ruins, I noticed a
large, ivory-toned object in the shape of a half moon. As I picked up the item,
requiring both hands, I realized it was made of bone. Though I saw no teeth, I
surmised I held in my hands the jawbone of some creature. But what could it be?
I returned to my laboratory for further observation. I was able to
match the shape to sketches I had made both here and in Sosaria, pleased that I
have always had the foresight to note my surroundings in journals. The jawbone
matched that of a serpent in all aspects save its size. Then, remembering the
many serpentine references I had seen throughout the land, including the runes,
I realized what I had. This must be, I thought, an archaic relic, sacred to the
continent's original inhabitants. I was holding the jawbone of a giant serpent
- a creature they must have worshipped!
I was determined to learn more. Returning to the ruins I continued
my search. Spying more bone-like material, I dug through the debris and pulled
out what looked like a large fang. And then I noticed another. And another!
Soon I had several such teeth. Back in my study, I set the teeth inside the
jawbone. The fit was better than one of Drogeni's lambskin gloves.
Suspecting great powers were now in my possession, I began a series
of experiments to learn what secrets I could. It was not long before I had
discovered all I needed to know. Each tooth, when set within the jawbone,
called forth magical pathways leading to other locations about the land. Sadly,
other mages, envious of my new-found power, secreted away most of the teeth,
leaving me powerless to explore the entire land. It is for this reason I have
departed their petty, thieving company forever.
LESSONS OF THE PAST
I put this history to paper for but one reason: posterity Future generations
should know of the events that led to our emigration to the Serpent isle, that
they may avoid repeating the mistakes of their forebears. Know that ruling
power should be granted to no single individual, for such will turn any lord
into a tyrant, especially one already weak in character. Mark well what is
documented here. Shouldst all my research be for naught, leaving my body
lifeless and withered, this record shall be all that is left as a reminder of
the past.
What is known of our history begins centuries ago, before the
unfortunate Sosarian unification. Eight great kingdoms coexisted, albeit often
uneasily, upon a fantastic world. This land upon which we lived we called
Sosaria. Despite frequent outbreaks of violence, the times were good and the
people happy At this point, even Lord British, monarch of one of the eight
kingdoms, ruled with an even hand.
First Age of Darkness
Then came the time when a terrible sorcerer rose to power. The cruel Mondain,
seeking the keys to immortality - not a bad pursuit in and of itself - slew his
father for secreting away such knowledge. Focusing his awesome powers against
the eight kingdoms, Mondain began his onslaught, planning soon to control all of
Sosaria.
Lord British, unable to marshal his own forces, summoned a hero - an
outsider, no less - to confront the wicked mage and protect his precious
kingdom. Only with the aid of this stranger was the land returned to its former
state. Mondain's artifact of destruction, the gem of power, was annihilated, as
was he.
An interesting note touching on the foreign hero: There were many
reports that colorful gates of magical light had begun to appear, gates that
seemed to be linked directly with the phases of the Sosarian moons, Trammel and
Felucca. Rumors hold that it was through a gate such as this that the stranger
didst arrive.
For reasons still unknown, the destruction of Mondain caused great
upheaval. As much as three-fourths of Sosaria simply disappeared, wrenched from
the world as if it had never existed. Among the missing lands were Shamino's
kingdom (the Lands of Danger and Despair), the Lands of the Dark Unknown and the
Lands of the Feudal Lords. It is interesting to note that only the realm of Lord
British remained.
However, at least some of the missing lands remained within our
reach, as I learned when I discovered the secrets of the Serpent Pillars. They
were rumored to exist, so the tales of drunken sailors indicated, beneath the
surface of the Great Ocean. Other stories mentioned that the pillars would rise
only when both moons were above the horizon; some said that the sun itself must
also be visible. Yet other tales suggested that the pillars would only appear
in the depths of winter. That, combined with speculative essays from long ago,
allowed me to lead a group of emigres to this new land, but more of that anon.
Second Age of Darkness
A scant few years passed before the second age was upon us. Mondain's student,
Minax, whose talent for magic and capacity for malevolence far exceeded her
tutor (and lover), was now in a position to seek revenge upon the people of
Sosaria. Her ability to command armies of the dead brought a terror to the land
unknown in earlier times.
Yet again was witless Lord British caught without the power required
to stop this wicked ravager. And yet again did the mysterious hero come to the
aid of the helpless ruler. The war against Minax's vile legions was long and
hard, but the stranger did finally slay the sorceress and defeat her ghoulish
troops.
Third Age of Darkness
However, the forces of darkness were not through with Sosaria. Unbeknownst to
us all, a horrible creature was brought into being by the union of Mondain and
Minax. This spawn, neither man nor machine, came forth from the very floor of
the Great Ocean to claim vengeance for the death of its parents.
For a third time, the hapless Lord British was forced to seek
assistance. This time, the strange hero appeared to do battle with the beast
known as Exodus. To the dismay of all, most especially the hero, Exodus was
more terrifying than either of its parents and too awesome to face alone. A
mysterious being called the Time Lord was integral to the destruction of Exodus.
Together, the hero and the Time Lord felled the powerful beast, ending the Third
Age of Darkness.
(Note to self: Seek out this Time Lord. His knowledge of longevity
could prove useful.)
Further Ages
With peace at long last a reality, Lord British, considering himself responsible
for the salvation of Sosaria, forced the remaining kingdoms to unite into one.
This new kingdom he chose to call Sosaria, electing himself ruler. In addition,
this self appointed Lord began to propagate a set a values - Virtues, he called
them - of his own devising.
To further establish these virtues, he had shrines erected to each of
them, including three forged on the very home island of Exodus - the Isle of
Fire. He put forth another challenge, this time for an individual to step
forward and become the Avatar, epitome of Beast British's tyrannical virtues.
In the name of these virtues, Lord British turned ethics into law -
his ethics and his law. Details of the injustices spawned by these rulings I
will save for future discourse, but suffice it to say there was enough strife to
cause our emigration. Several of the wiser communities, Fawn, the Montors and a
coalition of mages from Moon, sent members to a secret conclave to discuss
possible courses of action. With what information we had, all obtained through
my research and investigation, we set sail to find the Serpent Pillars - and
what we would come to call the Serpent Isle.
The trip was long and arduous and many gave up hope, myself included.
But one mom, surrounded by a storm sure to shatter the rigging of our ship, a
sailor spied two great pillars rising in the distance. With a will of its own,
the ship sped to them. As we approached, we watched with a mixture of optimism
and trepidation. Suddenly, we were blinded by a brilliant flash of white. And
then it was over. We were alive and through the storm. One observant lad
noticed that the sky had changed; there was a differing set of stars - star-
navigation would not be possible until we could learn these new constellations.
However, not even half of the next day passed before we were upon our new
homeland.
I know nothing more of the history of Sosaria, or whether anyone ever
achieved the exalted state of Avatarhood. I expect British has led his people
into a fourth Dark Age and can only hope the stranger returns again to save
those who chose to remain behind.
As for the sequence of events following our arrival here, there is
far less of interest - by that I mean conflict. Those of us who made the
journey came from three principal areas: Moon, Fawn and the sister settlements
of The Montors. For reasons of simplicity, the arriving colonists divided up to
form three towns based upon area of origin: Moonshade, Fawn and Monitor,
respectively Though peaceful coexistence is the rule, there is little
interaction among the three cities, so information must be transferred via the
few travelers who traverse the ancient roads we discovered upon our arrival.
Several colonists are planning a return trip through the great
Serpent Pillars, but I expect naught will come of that. it is unlikely a ship
could return to the realm of Sosaria, and even were that possible, I doubt the
vessel would arrive intact.
Ophidian History
Originally, we had planned to name the continent beyond the Serpent Pillars "New
Sosaria." However, what we discovered upon arrival suggested - nay, demanded a
different name. Ruins were scattered about the land, strong indication of
previous cultures. Unusual serpentine hieroglyphs covered many of the abandoned
constructs, providing us with a better name - the Serpent Isle. Little else in
the way of artifacts remained, though there is still much left to explore.
I did discover one item of interest. Actually, it would be more
accurate to mention two things. The first is the serpent's jawbone, an artifact
that I described in greater detail
earlier in this work. However, using the amazing power of the jawbone, which
enabled me to travel long distances very quickly, I uncovered a scroll that had
survived the ravages of time. It took much time to translate the ancient
language, but I suspect the collection of serpents juxtaposed in varying
positions describes a set of beliefs for whomever - or whatever inhabited the
isle before we landed. I have recorded the translation here, for those who may
one day make use of it:
To those who follow,
I write this in great haste for I can already hear the forces of
Order breaching the keep walls. I know not how this missive will survive to
reach the outside lands, or for that matter, future generations. My only hope is
that this speedily drafted work will offer record of our hallowed philosophy.
For our culture to have any chance of enduring the ages, someone, somewhere,
must find this. Please Reader, I beseech thee, spread the word of our people.
Release the spirit of our word and learn from the wisdom of the past.
Balance - the harmony between the Principles of Order and Chaos - is
the one pure axiom we hold true. All three Principles are symbolized in our
hieroglyphs: The Great Earth Serpent, Keeper of balance, lies on a vertical
plane, around which the two opposing serpents of Chaos and Order wrap
themselves.
Chaos and order each embrace three forces. These six forces, when
combined, form the three Principles of Balance. The forces of Chaos are
Tolerance, Enthusiasm and Emotion; The forces of Order are Ethicality,
Discipline and Logic.
Chaos
* Tolerance is that which encourages the acceptance of all things.
* Enthusiasm is the energy that allows one to perform great tasks.
* Emotion is the ability to perceive those feelings that come from the heart, as
opposed to those from the mind.
Order
* Ethicality is the belief that there is great value in abiding by rules of
conduct.
* Discipline is the drive to complete a task and avoid the distractions that
will prevent its completion.
* Logic permits clear, reasoned thought, free from any instinctual biases.
Balance
From the marriage between two Forces, one each from Chaos and Order, come the
Principles of Balance:
* Tolerance and ethicality combine to form Harmony, the ability to be at peace
with oneself, other individuals and the world.
* From the union of Enthusiasm and Discipline springs Dedication, that which
permits one to surmount obstacles and lead others.
* Emotion tempered by Logic results in Rationality, the ability to comprehend
life and understand the world around us.
As thou canst surely see, my world has been torn asunder by disregard
for Balance - our dearest axiom! If thou dost thrive in a time less violent, I
can do no more than plead with thee to help restore Balance to the Serpent Isle!
I must end this brief explication here, for I can hear my attackers pounding
upon the oaken door downstairs. I wish thee and thy world better fortunes than
mine own.
-Esithnos, The Great Heirophant
Doubtless the writer was someone of grave import, though this short snippet
gives no indication of the author's status save for the mysterious title
following the name. I hope to learn more of this and of the war that seems to
have annihilated an entire culture. At such time when I have additional
information to impart, I will pen more of this unusual land's history.
Runic, Ophidian and Druidic
Here are the original symbols from which I translated the scroll into our common
alphabet and language. It is easy to see why even I had difficulty, for the
combinations are not intuitive. As my understanding may be slightly flawed, I
trust that all who apply my work to their studies will excuse any
misinformation. Make what thou canst of it.
I include an alphabet of the druidic runes as well. I do this for
comparison's sake only, for I can but hope that any similarities between our
language, the druidic runes and the serpentine alphabet will lead to a better
understanding of their ancient culture.
A GUIDE FOR TRAVELLERS
Cities and Towns
There are three towns now established upon the new continent. With effort and
more than a little luck, each one will flourish and grow into a larger, self-
supporting city Already they have begun to establish their own systems of rule
and currency
Fawn
This unusual village is named after its original in Sosaria, which in turn is
named for its founding queen. Lady Fawn, renowned for her lovely appearance,
held beauty as the one true trait of value. In her honor, the town quickly
adopted the same belief. Though Lady Fawn has since died, her rather
superficial values continue on. A port town, Fawn's main sources of income are
the various sea-based occupations, including ship building and fishing. The
currency accepted in Fawn is called the Filari.
Monitor
Though still a warrior-based society, Monitor bears little resemblance to the
Two Montors, its source cities. The town is quickly dividing into three clans:
the Bear, Wolf and Leopard. Apparently all three seem to have retained their
admiration of the principle of Courage, but their competition has reduced such a
lofty aspiration to an object of trivial contention. Not even on the definition
of Courage can they agree. There are plans to devise tests of mettle, though I
expect there will be no cooperation to speed progress along. The coin used by
the residents of Monitor is the Monetari.
Later note: The test was constructed. Despite my prediction to the contrary,
all three factions worked in harmony to design this challenge. In more than two
hundred years, the tenuous ties among the three have weakened remarkably little.
However, the lines of division are still present. Members of each clan color
their faces with tattoos symbolizing their totem animal.
Moonshade
Both in Sosaria and here on the new continent, this town is dominated by members
of my profession. In an attempt to rid ourselves of Lord British's tyrannical
rule, we set out, joined by the residents of Fawn and the twin cities of Montor,
to find the Serpent Pillars. Upon discovering land, my fellows and I settled
immediately upon the Isle of Beyond's lake shores. So far, we have agreed upon
government by a council of mages. Those who live in Moonshade trade with the
Guilder.
Later note: As the surrounding area is filled with use I resources, Moonshade
has attracted a great many artisans. They trade in wood-workings, glass,
weaponry and wine, in addition to our own supply of reagents. I know the others
are displeased, as am I. However, I find still less pleasure in the ridiculous
propositions of my fellow enchanters. Beragdole even had the audacity to claim
I was becoming paranoid! I have no need for their petty squabbles and
inconsequential spells, for my research has taken me far beyond their
capabilities.
Further note: I am forced to withdraw from Moonshade. Like the other two
centers of population, the city has prospered and of that I am proud. But the
incessant babbling of the Council of Mages, an organization I faulted from the
beginning, reaches inside me, wearing at my sanity. There is now a Magelord who
reigns over the Council - practically a king! Here, away from the others, I can
pursue the true discipline of magic.
Other Landmarks
Swamp Of Gorlab
This murky area keeps a very dark secret which the supernatural forces that
contain it will not release. It is impossible to enter the swamp itself, for
long before one can approach too near, powerful enchantments induce slumber.
Many witnesses attest to the veracity of this rumor, but I must see for myself.
Later note: It is truly amazing, but the stories are accurate! Mine own eyes
have shown me, though I admit fear prevented me from experiencing this
mysterious sleep first hand.
Mountains of Freedom
This mountain range lies due north of Moonshade. There is little of interest
within its peaks and valleys, but many people seeking to avoid the unpleasant
aspects of larger societies often head for its areas of solitude. There is talk
of converting the caverns of Freedom into a prison - the irony of this
conversion delights me, but I know not whether anything will come of the plan.
Spinebreaker Mountains
I know nothing for certain about these mountains save their name and location.
However, rumors abound that they are riddled with underground lairs and caves.
Western Forest
There are rumors of evil beasts dwelling in this place, but I have not yet been
able to find my way there, nor have I found anyone who could reliably report to
me of it.
Tradesfolk and Commerce
Although I have procrastinated much in preparing this section, hoping to record
further development, it seems that our commerce system evolved and stabilized
quickly. Our resources show no sign of depletion lo these two centuries. I had
hoped to abandon the ridiculous trappings of coinage that were common in
Sosaria, but so many others found barter cumbersome. Therefore, I must resign
myself to accepting a currency-based system. Regardless, let me now discuss the
practitioners of this form of exchange.
Farmers
This term applies to any who tend either livestock or vegetation for a living.
The temperate climate in the central area so unlike the frozen north, permits
farmers to continue in much the same way their forebears did when they first
arrived. Pass a farmer and one is likely to be offered an egg, chicken, fruit
or whatever else they grow
Merchants
The true proponents of our currency-based economy, merchants seek to buy
products in great quantities at discounted prices. Then they sell smaller
amounts to the public at greater prices. While bartering rarely prevents the
same practice, it does help standardize values. After all, any educated man can
determine the value of another good or service based on his need for it.
Taverns
I rarely visit taverns, for the trivia spouted by their patrons is never useful
in comparison to the knowledge gleaned from study, and food and drink are not
reasons to vacate one's dwelling when there is perfectly fine bread and butter
at home. Of course, were one interested in song, tales of fantasy and local
gossip, then I suppose the tavern could be considered quite enthralling.
Inns
As icy temperatures have claimed more than one traveller's life, especially
during extremely cold evenings, several individuals have chosen to offer houses
of safety and comfort for those on the road. The price is sometimes expensive,
but to those making long journeys, it is often worth the charge. The inn of the
Sleeping Bull, located along the ancient Serpent Highway, is an excellent place
to rest a weary body for the night. It once belonged to an enemy of mine, but
he is long dead now, and the inn has passed on to more hospitable hands.
Provisioners
Provisioners are, perhaps, the only true merchant class of quality They supply
necessities, not luxuries. When we first arrived on the continent, it became
apparent that we would have a great need for supplies and equipment. A small
group chose to become the providers of such items, initially in exchange for
shelter and food. When I find myself short on candles or vellum, it is to the
provisioner that I go.
Mages
Practitioners of my art - especially those charlatans in Moonshade - are often
willing to sell spells and reagents. Weaving magic is expensive and often
wizards are forced to this sort of livelihood as a source of income. While I
hope never to fall prey to such necessity, I will always be willing to share
knowledge with other masters - shouldst there be any - of the arcane arts.
Artisans
This broad group includes all skilled craftsmen who fabricate tools and trinkets
for sale. While thou wouldst rarely see me purchasing such baubles, many people
desire these objects. And let not my harsh judgment mislead thee - these
artisans create quite beautiful, though oft-times useless, works.
Blacksmiths
Those hard-working men and women who toil long over the anvil deserve some
mention, for the ability to work metal is not a common skill. Some smiths,
called weaponsmiths or armourers, work specifically on forging and selling arms
and armour. Others make utensils for eating, chopping and construction. Some
have called the smith's skill magic. While we know better than to think any
spell craft is involved, the compliment is, indeed, well deserved.
Healers
Perhaps the only forms of true magic not fully understood by mages are the
healing arts, While any healer will tell thee that the body, assisted by herbs
and proper treatment, is a powerful force in curing itself, it is evident that
some wizardry must be involved. Many times have I seen a healer apply a
concoction that instantly removed all traces of a wound. No doubt magic is
afoot!
Apothecaries
Not long after the cities were established, several members of the population
set out to collect and transform herbs and plants into elixirs of magic. Some
of these potions make one invisible, some induce sleep and some do nothing but
fizzle. Regardless, potions are excellent tools for those without the ability
to enchant, providing one can afford them.
Clothiers
Taking thread, weaving it into cloth and then sewing it to make apparel is an
art unto itself. I have seen styles change during the past few hundred years,
but the painstaking effort required to make clothing has always been something
for which I have had no time. Therefore, I find the services of the clothier to
be quite useful.
Shipwrights
Normally, travel between the islands would be impossible for the common person
(without the aid of magic, that is). To meet the needs of the poor souls forced
to live without the luxury of the arcane arts, several craftsmen began building
various watercraft and selling them to those who were planning voyages across
the seas. To discourage the theft of such expensive vehicles, the people of
Serpent Isle have established the practice of issuing deeds to ship buyers, thus
denoting ownership,
Later note: Due to a decrease in the number of trips across the waters, no new
ships have been constructed in the past several years and ship's deeds are
things of the past. Thus, the once-common occupation of the shipwright has lost
its value, forcing such builders to learn other trades.
Paths Through Life
Often many people determine that the life of a trader or artisan is too sedate.
These individuals, in search of excitement and novelty, take up adventure and
exploration. Their motives are as varied as they, themselves, are. Some seek
to discover the unknown, others travel throughout the civilized lands learning
from the populace. Still others strive for glory and honor. Regardless of the
inspiration, two elements bring them all together: knowledge and danger.
Fighters
The world beyond the cities - and sometimes within - can be a violent place.
Many monstrosities indigenous to the Serpent Isle have a bloodthirsty hatred for
humans, and even some non-sentient plants have lethal forms of protection.
Fighters take up arms and armour to do battle with foes both natural and
otherworldly. Some warriors travel great distances to receive proper training.
Others learn directly upon the battlefield of life. Fighters discover early the
importance of strength, agility and perception, else they die. Skilled with
many weapons, fighters compose the bulk of the adventure-minded population and
are often the protectors of entire communities.
Bards
Warrior, singer, story-teller and sage: the bard is all of these and more.
Quick with wit or crossbow, bards have their place in the adventuring world.
Fighters seek them out for their attention to detail and their ability to recall
daring exploits in vivid imagery. And we mages tolerate them for their
charismatic skills of diplomacy, which we so often lack from too much time spent
in solitary pursuits. I have recently heard a saying that best sums up all that
is a bard: A bard's value to society is measured in how well history is retold.
Mages
When I make my notes about spell-casting, I will better describe the true
essence of mages and our craft. However, here I will simply list what makes a
young person choose a profession in the mysterious and unforgiving world of
magic.
There is a saying among our kind-. Mages are born, not made. This
seems accurate, for those of us who pursue magic begin at an early age. I
remember well my affinity for enchantments in my youth. My senses exploded with
life, detecting the waves of ether before I was even old enough to know what
ether was! Within a few years I had already started collecting reagents,
finding the natural ingredients with uncanny ease. White not all wizards were
that proficient so early in their lives, I have met precious few who claim to
have learned spellcraft after mastering a previous trade.
We mages are born with a sharp mind able to understand unusual
concepts and suspend mundane beliefs. Bards may be cunning, but wizards are the
only ones who can truly grasp the intangible waves of ether and shape them to
our bidding. Beware the wizard who is angry, for there is no wrath like that of
one who can command the elements.
Arms and Armour
Though I have no need for such provisions, many are the common journeymen who
find use in weapons and armour, and longer-lived is the adventurer who chooses
such items wisely. My disregard for arms and such leaves me inexperienced, but I
have overheard enough loose tongues spewing tales of heroic bravado that I can
relate what others claim
Armour and Shields
Armour's main use lies not in its ability to prevent another's blow from
landing, but from its ability to prevent, or at least decrease, damage caused by
the opponent's strike. Most armour is pieced together to cover six main regions
of the body The three most vital are the torso, neck and head. While most
defenders naturally protect these three areas more than their extremities, limbs
are also integral to survival. Thus, it is important to provide armour for all
parts of the body, including the remaining three regions - the arms, legs and
feet. While these latter three are easier to live without, the appendages are
directly in the line of fire, if thou wilt permit the turn of phrase, and
therefore struck more often.
Armour is crafted from four types of material: leather, metal scales,
chain mail (or chain links) and metal plates. For the most part, the thicker
the material, the higher the level of protection. In addition, the thicker the
material, the heavier and more expensive it is. Leather, being light and
inexpensive, is useful for those less likely to face powerful foes. But were
one to enter a war-torn battlefield without metal armour of some sort, I would
assume the warrior poor, weak, or fatally foolish!
Although a shield serves the same function as armour, its form is
entirely different. A shield does little to reduce the effects of a blow; its
main purpose is to deflect attacks away from the fighter. Personally, I see
little difference, but many warriors have sworn to the distinction. I do,
however, know that the experienced combatant wears the best armour and carries
the sturdiest shield that money can buy and endurance will permit.
Weapons
According to sources, the simplest definition of a weapon is anything that
extends the range and enhances the wounding capability of the wielder. I cannot
argue, for that sounds logical to me.
Weapon selection seems to be as important a decision as armour
selection, as each type leads to a variety of effects. There are four main
types of weapons: bludgeoning, cutting, piercing and projectile. Apparently,
some weapons blur the distinction, their versatility making them exceptionally
valuable.
Swords are very useful, as blades slice through skin quite easily The
main drawback, it appears, is that armour is very effective protection against
them. In contrast, blunt weapons such as maces and clubs deliver their punch,
limited though it might be, based on the brute strength of the wielder, nearly
ignoring the protection of the target.
The third weapon type, piercing, performs much like cutting weapons.
Piercing weapons require less force to penetrate armour but leave more
devastating wounds upon the flesh. And projectile weapons, often referred to as
missile weapons, include any tool that permits the attacker to strike at a
distance.
As far as I can see, many of these weapon types do overlap. Most
swords can cut and pierce; a two-handed sword can bludgeon and cut; an arrow is
a piercing missile weapon; and a slung rock is a bludgeoning projectile.
Presumably, it is up to the individual warrior to chose a preferred form of
attack based on his or her personal strengths and weaknesses. To be candid, I
find the Vas Corp Hur spell much more effective.
BESTIARY
As I had expected, the fauna here bear much resemblance to the creatures we left
behind. Once part of Sosaria, Serpent Isle has changed little since the days
before Mondain. However, it behooves me to record the details of all observable
life here, however common, if for no other reason than to compare it to that in
Sosaria. There are, no doubt, indigenous life forms unknown to me. I leave it
to the more adventurous to discover them and report to me their findings, that I
may update this list in the future.
Acid Slug. Much larger than its cousin, the common slug, the acid slug prefers
habitats far below ground. The creature's slimy covering is quite acidic,
burning easily through metal and flesh alike. If it is like its Sosarian
counterpart, fire is the most potent way in which to combat one.
Alligator. This large, amphibious lizard is quick and dangerous, utilizing all
of its I extremities in battle.
Bat, Giant. As its name implies, this is an enlarged version of the common bat,
a small flying mammal capable of sensing creatures in total darkness. Their
nests are found most often in caves and other areas where little light is
present.
Bear. This ursine creature stands well over a man when fully upright. Able to
easily rend flesh with their teeth and claws, bears are quite fearsome
opponents, especially when their lairs are threatened.
Bear, Polar. Like its brother from warmer climes, this bear is a terrifying
predator. The most notable difference between these and ordinary bears is the
color of their fur, white as white can be. Polar bears usually inhabit the
cooler regions of the land and hibernate longer than do other bears.
Bird. A variety of avian creatures inhabit the land, though an attractive
silver-winged creature seems the most prevalent. Preferring fruits and
vegetables, birds rarely attack people, though I have witnessed a few that were
so inclined. One of the most colorful birds, the parrot, is even rumored to be
able to converse in human language.
Boar. This wild creature displays a nasty temperament. Though boar's meat is
quite delectable, fear of being gored by a tusk leads many to seek less violent
sustenance.
Cat. The stereotyped familiar of wizened mages (another myth I hope to dispel),
cats populate the nooks and crannies of every area of civilization. Little more
than a nuisance, they do seem to possess the cunning necessary to survive in big
cities.
Chicken. Cowardly birds with little or no ability to fly, chickens are an
excellent source for both meat and eggs. I have yet to see any that are not
domesticated.
Corpser. A thorough description of this vile ghoul has never been compiled, for
no one has ever survived a close encounter with one. However, once one has made
its presence known, it can be identified easily by the tentacles it forces up
through the ground to grasp its prey As with the acid slug, fire is the only
reported way to slay a corpser.
Cow. This large domestic mammal is our main supply of milk and beef.
Cyclops. Cyclops are giant, man-like creatures recognized by their lone eye
centered in the forehead. Fond of large bludgeoning weapons, such as clubs and
boulders, cyclops make deadly combatants.
Daemon. These evil, red-hued beasts hold even less love for mankind then we do
for them. They call themselves "Gargoyles," but a change in name is not a
change in disposition.
Deer. Another source of meat, deer inhabit the forests. Their antlers are more
than adequate defense against most predatory beasts.
Dog. A versatile creature, the dog is many things to many people. Partner to
the hunter, aid to the parent, companion to the child and defender to the
family, the dog is indeed man's best and most reliable friend.
Dragon. Similar to the ferocious, flying lizards of old Sosarian fame, the
dragons here differ primarily in appearance. Ice dragons have white-blue scales
and spew flames of blue death.
Fish. Fish are nothing more than food from the rivers. While some contend that
larger members of the species oft times display a fair amount of intelligence, I
have yet to know one serve better than on my plate.
Fox. Lesser relatives to both wolves and dogs, these cunning animals prefer
smaller creatures to fill their diet.
Frost Serpent. A distant relative of the Sea Serpent of Sosaria, these serpents
prefer the icy arctic waters of the North.
Gazer. Hovering orbs of flesh, gazers seem to spend all their time in search of
prey Their name comes from their multiple eyes, all but their central eye
extending from tentacle-like arms. Having faced one in battle, I can report
that a gazer's death results in an explosion of swarming insects.
Ghost. Manifestations of the remains of the deceased, ghosts are known for
their ability to ignore most natural laws, floating about at whim. Presumably
in deference to their origin, ghosts tend to gravitate toward locations relevant
to the dead.
Goblin. The result of ancient magical experimentation (poorly conducted
experimentation, I am sure) goblins only vaguely resemble the men from whom
their forebears sprang. Although some attempt has been made to civilize them,
surliness still dominates their nature.
Gremlin. It is difficult to identify individual traits of these bothersome
creatures, for they always travel in bands. Quite cowardly, they are a greater
threat to one's food supply than to oneself. I have heard of, but not seen, a
few who use magic.
Gwani. These white-furred creatures appear to be a cross between men and apes.
Despite their unusual form, the combination seems more natural than magical and
I have seen no evidence they have any familiarity with magic. There is some
element of civilization in their culture, however slight, for I have seen them
entomb their dead in the icy lands that they inhabit. If such is possible, I
hope to find a way to communicate with them soon.
Harpy. This abhorrent cross between human and bird is as vile in behavior as it
is in appearance. Harpies favor an attack from the air, seeking to utilize
their hawk-like talons.
Headless. As the name implies, these are creatures without heads. Barring that
difference, albeit significant, these bipedal beasts resemble humans. I have
not yet captured one for study, but the ease with which they act without
apparent senses defies logic.
Ice Corpser. Even less is known about these vile beings than their slightly
more common namesake. Again, only ice-like tentacles have ever been seen by
humans who lived to retell the tale.
Ice Elemental. Composed entirely of ice, this bipedal creature attacks with
swinging, stone-like arms.
Ice Troll. Much like true trolls, these are nothing more than brigands and
killers. However, their cold nature makes them even more dangerous, for the
nearer one comes to an ice troll, the lower the surrounding temperature drops.
Sadly, I have witnessed a man quite literally freeze to death while combating
one of these terrifying monsters.
Ice Worm. Large, squirming creatures without appendages, it is from these
beasts that we get our supply of a rare reagent, worm's heart.
Insect. This term refers to a great variety of tiny, six-legged creatures.
Some fly, some bite, some travel in swarms, but all are a nuisance.
Mongbat. In appearance, a cross between a small boy and a bat, this nimble
creature is capable of quick, aerial strikes. Fortunately, a mongbat's small
size renders its attack little more than a painful nuisance.
Mouse. One of the smallest rodents known, this scavenger is quite useful as a
test subject in spell research.
Mummy. Apparently a form of undead, the mummy seems to be nothing more than a
dead person wrapped entirely in rotting bandages. I know not whether there is a
connection, but what history of this land I have chanced upon indicates that the
original civilizations buried their dead in a similar manner, wrapping the
corpses completely in strips of cloth.
Penguin. These are flightless, black and white aquatic fowl. Their slow
movements would make them easy prey for humans, were penguin worth eating.
Phoenix. This unique, orange-plumed bird lives for a thousand years, then
returns to its nest and dies. But if its body is then burned, the phoenix rises
from the ashes and lives again for another thousand years.
Rabbit. Another scavenging rodent, the rabbit is quite fond of the carrots
found on many farms.
Rat, Giant. Much larger and fiercer than its smaller brother, the giant rat is
the king of carrion. When several are found together, what little fear they
possess for humans vanishes entirely Both here and back in Sosaria, we sought to
eliminate the local population with poison, but whatever it is in their
metabolism that causes them to feast on refuse has also granted them immunity to
most toxins.
Ratman. These half-men, half-rats are the scourge of Moonshade. They infest
the catacombs beneath that city, preventing access to the underground. There
are far too many for us to overcome, but some day the time will arrive to purge
the catacombs.
Reaper. The cruel spirit of a living plant, the reaper is a most devastating
hunter. Although tethered by roots to one location, the reaper possesses
tentacle-like branches strong enough to grasp even the stoutest of warriors. In
addition, the creature's magical abilities pen-nit it to fling awesome bolts of
lightning. While its natural intangible form prevents harm to a reaper, its
body is simply the wood of the dying tree it has inhabited. Killing its host
tree renders a reaper powerless.
Scorpion. This giant arachnid is a most fearsome creature, as its large size
gives it the power to hunt even humans as food. It is fond of gripping prey in
its pincers and then using its tail to inflict a paralyzing sting.
Serpent. Serpents are large, predatory snakes. Their lightning reflexes permit
them to strike quickly, usually killing their targets with little effort.
Sheep. Another domesticated animal, sheep are our source for mutton and wool.
Skeletal Dragon. Some dragons reach heights of great intellect, learning so
much that they lose the need for their corporeal forms. After time has ravished
their scales and flesh, only the mind remains intact, caged in the gray-white
bones of the original body Such monstrosities continue their accumulation of
power, far surpassing the strength of their living counterparts.
Skeleton. The undead remains of warriors from ages past, skeletons fight just
as well as their living, fleshy counterparts. Until animated, one skeleton
appears no different from another, so the wise traveller will always beware when
encountering a disinterred pile of bones.
Slime. It is difficult to describe these creatures in any way other than to
repeat their name. They reproduce through division, sometime initiated by
opponents' blows; they can quickly increase size by melding with other slimes.
A useful tool for combating slimes is a lit torch, for fire hampers their
ability to divide and, therefore, to reproduce.
Snow Leopard. Snow leopards are large, sleek felines native to colder climates.
These man-eating beasts are equipped with sufficient claws and fangs to shred
other creatures in a surprising flash of movement.
Spider, Giant. The giant spider prefers to spin its web in darkness, hoping the
lack of light will assist in securing a victim. Not only is its bite poisonous,
but it can spray the same poison considerable distances.
Stone Harpy. Harpy is a misnomer, for the name actually refers to any enchanted
statue capable of human-like animation. In general, these stone constructions
are used to guard valuables long-since secreted away in dark tombs.
Swamp Tentacle. Like the corpser, nothing has been observed of these beasts
save their appendages, which seem designed to pull hapless victims into the
murky depths of the monsters' home.
Troll. Trolls are nothing more than bandits: large, fearsome bandits, perhaps,
but bandits nonetheless. They set upon their targets with heavy bludgeoning
weapons, hoping to stun or kill the victim quickly and claim its possessions as
booty. Like as not, a troll will select for its home a secluded bridge.
Wolf. Larger than either dog or fox, wolves are among the most efficient
hunters of the wild, travelling in fearsome packs across the plains. Their prey
of choice is other animals, from the rodent to the sheep, However, in
desperation, a few have been known to set upon humans, though only when with the
pack.
MYSTIC ARTS
Components of Casting
I write this down for the edification of no one, for I doubt I will wish these
words to reach anyone's eyes save mine. However, as I have already noted,
posterity is a strong motivator. Therefore shall I document a layman's version
of the study of magic.
As an interesting note, some of my earlier spells no longer function
here in the new land. Interestingly enough, I have discovered differing spells
on the Serpent Isle that perform similarly, in addition to spells of entirely
new natures with unique reagents and words of power. I expect the colder
climate has much to do with this difference, as freezing temperatures are far
more hazardous here than fire is. Perhaps, too, this relates to the still
unknown culture that predates our presence here. Alas, it may be several
lifetimes before we learn the truth about their disappearance.
There are three main aspects of spellcasting: the grimoire, or spell
book; the reagents; and the words of power.
Spell Book
The spell book is the most fundamental facet of casting, for within it lie the
complete details for every spell in the mage's repertoire. Descriptions of the
necessary reagents, explanations for the words of power and listings of the
incantations are all presented. Most such references are unreadable by the
common person, but a wizened spell caster can understand any spell he has
already learned. The more enchantments a wizard has in his spell book, the more
powerful he becomes.
I might also note that I have discovered scrolls engraved with spells
in this new realm. I know that such spells can be cast directly from their
scroll (rendering them subsequently useless, unfortunately), and I am
investigating the possibility that they can be transcribed into my spell book for repeated use.
Reagents
Here is the list of known reagents, the physical components necessary to
transform matter into magical energy. While useless as individual parts, the
various combinations, augmented by chanting and the proper use of a word of
power, are quite effective for imbuing a mage with tremendous magical abilities.
Black Pearl. Though ultimately crushed for casting purposes, the rare black
pearl must be perfectly spherical when collected. The powder is that element
which gives some spells their propelling energy. Here on the Serpent Isle, the
fishermen in Fawn find the only known supply
Blood Moss. This reddish fungus, found only in the swamp south of Moonshade,
usually grows on dead trees and is found between the bark and the outermost ring
of wood. Blood Moss is used to instill a spell with the power to increase speed
and mobility.
Blood Moss. This reagent is formed in quite an unusual way. Stoneheart, the red
rock collected from stalagmites, must be crushed and then combined with the
blood the caster! Blood spawn is an additive reagent that enhances the power of
several inner circle offensive spells. Needless to say, perhaps, this reagent
is not one to be bought and sold.
Garlic. Though the grated seasoning is found in any well-maintained kitchen,
the reagent is ground to a fine, odorous paste. Garlic is the reagent that
permits the casting of protective enchantments. The horticulturists in Fawn
have begun to sell their garlic in reagent form for a fair price.
Ginseng. Another reagent found in Fawn, this root must be boiled in stream
water 40 times until it becomes a syrup. Known for its curative properties,
ginseng is generally prepared in greenhouses, where it can be treated
immediately after it is collected.
Mandrake Root. This is, perhaps, the most difficult reagent to procure, for the
method of collection requires precise cutting below the mucky bed of a swamp.
Once boiled and dried, mandrake root is an excellent power enhancer for many
spells. The swamps of Gorlab have a large supply of the natural root-, it grows
on Monk Island, as well, I am told.
Nightshade. Great care must be taken when preparing this mushroom, for it is
highly poisonous. By boiling the caps in tea or crushing the entire fungus, the
deadly nightshade transforms into a useful reagent to aid spells designed to
damage another individual. Nightshade is found in the soft mud of Gorlab swamp.
Serpent Scales. Spells gleaned from the serpent ruins require a peculiar
reagent, serpent scales. However, untreated snake scales are useless, and the
ancient method of preparation has been lost. The only known supply of this
ancient reagent is within the serpent ruins themselves.
Spider Silk. Although the strands from any spider's web will suffice, it is
very trying to find enough silk from any one web. Many mages raise their own
spiders, hoping to gather the webs the way a farmer squeezes milk from a cow.
However, I have noticed the Isle of Crypts, filled with the dead, is home to
more spiders than I could ever have possibly imagined, with plenty of
accompanying webs.
Sulfurous Ash. This is nothing more than the ashen remains of a volcanic
eruption Here in the new land, the adventurous gather such ash in the cavern
known as Furnace - those whom the Daemons do not slay that is.
Worm's Heart. This reagent, cut from the innards of the ice worm, is useful to
a variety of unusual spells, often allowing enchantments involving snow or cold.
Words of Power
While the list below appears to be nothing more than an amalgamation of
unrelated syllables, the words of power hold great significance. When spoken
aloud, the words are the summation of the energy required to supplement, or
rather, to complement the incantations and the reagent. To some extent, the
words of power are the very spells themselves!
Much research has gone into the perfection of these words. Their
rhythm, pronunciation and inflection must be performed with precision, for a
simple mistake can radically alter the effects of a spell. Legend holds, for
example, that a mage could metamorphose into a cow while intending to take the
form of a dragon.
The list presented here is, to the best of my knowledge, a
compilation of every known syllable that can be combined to form one of the
words of power.
Syllable Meaning
AN.............. Negate/Dispel
BET............ Small
CORP.......... Death
DES............ Lower/Down
EX.............. Freedom
FLAM......... Flame
FRIO........... Cold
GRAV......... Energy/Field
HUR............ Wind
IN............... Make/Create/Cause
JUX............ Danger/Trap/Harm
KAL............ Summon/Invoke
LOR............ Light
MANI.......... Life/Healing
Syllable Meaning
NOX........... Poison
ORT............ Magic
POR............ Move/Movement
QUAS.......... Illusion
REL............ Change
SANCT........ Protect/Protection
TYM........... Time
UUS............ Raise/Up
VAS............ Great
WIS............. Know/Knowledge
XEN........... Creature
YLEM......... Matter
ZU.............. Sleep
SPELLS
The nine circles of magic are as profound and complex a study as any other in
the realm. Each circle represents a ring of waves within the Void known as the
ether, the envelope of energy that enables all spellcasting. The spells found
on the outermost ring are learned first, and skilled mages will have most or all
in their spell books. However, as a mage strives for each successive circle,
the spells become more difficult to learn and master. Only Wizards of the
higher circles are able to grasp the essence of the innermost spells. Here,
listed by circle, are descriptions of all known spells, including their required
reagents and words of power.
First Circle of' Magic
IN MANI LYEM (Create Food)
Reagents: Garlic, Ginseng, Mandrake Root
This spell calls forth enough food to address the hunger of the caster and any
dinner guests, as if a single meal had been served.
AN NOX (Cure)
Reagents: Garlic, Ginseng
This spell neutralizes the effects of all poisons on its subject, including
those of a paralytic nature.
WIS JUX (Detect Trap)
Reagents: Nightshade, Spider's Silk
This spell locates all traps near the caster.
VAS AN FLAM (Great Douse)
Reagents: Garlic, Spider's Silk
As its name implies, this spell puts out all flames within view of the caster.
VAS IN FLAM (Great Ignite)
Reagents: Sulfurous Ash, Spider's Silk
This spell causes all combustibles in the area to burst into flames.
IN LOR (Light)
Reagent: Sulfurous Ash
This spell brings into being a mobile source of light that lasts for half an
hour.
IN WIS (Locate)
Reagent: Nightshade
This spell identifies the area occupied by the caster when the spell is cast.
ORT POR YLEM (Telekinesis)
Reagents: Black Pearl, Blood Moss, Mandrake Root
This spell enables the caster to manipulate an object without the application of
physical force.
Second Circle Of Magic
AN ZU (Awaken)
Reagents: Garlic, Ginseng
This spell pulls one individual from the trance of sleep, whether sleeping from
fatigue or enchantment.
AN JUX (Destroy Trap)
Reagents: Blood Moss, Sulfurous Ash
When cast upon a specific trapped item or location, this spell eliminates both
the threat of harmful effects and the trap itself.
REL YLEM (False Coin)
Reagents: Nightshade, Sulfurous Ash
When cast upon any coin, this spell creates five such coins in its place.
However, the spell will fail when cast upon another such magically created
duplicate.
VAS FRIO (Cold Blast)
Reagents: Black Pearl, Sulfurous Ash, Worm's Heart
This creates a projectile sphere of cold energy, much like a snowball, though
with significantly greater capacity to inflict wounds.
VAS LOR (Great Light)
Reagents: Mandrake Root, Sulfurous Ash
This spell performs like the Light spell, but with four times the duration.
MANI (Heal)
Reagents: Garlic, Ginseng, Spider's Silk
This powerful enchantment speeds up the healing process of most wounds, as if
the afflicted were to rest for a great many days.
VAS AN NOX (Mass Cure)
Reagents: Garlic, Ginseng, Mandrake Root
This spell acts just like the Cure spell, except that it can cure all toxins
afflicting the caster and those with him.
UUS SANCT (Protection)
Reagents: Garlic, Ginseng, Sulfurous Ash
Not only does this spell reduce the subject's vulnerability to attack, it also
temporarily eliminates the possibility of harm from traps and other similar
hazards.
Third Circle of Magic
DES SANCT (Curse)
Reagents: Garlic, Nightshade, Sulfurous Ash
This spell severely hampers the subject's abilities in combat, affecting both
defensive and offensive qualities.
ORT YLEM (Enchant Missiles)
Reagents: Black Pearl, Mandrake Root
Affecting an entire bundle if present, this spell enchants arrows and bolts so
as to enhance their effectiveness.
WIS JUX YLEM (Columna's Intuition)
Reagents: Black Pearl, Garlic
This spell identifies sources of possible danger by imbuing the source with
radiant luminescence. This spell is noticeably more effective away from
populated areas.
VAS UUS SANCT (Protect All)
Reagents: Garlic, Ginseng, Mandrake Root, Sulfurous Ash
This spell is a more advanced version of Protection, affecting all members of
the caster's troupe.
AN POR (Paralyze)
Reagents: Nightshade, Spider's Silk
This spell renders the subject immobile for a relatively short duration.
IN ZU (Sleep)
Reagents: Black Pearl, Nightshade, Spider's Silk
This spell puts the subject to sleep for a varying length of time.
REL WIS (Translation)
Reagents: Black Pearl, Mandrake Root, Spider's Silk, Sulfurous Ash
Once cast, this spell temporarily enables its subject to understand unknown
languages, including ancient runes and text. It is very useful for the
scholarly mage.
Fourth Circle of Magic
REL POR (Blink)
Reagents: Blood Moss, Mandrake Root
This is a very limited form of teleportation, magically transporting the caster
and any companions to a new location about twenty paces from their original
location. Blink will not permit the subjects to pass through locked doors or
other impenetrable areas.
AN XEN JUX (Deter)
Reagents: Garlic, Spider's Silk
This spell often discourages hostile, non-sentient animals from attacking its
subject.
IN VA LOR (Flash)
Reagents: Mandrake Root, Sulfurous Ash
This spell creates an ephemeral, brilliant glow, blinding all creatures within
the affected area, save the caster.
VAS DES SANCT (Mass Curse)
Reagents: Garlic, Mandrake Root, Nightshade, Sulfurous Ash
This spell acts like the Third Circle spell Curse, but affects all opposing
creatures present.
WIS QUAS (Reveal)
Reagents: Blood Moss, Sulfurous Ash
This spell reverses the effects of all enchantments of invisibility
REL ORT WIS (Transcribe)
Reagents: Black Pearl, Spider's Silk
This spell enables the caster to copy spells found on scrolls and the like,
without needing to buy the actual spell book page from another wizard.
EX POR (Unlock Magic)
Reagents: Blood Moss, Sulfurous Ash
This spell unlocks a magically locked door.
Fifth Circle of Magic
KAL XEN (Conjure)
Reagents: Mandrake Root, Spider's Silk
Despite its name, this spell actually summons, rather than conjures, a wild
beast to fight for the caster.
VA FRIO HUR (Explosion)
Reagents: Blood Moss, Black Pearl, Mandrake Root, Sulfurous Ash
This spell sends a large sphere of blue flame that explodes on contact at a
designated target.
VAS MANI (Great Heal)
Reagents: Garlic, Ginseng, Mandrake Root, Spider's Silk
This spell removes all wounds on its subject.
SANCT LOR (Invisibility)
Reagents: Blood Moss, Nightshade
This spell renders its subject invisible, undetectable to all visual senses.
VAS ZU (Mass Sleep)
Reagents: Ginseng, Nightshade, Spider's Silk
This spell makes all opponents in the area fall asleep.
UUS VAS GRAV (Surprise)
Reagents: Black Pearl, Garlic, Mandrake Root, Sulfurous Ash
As I am the creator of this spell, others call it Erstam's Suprise. This spell
creates great clouds of gasses that inflict a variety of effects on those who
breathe them - poison, sleep and fear being the most common.
Sixth Circle of Magic
AN XEN EX (Betray)
Reagents: Black Pearl, Nightshade, Spider's Silk
This spell encourages its subject, a foe to the caster, to change sides in a
battle and fight against former comrades.
AN QUAS (Dispel Illusion)
Reagents: Garlic, Mandrake Root, Nightshade
This spell destroys the knots of force that create an illusion, affecting
structures and creatures alike.
QUAS WIS (Cause Fear)
Reagents: Garlic, Mandrake Root, Nightshade
This powerful spell magically terrifies all members of an opposing force, making
the more cowardly ones flee.
IN FRIO GRAV (Fire Field)
Reagents: Black Pearl, Worm's Heart, Spider's Silk, Sulfurous Ash
This spell creates a field of blue flame that damages those who try to cross it.
KAL FRIO GRAV (Fire Ring)
Reagents: Black Pearl, Worm's Heart, Mandrake Root, Spider's Silk, Sulfurous Ash
This spell is identical to Fire Field, save that it forms a protective ring of
blue flame.
VAS IN FRIO GRAV (Cold Strike)
Reagents: Blood Moss, Black Pearl, Worm's Heart, Sulfurous Ash
This spell creates a temporary field of blue flame at the feet of all hostile
creatures in the area.
IN JUX YLEM (Create Missile)
Reagents: Blood Moss, Ginseng, Sulfurous Ash
This spell creates missiles for either bows or crossbows, depending on which
weapon the caster's party has more of. (If the party has none, or an equal
number of each, the spell creates arrows.)
IN ORT XEN (Create Automata)
Reagents: Mandrake Root, Sulfurous Ash, Spider's Silk, Serpent Scales
This spell, new to me, requires Translation to understand it. Apparently, it
repairs a broken "automaton." I am unsure what the original creators of the
spell intended, but it seems the only value of such a repaired "automaton" is as
a pack-mule.
Seventh Circle of Magic
IN SANCT GRAV (Energy Field)
Reagents: Black Pearl, Mandrake Root, Spider's Silk, Sulfurous Ash
This spell creates a field of energy that harms any who try to pass through it.
IN HUR GRAV YLEM (Energy Mist)
Reagents: Blood Moss, Mandrake Root, Nightshade, Sulfurous Ash
The harmful mist of energy created by this spell flows directly from the caster
to its intended target.
VAS AN ZU (Mass Awaken)
Reagents: Garlic, Ginseng
This spell acts just like the Second Circle spell Awaken, except that it affects
all nearby allies of the caster.
IN VAS POR (Mass Might)
Reagents: Black Pearl, Ginseng, Mandrake Root
This spell enhances all physical and mental abilities that affect combat,
doubling their effectiveness up to the maximum humanly possible.
IN HUR NOX (Poison Mist)
Reagents: Blood Moss, Nightshade, Sulfurous Ash
This spell creates a stationary area of mist that poisons all who enter it.
VAS MANI (Restoration)
Reagents: Garlic, Ginseng, Mandrake Root, Spider's Silk
This is the definitive spell for healing, affecting all members of the caster's
group. Any harmful effects, whether from poisons, wounds or curses, are
eradicated by Restoration, as long as its subjects are still alive.
AN GRAV EX (Vibrate)
Reagents: Black Pearl, Blood Moss, Mandrake Root, Spider's Silk
This unusual spell surrounds a specified target with intense physical energy, as
if a giant troll were grasping the target and shaking it to find loose gold.
The effect not only damages its subject, but also loosens any hold on
possessions.
ORT GRAV (Lightning)
Reagents: Black Pearl, Mandrake Root, Sulfurous Ash
This spell shoots a bolt of electrical energy at a specified target.
Eighth Circle of Magic
IN FRIO (Create Ice)
Reagent: Worm's Heart, Spider's Silk
This spell creates a block of ice that immobilizes its target for a short time
until the block shatters, freeing the trapped individual. Create Ice can also
be created on an area, forming an impassable barrier for a limited duration.
CORP POR (mind Blast)
Reagents: Blood Spawn, Black Pearl, Nightshade, Sulfurous Ash
This spell, whose effect is greatly based on the mental powers of the caster and
the target, releases a bolt of lethal energy.
TYM VAS FLAM (Delayed Blast)
Reagents: Blood Moss, Black Pearl, Mandrake Root, Spider's Silk, Sulfurous Ash
This spell forms a magical sphere designed to explode after eight seconds of
delay damaging all who are near the blast.
POR YLEM (Fetch)
Reagents: Blood Moss, Black Pearl, Mandrake Root
This is the more advanced version of the First Circle spell Telekinesis,
permitting the caster to reach any object in view, regardless of location or
barriers.
KAL FRIO XEN (Invoke Snow Serpent)
Reagents: Blood Moss, Garlic, Spider's Silk, Worm's Heart, Serpent Scales
This complex spell summons a fearsome snow serpent to aid the caster in battle.
KAL FRIO XEN EX (Serpent Bond)
Reagents: Blood Moss, Black Pearl, Garlic, Spider's Silk, Worm's Heart, Serpent
Scales
This spell permits the caster to exchange forms with a targeted snow serpent,
thus allowing new ways of travel for the duration of the spell.
KAL VAS FRIO GRAV (Firesnake)
Reagents: Garlic, Mandrake Root, Sulfurous Ash
This spell sends a trail of fire from the caster, across anything in the way, to
explode at its target.
IN JUX POR YLEM (Swordstrike)
Reagents: Black Pearl, Blood Spawn, Mandrake Root, Nightshade
This spell creates a pinwheel of eight whirling blades, all designed to slice
its target.
Ninth Circle of Magic
VAS CORP HUR (Death Vortex)
Reagents: Blood Moss, Mandrake Root, Nightshade, Sulfurous Ash
This spell calls forth a swirling mist of black death that will follow its
target until that target falls to the ground dead or the spell duration passes.
VAS CORP (Mass Death)
Reagents: Blood Moss, Blood Spawn, Garlic, Ginseng, Mandrake Root, Nightshade
This very powerful spell instantly slays all enemies in view of the caster.
However, the extreme amount of ether energy required to cast Mass Death leaves
the caster near death as well.
VAS SANCT LOR (Invisibility all)
Reagents: Black Pearl, Blood Moss, Mandrake Root, Nightshade
This spell removes the caster and any allies from the visual perceptions of all
others.
UUS VAS JUX YLEM (Spiral Missile)
Reagents: Blood Moss, Blood Spawn, Black Pearl, Nightshade, Sulfurous Ash
This spell is extremely useful against multiple enemies, for it sends a number
of lethal bolts equal to the level of the caster toward random opponents.
AN HUR (Stop Storm)
Reagents: Black Pearl, Garlic, Mandrake Root, Spider's Silk, Sulfurous Ash
When disturbed by the constant fits of thunder and lightning spawned by a
terrible storm, the caster can use this spell to calm the clouds and return
clear skies.
KAL VAS XEN (Summon)
Reagents: Blood Moss, Garlic, Mandrake Root, Spider's Silk
This spell brings into being a mighty, but never pre-determined, creature to
side with the caster against any foes.
AN TYM (Time Stop)
Reagents: Blood Moss, Garlic, Mandrake Root
This spell renders all but the caster and any friends immobile for what appears
to be twenty seconds. As the spell actually halts the passage of time, the real
duration of Time Stop has been a subject of great debate.
KAL VAS AN GRAV (Imbalance)
Reagents: Nightshade, Sulfurous Ash, Worm's Heart, Serpent Scales
This chaotic spell is difficult to control and should be cast only in dire
emergencies. Its result is a wave of fire fields, explosions and streaks of
lightning.
AFTERWORD
The information I have compiled has taken several centuries to collect, for much
has changed since our arrival. Now that this is done I am forced to wonder who
will ever see my work. My fellow islanders know as much as they care to, and
those still in Lord British's realm are unlikely to have the opportunity to
benefit from the wisdom compiled in this tome. Nothing came of our attempts to
contact Sosaria, save the broken hearts of more than one sailor's spouse.
However, I do not regret my efforts here, for now 1, myself, have a
valuable source of information. My people's history, this island's history - as
much as we have discovered and the land's creatures are all described within.
As I sit back in momentary relaxation, free from my self-appointed task as
scribe, I am able to cease observing my surroundings and begin absorbing them.
I can hear the crackle of the fire and the buzzing of a bothersome fly. I can
hear a roar outside - no doubt another teleportation storm preparing to rage
across the landscape. And I can hear the sound of shutters clattering against
the window sill.
In a moment, I shall rise to close them and then return to pursue my
studies on immortality ... in a moment.
- Erstam
Ultima VII, Part Two:
Serpent Isle
Player Reference Guide
The Main Menu
After the game loads, the introductory sequence automatically begins. This may
be skipped by pressing [ESC]. After the introduction, the Main Menu appears,
listing four options:
VIEW INTRODUCTION
START NEW GAME
JOURNEY ONWARD
VIEW CREDITS
To select one of these options, single-click it With the mouse or use the arrow
keys and press [ENTER]. Press [ESC] at any point during the introduction,
character creation, credits or endgame (after you have won the game, of course!)
to return to the Main Menu. At the menu, press [Alt-X] to return to DOS.
VIEW INTRODUCTION
The introduction reveals how and why the Avatar travels to Serpent Isle.
Information presented here is relevant to your quest. This scene is the one you
see automatically, the first time you run the game.
START NEW GAME
This is where character creation takes place. You must select this option the
first time you play.
Click either mouse button with the pointer over the word "Name." Then type
your desired name (up to 14 letters) at the flashing cursor and press [ENTER] .
This sets the name you will have as Avatar in Serpent Isle and moves you to the
next option: your character's appearance.
To determine what your character looks like, make sure the word "Portrait"
is highlighted. If it isn't, move the pointer over the word and click either
mouse button. Press the spacebar or click on the word "Portrait" (or on the
portrait itself to cycle through the available choices. When the portrait you
want is displayed, press [ENTER] to select it.
Press [ENTER] or click on "Return to Menu" to go back to the Main Menu; click on
"Journey Onward" to go directly to the game.
JOURNEY ONWARD
After you have created a character, this option takes you to the beginning of
the actual game. In future sessions, this option returns you to your last saved
game.
VIEW CREDITS
This option lists the many people who worked on Ultima VII, Part Two: Serpent
Isle.
Introductory Walkthrough
This section is designed to guide you through the beginning of your adventure on
Serpent Isle. while it does not reveal any hidden clues, it does introduce you,
to the basic actions you will perform throughout the game. This walkthrough
assumes you are using a mouse, which is highly recommended.
The stage is set as your ship arrives upon the shores of Serpent Isle, having
been transported there magically. You are the Avatar and with you are your
three closest companions, Iolo, Shamino and Dupre.
Conversations. When Iolo begins speaking to you, read until you have completed
all of the on-screen text. Then click the left mouse button ("left-click") to
display any additional text. Follow the same procedure when Dupre interjects
with his own comments. Continue until Iolo has finished speaking. Shortly
after Iolo's portrait disappears, members of your party, will begin flashing
text (called "barks") over their characters. Unlike conversations, you may move
about while the barks appear, but do not forget to pay attention to what is
said.
During these and all other conversations, pay careful attention to the shape of
your mouse pointer. if the mouse pointer is shaped like a hand, the game is
waiting for you to take some action - for example, click the left mouse button
once to advance to the next screen of conversation text. If the pointer is a
green arrow, you can move your character or get an object; if it is a red arrow,
you are in combat mode and can move or fight. If there is no mouse pointer on-
screen, don't press any mouse buttons. The absence of a pointer means a scene
or event is taking place that is out of your control. These are usually
important events and you don't want to miss them. If you press a mouse button
during one of these scenes, you may miss something. Wait until the hand or
arrow pointer reappears before you click a mouse button.
Examining Yourself. After everyone in your party says his piece, take a moment
to look at what you are carrying in your inventory, Position the cursor over
your character and click the left button twice ("double-left-click"). An image
of your character (called your "Inventory Display") appears, letting you see all
of your equipment. Move the cursor over an object you wish to look at and left-
click. A description of the object appears.
If the inventory window is blocking something you wish to see on the screen, put
the cursor over any portion of the window and left-click-and-hold the button.
As long as you hold the button, moving the cursor will move the window on the
screen. When you are satisfied with the new location, release the button.
Close the Inventory Display by left-clicking on the red check mark. Until all
inventory windows are closed, your character will be unable to move.
Moving. Since your way is blocked by mountains to the north, leave the ship and
head south (i.e., toward the bottom of the screen). Notice that your character
is in the center of the screen. Moving your mouse moves a green, arrow-shaped
cursor. Position the cursor so that it points in the direction you wish to
travel and right-click - you take a step to the -south. Press and hold the
right button until you wish to stop walking. The further from the center of the
screen you place the cursor, the longer the arrow gets and the faster you move.
You won't get far before being engulfed in a magical storm that causes your
companions to disappear, leaving behind sparkles of red light which soon fade!
As you take a few more steps, the Storm affects you, too. Sparkling green
lights surround you. But you didn't disappear - what effect did the magical
storm have upon you?
To find out, take a closer look at yourself, as you did earlier (see "Examining
Yourself," above). You will notice that many of the possessions you had when
you arrived on Serpent Isle are now missing, replaced by foreign ones. This is
a mystery you will solve later.
Talking to People. As you continue walking south, a figure appears magicallv
and begins speaking to you. This is a monk, Thoxa. As she completes each
portion of her text, your possible responses appear in the center of the screen,
to the right of your portrait. Left-click on the response you choose and then
read her response. Pay close attention to the shape and/or absence of the mouse
pointer, as explained in Conversations, above.
Thoxa gives you important information about an hourglass and a red bush. She
also tells you much about why you are here and what you must do. When you no
longer wish to speak with Thoxa, left-click on "bye" to end the conversation.
Ending the conversation doesn't end your encounter with Thoxa, however. Before
either of you can leave, another monk, Karnax. appears and soon you are witness
to a great magical battle. (Again, be careful not to click a mouse button unless
the mouse pointer is visible.)
Examining Items. After the battle, walk south until you find Shamino. Like
Thoxa, he initiates a conversation, mentioning that his inventory has been
changed. He tells he has compiled a list of the unusual items and adds your new
equipment to it, giving the list to you. Double-left-click to open your
Inventory Display . Double-left-click on your backpack and a window appears
displaying all of its contents. Double-left-click on any, container (including
barrels, sacks, chests and even hollow trees) to see what's inside. To examine
Shamino's inventory, double-left-click on his figure while your own inventory
window is on screen.
Inside your pack you find a variety of items, including two scrolls. Read one
by double-left-clicking on it. This brings up a window that displays what it
says. Some scrolls are longer than a single page. To read further in a scroll,
left-click it like you would to display further conversation text. Read the two
scrolls and you will discover that both are lists of items. Compare Lord
British's and Shamino's scrolls to the items you are carrying. Remember, to
identify something, left-click on it and text will appear above the item, naming
it.
To close your inventory window and Shamino's, click on the red check marks
attached to each open window.
Continue south to the red bush. This hides the entrance to a cave. Even though
you see a mountain blocking your way, move to the right of the bush and then to
the north. You will pass right through an illusionary wall! Walk around the
cave, letting Shamino talk about some of the items you see.
Taking Items. When Shamino alerts you to the usefulness of a bedroll, add the
bedroll to your possessions by placing the cursor over the item and left-click-
and-holding. While holding, move the cursor around. If the bedroll moves with
the cursor, it is attached. If it does not, try again. Once you have the
bedroll, keep the mouse button pressed to move it around. Do not release the
button yet!
Move the cursor (and the bedroll) over your character and release the left
button. The bedroll vanishes. Check your Inventory Display, and you will see
it there, most likely in your backpack.
Using Items. Parts of the cave are very dark. You will want to light the torch
that Shamino mentions. Move the torch into your inventory (as explained above)
and drop it over one of your character's hands. Place the cursor over the torch
when it is in-hand and double-left-click. The room will become brighter. This
same procedure opens and closes doors, opens chests, lets you eat food and so
forth. If you look around and follow Shamino's instructions, you will find many
useful objects here.
Note that you can only hold one item in-hand at a time. To move in item from
your hand to, say, Shamino, left-click-and-drag the item from your hand to
Shamino's figure and release the mouse button.
Search all of the chests in the cave. If they're locked, use lockpicks to open
them or go into combat mode (see below) and bash them open.
You should also try lowering the bucket you find into the well and getting some
water. To do this, double-left-click the bucket. When screen cross-hairs
appear, left-click on any, part of the rope hanging from the well. Your
character will walk to the well and get water. Using items on other items or
characters is an important skill, one you will use throughout the game.
When you are through exploring the cave, head south through the illusionary wall
once again.
Initiating Conversations. When you leave the cave, find the bear skeleton (and
Shamino's bow) nearby. Then head east until you approach a walled city. On the
far side of the city gates is a guard. Unlike your companions and Thoxa the
monk, the guard doesn't initiate conversation - you have to attract his
attention.
To ask him to let you in, move the cursor over him and double-left-click. His
portrait appears and he begins talking. You can also speak to your companions
at any time in this way. However, remember that double-left-clicking on a
companion while an Inventory Display is visible (usually, but not always, the
Avatar's display) will make that character's inventory window appear, instead of
beginning a conversation.
By now you have noticed that moving around is accomplished by right-clicking,
and all other actions, such is talking and examining, are accomplished by left-
clicking. This simple rule will guide you through most situations you encounter
during the game.
Once you are inside the gates, you want to find Lord Marsten, as well as begin
investigating the city. Remember that you always walk in the direction that the
cursor is pointing. Good luck as you continue your adventure!
Commands
Serpent Isle is an entirely mouse driven game - all action commands can be
controlled by the two mouse buttons. However, for those who do not have a
mouse, all commands may also be performed from the keyboard.
USING THE MOUSE
The key point to using the mouse is knowing that the left button is used to
perform actions involving the hands or eyes, and the right button is used to
perform actions involving the feet. The mouse generally appears in one of two
forms: a green, straight arrow for normal activity or a red, jagged arrow for
combat.
Action Left Button Right Button
Click Look Take One Pace
Double-Click Use/Talk/Attack Find a Path
Click-and-Drag Move Items Walk Continuously
MOVING YOUR CHARACTER (RIGHT-CLICKING)
To make yourself walk, point the arrow in the direction you wish to travel and
right-click-and-hold. The farther the arrow is from you the longer it gets and
the faster you travel. To stop moving, release the right button.
When danger is near, your speed is limited by your dexterity and your
encumbrance.
As a shortcut, double-right-clicking on a point on the screen makes you walk to
that point, providing no obstacles bar the way (e.g., a wall).
MANIPULATING OBJECTS (LEFT-CLICKING)
The left mouse button is used to Look, Move (other objects), Use or Attack.
Look. To bring up a short description of an object, left-click on it.
Move. Many objects can be moved from one location to another. To Move
something, left-click-and-hold on the object. The cursor changes to a hand to
indicate that you are holding something. Move the cursor over the desired
destination and release the button.
Releasing the item over a character places the item somewhere inside that
character's inventory. If your inventory (see Inventory Display) is open,
dropping the item on a container within the display places the item inside that
container. If a container is not in anyone's inventory, it must be open (its
display visible) to drop an item into it.
If an object is too heavy or too large to fit inside a container, or if you are
unable to reach the object, a message saying so appears in red above the object.
Use. To Use an object double-left-click on it.
Each type of item functions uniquely when Used. For example, Using an unlit
lamp lights it: Using a lit lamp extinguishes it.
Some objects can be Used on other objects (for example, a bucket on a well or
food on a hungry character). Double-left-clicking on such in item turns the
Cursor into green cross hairs. Moving the cross hairs to the target item and
left-clicking causes the first item to be Used on the second.
Double-left-clicking on a usable object may bring up a display that provides
more information about that object. For example, double-left-clicking on a
chest brings up a display that reveals the contents of the chest. The contents
can then be moved and manipulated like any other object within the world. The
bodies of fallen foes are treated like chests for these purposes.
The displays themselves can be moved in the same way you would move an object -
click, drag, release. Single-clicking on the red check at the left side of the
display closes that display. You can close all open displays at once by
pressing [ESC].
"Using" a person has several meanings. Double-clicking on a person while not in
combat initiates a conversation with that person. (For more information on how
conversations work, see Screen Display.) However, doing so while in combat mode
indicates that you wish to attack that person. If you click on a member of your
party while in combat mode or while your inventory display is up, that member's
inventory display will appear.
"Using" your character, the Avatar, brings up your inventory (see Inventory
Display).
To Use the boat, double-click on a chair. To Use the barge, double-click on the
engine. To Use the ice raft, double-click directly on the raft surface. Once
all characters are in place, move the barge or raft as if you were moving your
character. To stop Using either the barge or the ice raft, double-click in the
same place a second time. (The boat moves and stops automatically.)
Attack. While in any attack mode, the arrow cursor turns red. Double-left-
clicking the red cursor on another person who is not in your party or on an
object initiates an attack on that person or object. If you are in any attack
mode other than Manual mode (see Combat), you automatically enter into battle
with any nearby hostile foes.
USING THE KEYBOARD
Though using a mouse is highly recommended, the keyboard may be used as a
substitute if you have no mouse installed.
Walking
The arrow keys may be pressed to walk one step in the desired direction.
Holding the shift key down while pressing an arrow key will allow the Avatar to
take three steps instead of one. if [Num-Lock] is on during play, every step
will be a triple one.
Manipulating Objects
Press [Spacebar] to make the hand cursor visible. Now the arrow keys will move
the cursor instead of the Avatar. Holding down [Shift] will increase the rate
at which the cursor travels.
Treat [Ctrl] as if it were the left mouse button. For example, a single "click"
identifies an object, while a "double-click" uses it.
If you are in any attack mode, there is no red cursor to remind you, but
"double-clicking" still initiates an attack.
Displays
SCREEN DISPLAY
In Serpent Isle the entire screen is devoted to displaying the map. Any
messages or other relevant information appear over the game map, at various
places.
During conversations, a portrait of the character are speaking to appears in the
upper left corner of the screen, with ail of his text appearing to the right of
the portrait. If any Other characters interject, their portraits appear in the
lower left corner of the screen with their text just to the right of their
portrait. During conversations, your portrait appears in the center of the
screen, with your word options appearing to the right of your portrait.
Selecting a word or phrase from your options initiates a response from the
character you're talking to.
Text that identifies an object appears just above that object. Text that
appears just above a character icon means that that particular character has
spoken.
INVENTORY DISPLAY
When you double-left-click on yourself, your Inventory Display appears. This is
also true of any character in your party, as long as you have first brought up
your own Inventory Display.
Dove/Flaming Sword. At the left of the Inventory Display is either a dove (non-
combat mode) or a flaming sword (combat mode) icon. Left-click on this icon to
switch from one mode to the other. During play, the color of the cursor arrow
indicates whether you are in non-combat mode (green) or combat mode (red).
Containers. Double-left-Clicking on any container in your inventory reveals the
contents of that container.
Disk. On the right side of the Inventory Display is a floppy disk icon. Left-
clicking on this brings up a window that permits you to load or save a game,
turn sound and music on and off, or exit the game.
To save a game, left-click in one of the rectangles in this window. When a dark
triangle appears on the left hand side, type a name that will remind you where
you were in the game when you saved. Click on the save button to save the
current game position to your hard disk. If all saved game slots are full,
click on an already existing one (type a new name or not, as you wish) and click
on save to replace the old saved game With your current position. Click on "Yes"
or "No" or press [Y] or [N], as appropriate, when asked if you want to save over
an existing game.
To load a game, click on any named saved game slot. When the dark triangle
appears, click on the load button to restore the game position represented by
the saved game slot you selected. Click on "Yes" or "No" or press [Y] or [N],
as appropriate, when asked if you want to load an existing saved game over your
current game position.
To turn music or sound on or off, click on the appropriate button or press [A].
To exit the game, click on the quit button. You will be asked if you really
want to quit to DOS. Click on the yes box to exit or the no box to continue
playing. (You can also press [Y] or [N].)
Heart. To the left of the disk is a heart. Left-clicking on this icon or
pressing [Z] reveals the Statistics Display.
Crossed Swords. At the bottom of the displays near the center, is a pair of
crossed swords. Click on this or press [L] to bring up the Combat Status
Display. This display reveals the vital combat statistics of your entire party
at once, and permits you to change each party member's attack strategy (See
Combat).
Numbers. At the bottom of the Inventory Display are two numbers separated by a
slash (e.g., "18/36"). The number on the left is the weight the character is
carrying expressed in units called "stones." The number on the right is the
maximum number of stones the character can carry. when buying items from
shopkeepers, an item that is too heavy for your character to carry is placed in
the inventory of other party members or at the feet of the purchaser.
In addition to weight, items also have volume. Sometimes you are told that you
cannot carry an item because your hands (or packs) are full. By rearranging
your equipment (e.g., putting a weapon in your pack or buying another backpack),
you may be able to able to carry the new item.
SPELL BOOK
when you acquire a spell book, you will be able to use powerful magic. Double-
left-clicking on the spell book in your Inventory Display brings up its display.
To turn the pages of your spell book, left-click on one of the dog-eared upper
comers of the book until the spell you wish to cast is visible on the page.
To cast a spell, you must have enough spell points (mana) and the proper
ingredients (reagents). Then double-left-click on the icon in your spell book
that represents the spell.
To select a spell without casting it, left-click on its icon in the spell book.
This places a bookmark in the appropriate place in the spell book and keeps the
spell ready, should you ever need it. Only one spell can be readied in this way
at a time.
Six spells (Fire Blast, Paralyze, Lightning, Explosion, Death Bolt and Sword
Strike) may be cast in combat by double-left-clicking on a target as if you were
attacking the target normally. If the spell book is in your hand and the book
was closed while that spell was selected (the bookmark was on that spell), using
the mouse to attack causes you to cast that specific spell (as long as you have
the spell points and reagents necessary). Also, if your character is not in
Manual Mode and you have your spell book ready (in hand), you cast spells
automatically.
During the course of' your adventure, you may acquire magical scrolls. These
one-time-use objects allow you to cast spells even if you lack mana or reagents.
To use a spell scroll, double-left-click on the scroll to open it. Then, double-
left-click over the icon that identifies the spell on the scroll to Cast it.
If you know how to cast the Transcribe spell, you can copy spells from a scroll
into your spell book. When you cast Transcribe, targeting cross hairs appear.
Target the scroll holding the spell you wish to copy, left-click on it, and it
will be transferred, automatically, into your spell book. The scroll then
vanishes.
There are, of course, magical secrets you will uncover as the game goes on, but
their nature and use must be learned through experimentation.
STATISTICS DISPLAY
The Statistics Display lists a character's current primary and secondary
attributes. It also shows whether that character is unconscious, poisoned,
charmed, hungry, protected, cursed or paralyzed.
The color of the Statistics Display indicates how cold the character
is. If the background of the display is brown, the weather in the vicinity is
warm and the character is comfortable. If the background is blue, the character
is cold and the potential for frostbite is great - dress accordingly. The
darker the blue of' the background, the colder the individual is. Give him or
her warm clothing as soon as possible.
PRIMARY ATTRIBUTES
Strength, dexterity and intelligence are a character's primary attributes, With
values ranging from 1 to 30. The higher art attribute is, the better.
Strength determines several things, including how much you can carry, how much
(if any) damage you do with a hand-to-hand weapon, and how many hits you can
take before dying.
Dexterity affects such things as how fast you are and how well you pick locks.
Dexterity determines your combat skill.
Intelligence determines several things, including your magic skill and how well
you cast certain spells.
The remaining numbers describe secondary attributes.
SECONDARY ATTRIBUTES
Combat skill determines how likely you are to hit an opponent in combat with
normal weapons.
Magic skill, derived directly from your intelligence, determines the maximum
number of mana points you can have.
Hits are derived directly from your strength. They are reduced by damage,
poison and hunger. When your hits score reaches 0, you are unconscious.
Mana records the current number of magic points you have. The less active you
are, the greater the rate at which mana points return.
Experience points (EXP) are a measure of your accomplishments. As the game goes
on, each member of your party gains experience points. After earning a
predetermined number of points, a character's level increases.
Training Points are accrued with experience points. To increase strength,
dexterity or combat, you must find a trainer who teaches expertise in that
specific attribute, on the training fields at Monitor. (Your intelligence and
magic are already at their maximum possible values.) If you pay the trainer's
fee and "trade in" training points (representing your study and practice with
the trainer), the attribute you are concentrating on increases.
Level indicates your overall prowess. As you gain experience (see below), your
level increases. As your level increases, you have the opportunity to raise one
or more primary attributes.
COMBAT STATUS DISPLAY
This display shows the vital combat statistics of all party members at once.
Below each portrait are listed that character's combat skill, number of hits
remaining, attack strategy and protected mode toggle (see Protected "Mode" and
Protect Mode). If applicable to the character, magic skill and mana will also
appear.
If the Avatar's attack mode is anything but Manual Mode, the character selects
targets intelligently and fights those opponents without any further input from
you (according to the rules of the attack mode you chose). You can override
your character's decision at any time (by double-left-clicking on a specific
target to attack it, right-click-and-holding to lead the Avatar in a certain
direction, etc.).
When not in Manual Mode, the Avatar will not select targets that are fleeing or
disabled (sleeping, paralyzed or unconscious), and will break off an attack once
any of these conditions are met. To make the Avatar pursue an enemy to the
death, double-left-click on the opponent after it has already fled or been
disabled.
FLEE MODE
If a party member (but not the Avatar) is seriously injured, he may flee.
However, party members will never flee if they are in Berserk Mode. Fleeing
characters may drop some of their possessions to enable them to run faster.
Party members who have been set to Flee Mode will make an orderly retreat and
will not drop any of their possessions.
It is possible to change the attack strategy and protected mode status from this
display. It is also possible to call up a character's inventory window by
clicking on the portrait at the top of that character's Combat Status Display.
In the center row of the Combat Status Display is an icon representing the
attack mode for that character when in combat. The following attack modes are
available:
Manual You may direct each combat action.
Attack weakest The character will attack the weakest opponent.
Attack strongest The character will attack the strongest opponent.
Defend The character will be less effective at hitting and more effective at
dodging blows.
Attack nearest The character will attack the nearest opponent.
Berserk The character will never flee, regardless of wounds.
Flee The character will retreat from any opponents in an orderly fashion.
Random The character will attack a random foe.
Protect The character will attempt to protect the party member in Protected
Mode.
Flank The character will attempt to Flank the enemy (to either side).
PROTECTED STATUS AND PROTECT MODE
You may designate a party member to be protected by clicking on the "halo" just
below that character's attack mode icon. When the halo turns gold, this party
member is protected. Only one person in the party may be protected at any one
time.
Note that if you have not designated any party member to be protected (in other
words, you haven't "turned anyone's halo on"), an injured party member may go
into Protected Mode automatically and call out to other party members for
protection. Any party members that are in Protect Mode will follow this injured
character around and attempt to keep him or her safe. Effectively, any
protecting characters' main concern is for the welfare of the protected
individual, and they will fight anyone who attacks the protected character until
there is no longer a threat.
Keyboard Commands
A Turns all audio effects on and off.
B Brings up spell book display, if Avatar has spell book in
inventory.
C Turns combat mode on and off.
H Changes the "handedness" of the mouse by swapping the
functions of the left and right moues buttons. The left
button is now used to move around, and the right button to
manipulate objects. This "H" toggle affects only the
mouse, not keyboard commands.
I Opens up the Inventory Display of each party member,
beginning with the Avatar.
J Brings up Serpent Jawbone display if Jawbone is in
Avatar's inventory.
L Brings up the Combat Status Display, revealing the vital
statistics of the entire party and permitting you to change each party member's
attack strategy (see Combat).
M Brings up map of Serpent Isle if in inventory.
S Opens up the Save/Load Window.
T Brings up a targeting cursor and pauses the game so you
can talk to a fast-moving character, use any object or
attack.
V Displays a scroll showing the version number of your copy
of Serpent Isle.
Z Opens up the Statistics Display for each party member,
beginning with the Avatar.
Alt-X Exits Ultima VII and returns to DOS.
Alt-8 Toggles the frame limiter on and off. The game runs slower
with the frame limiter on.
Esc Closes Save/Load windows, if it is open. If Save/Load is
not open, closes all open displays and windows.
Ultima VII, PART TWO
SERPENT ISLE
THE SILVER SEED
PLAY GUIDE
Revered Order Hierophant,
It is my pleasure to present thee the first report concerning my new duty
station. I include a map of the keep to familiarize thee with Geriss and its
particulars. My arrival has caused some agitation in the garrison-but I
prepared for that. I can assure thee that I have the situation completely under
control. The warriors must learn to obey my orders and pay me the respect that
I deserve as the Commander of the Order Forces at this post. In time, they will
discover the importance of Ethicality and Discipline, certis. To the best of my
ability I will instruct them more deeply in the virtues and aid them with their
internal conflicts. It honors me that my superiors have entrusted me with this
position. I am dedicated to carrying out my orders and will meet all
expectations to perfection-as always.
Yours faithfully,
Isstanar
GARRISON
There are only three Order warriors left in this command. Since most of the
labor is performed by automatons, there is little for the human warriors to do
around the keep. All of them are eager for news about the battle that is raging
at the front. Being the new Commander of this post, I am their only source of
information. They generally stay in their rooms and invent new trivialities to
overcome the monotony in their lives. I must admit that they work fairly well
together.
Tsandar is now Subcommander of this outpost. My arrival seems to have upset him
and made him jealous. I believe he blames me for his demotion. He often
discusses and praises his former commander, Ardiniss, when I am not around. I
anticipate difficulties with this warrior.
Elissa is the Mage at this outpost, giving her rank equal to that of Tsandar.
She considers the benefits of eternal life as an Order Automaton more and more
often. I believe she admires me. Perhaps, in time, she will be worthy to make
the ultimate sacrifice.
Surok is the Healer of the keep. He is much older than his companions and seems
weary of the discipline expected of him. I assume that seeing his friends die
over the last sveral hard years has made him bitter. He does not seem
comfortable around me, which probably has to do with my appearance. I hope to
re-instill a sense of duty in him soon.
DARK MONKS
Occasionally I overhear conversations between the warriors here in Seriss. They
often mention the names of three sorceresses, members of the Dark Monks-Rieya,
Solaria, and Drusilla. From the information available to me at this point, I
must assume that these monks have great power.
They are not fond of the Order Forces; they believe in their own distinct
prophecies. These monks speak some drivel about destroying the "Pawn of
Prophecy." They believe their victim will arrive here through the powers of the
Amulet of Balance. I don't know what to make of all their prattle. I don't
think they are talking about our hero, the Champion of Balance. If he ever
arrives here, I will give him the magic Key Ring as I have been ordered by thee,
Calithiss, revered Order Hierophant.
The three monks haven't caused the keep any trouble so far; therefore, I shall
allow them to remain in this area. Although I don't trust them under any
circumstances, a treaty has been signed-they may each stay at the entrance of a
different dungeon, as long as they repulse any interlopers seeking that route
into Seriss. I haven't been here long enough to know them well, but I plan on
gathering more material for my next report to thee.
SERISS: THE ORDER KEEP
1) Drawbridge
2) Courtyard
3) Serpent Gate
4) Smithy
5) Barracks
6) Great Hall
7) Laboratory
8) Armory
9) Library
10) Jail
11) Back path to Aram-Dol's lair
12) Pth to chasm
13) Chasm with drawbridge
Note: In this, and in all other maps, letters in round-cornered boxes (A, B, C
and so forth) indicate the two ends of a stairwell. For example, on the map of
the keep, A marks a stairwell that leads from the ground level up to a corner of
the parapet.
Dangerous dungeons surround the keep. Some were once part of the keep and
became what they are now after being abandoned. Other dungeons belonged to the
Forces of Chaos. I have heard rumors of gruesome creatures in all of these
areas.