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The Project 64 etext of the Ultima III manual. Created by extracting
the appropriate section from the MANUAL.TXT file obtained from the
Origin Ultima I-VI Series CD-ROM (Encore) and by combining it with
http://www.origin.ea.com/english/ultima/ultima3/u3encore.html, the HTML
online version at the Origin web site to include sections for "Casting
Spells" and "The Ancient Liturgy of Truth". Formatted by the Basic
Bombardier. Most of the information in this etext is assumed to be
close enough to C64 version until a comparison and revision is made.

ULT320A.TXT, January 1997, etext #160. This replaces ULT310A.TXT.

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Ultima III -- Exodus

User's Information



CREATING A CHARACTER

1. Once the sample view of Sosaria is displayed, press Space to view
the Main Menu.

2. Select Organize a Party by pressing 0 and pressing Enter on the
keyboard. A new menu is displayed. Note: To select from a menu, enter
the first letter of the selection.

3. Press C and Enter to select Create a Character.

4. Assign a number between 1 and 20 to your character.

5. Name the character (a maximum of 13 letters may be used).

6. Specify sex: Male, Female or Other (M, F, or 0).

7. Select a race: Human, Elf, Dwarf, Bobbit or Fuzzy.

8. Select a class for your character: Fighter, Cleric, Wizard, Thief,
Paladin, Barbarian, Lark, Illusionist, Druid, Alchemist, or Ranger.

9. Assign Attribute Values. A maximum of 50 points can be divided among
the four available attributes: Strength, Dexterity, Intelligence and
Wisdom. (See manual for explanations of attributes and maximum
attribute levels). Note: Characters are assigned certain attributes
when you define sex, race and type. These 50 points allow you to
further develop your characters.

No fewer than 5 points can be assigned to any one attribute, and no
more than 25 points can be assigned to a single attribute. If
inappropriate values are used, the character disappears and must be
reinstated.

After entering values for each attribute, press Y and Enter to accept
this character.

Repeat until you have defined as many characters as you wish to take
with you on your journey.



STARTING PLAY

1. Select Form a Party by pressing F at the menu. You can select up to
four characters to include in your party by entering their assigned
numbers from the register display. Enter 0 (zero) if you wish to play
with fewer than four characters.

2. Press M to select Main Menu.

3. Enter J to select Journey Onward from the Main Menu.

4. You have entered the plains of Sosaria. Immediately press W and don
your cloth armor. Then press R and ready your dagger (it's probably a
good idea to find a town and purchase even better weapons and armor.
See the list of weapons and armor on page 15).



MOVEMENT

When traveling in the countryside, the arrow keys correspond to the
directions of a compass:

Direction Key on your keyboard

 North     (upward arrow key)      [ @ -- "at" sign ]
 South     (downward arrow key)    [ : -- colon ]
 East      (rightward arrow key)   [ ; -- semicolon ]
 West      (leftward arrow key)    [ / -- slash ]

When moving in towers and dungeons, the arrow keys correspond to:

Direction Key on your keyboard

 Forward   (upward arrow key)      [ @ -- "at" sign ]
 Backward  (downward arrow key)    [ : -- colon ]
 Right     (rightward arrow key)   [ ; -- semicolon ]
 Left      (leftward arrow key)    [ / -- slash ]



SPECIAL INSTRUCTIONS-KEY COMMANDS

 Escape  Cancels command selection (except for Yell and Other)
 0-4     Indicates player number when asked (0 = no player)



KEYBOARD COMMANDS

Key Command Function

A : Attack -- Attempts to damage foe with "ready weapons." Must be
followed by indicating the direction for the attack.

B : Board -- Mount a horse or board a frigate.

C : Cast -- Cast a magic spell. Must be followed by the player number
(except during combat), spell type (w/c) when needed, and the spell
letter.

D : Descend -- Climb down a ladder to the next lower dungeon level.

E : Enter -- Enter a town, castle, dungeon, or other landmark.

F : Fire -- Discharge a ship's cannons (after boarding) in direction
indicated.

G : Get Chest -- Open chest. Must be followed by the number of the
player who will search for traps, open the chest, and acquire its
contents.

H : Hand Equipment -- Trades equipment between two players. Followed by
prompts to determine what is to be exchanged.

I : Ignite a Torch -- Lights a given player's torch.

J : Join Gold -- Gives all gold in party to player indicated.

K : Klimb -- Climb up a ladder in a dungeon.

L : Look -- Identifies an object in a specified direction.

M : Modify Order -- Exchanges the positions of any two players within
the party.

N : Negate Time -- Stops time for all outsideof the party. Requires a
special item.

O : Other Command -- Enter any command desired during game play.

P : Peer at a Gem -- Shows players a bird's-eye view of a town, castle,
dungeon level, or the outside world. One viewing per gem.

Q : Quit (and save to disk) -- Use command to stop playing (from the
outside world only) and save your progress to disk. You can resume the
game from this point.

R : Ready Weapon -- Equip yourself with a specific weapon for use in
combat.

S : Steal -- Use to steal chests from behind store counters. Success
depends on skill.

T : Transact -- Use to talk to townspeople or trade with merchants.

U : Unlock -- Open doors if you have the key. Must be followed by
direction to door and the player whose key is to be used. One use per
key.

V : Volume -- Toggles sound effects on and off.

W : Wear Armor -- Outfits player with specified armor if owned.

X : X-it -- Leave behind or dismount your current transport and travel
on foot.

Y : Yell -- Allows player to yell anyword desired.

Z : Ztats -- Displays your vital statistics, possessions, and spells.

Space : Pass -- Pass one game turn without taking any action. Food is
consumed.



WEAPONS & ARMOR

Weapons Equipment Armor

 Hands   A   Skin
 Dagger  B   Cloth
 Mace    C   Leather
 Sling   B   Chain
 Axe     E   Plate
 Bow     F
 Sword   G
 Two-handed Sword  H

(Partial list only)

You must purchase weapons and armor for every member of your party.
Before you engage in battle, you must ready a weapon for each character.
You can select and ready weapons only from among those owned by a
specific character. You must also ready armor for each specific
character.



CASTING SPELLS


A. Repond

There was a time, long ago, when the lands were free of the wretched
creatures known as Orcs, Goblins and Trolls. These creatures did not
evolve naturally, but rather are the magical mutations performed by
demented magicians. Now these creatures have prospered through many
generations and their horrors are well known.

Have with thy person a staff of Yew, preferably cut from a hard and
fine-grained sapling. If Orcs, Goblins or Trolls threaten thy party,
raise thy staff before them and speak the name of this rune of
despelling. By casting this Rune, thou shalt be attempting to despel
the magic which is part of their inner being.


B. Mittar

Place upon thy palm and close in a strong fist any small projectile of
wood or stone. Strike it once upon thy breast, while chanting the
incantation of Mittar:

Manji Mula Levi Mittar Nopsen Alum Cavi

Hurl this talisman toward thine enemy. Magic in the form of a
shimmering sphere of iridescent light will spring from thy hand to
strike thy foe. The magic contained therein will enter his body and
disrupt his life force.

Depending on the skill and concentration invested in its conjuring,
this spell can deliver the blow of an insolent child or a stalwart
knight.


C. Lorum

Before entering any dungeon, cave, or even houses with unsteady
lanterns, be sure that thou hast prepared a goodly supply of Lorum dust.
This is easily done by collecting the fine dust from a spider's bath
which has been warmed by strong sun for many hours. Gather the dust
into a chamois bag and seal the sun's energy within it by singing these
words:

 Obrey Uricom Obla Sum

To release the energy, chant these same words in reverse order and cast
a small portion of dust into the air. A warm, soft, light of short
duration will be produced.


D. Dor Acron

Very useful when one desires to bypass a particularly bothersome
portion of a dungeon. Dor Acron is cast with the aid of the left
forepaw of a badger. Store the paw with care, for if it is damages in
any way which would have hindered the badger's movement, they way will
be similarly impeded.

Having made these preparations, when thou desires to enact the augury,
gather thy party into a ring. While holding the paw, chant this ancient
rhyme:

 Liedlan Spulger Idskrin
 Gruen Beast Trentle Ban

When this spell is cast, the mage and his companions will be
transported to the next lower level of inhabitation.


E. Sue Acron

This rune is closely related to Dor Acron, direction being the only
difference in effect. In this case the dried wing of a bird is needed.
The bird must be shot through the breast with an arrow whilst in flight.
Thread the wing on a leather thong and tie it to the tip of thy staff.

Once again, gather thy party into a ring a while holding the wing
intone this verse magical movement:

 Liedlan Spulger Idstrin
 Faun Beast Fentri Chem

As the words are chanted thy party will be lifted through the floor
above thee to the dungeon's next higher level.


F. Fulgar

This incantation is a powerful weapon in battle. It requires a golden
rod wrapped with iron and a vial of magical water collected from a
meadow pond at the very moment lightning touches its surface. Keep the
vial sealed until battle is nigh. Then touch the rod to the vial and
level it at thy foe whilst shouting these words:

 Flamin Fleetis Pondi

All of the energy will be conducted through the golden rod, and a fiery
ball will spin a searing path toward thine enemy. It will unfailingly
strike him with a force strong enough to kill most common men and cause
great damage to beasts of mightier strength.


G. Dag Acron

This incantation requires that a pattern of rays extending from a
common origin be drawn on the ground whilst the following chant is
recited:

 Dag Fulnus Acron
 Frieda Acron Boont

As each ray is drawn, a member of thy party will disappear and then
with the final stroke thee too shall vanish. In the next moment at some
random location on the terrestrial plane, each of the members of thy
party and finally thyself will appear.

This rune can only be used on the Sosarian surface. It will always take
thee someplace, but thy destination is a matter of speculation.


H. Mentar

In order to cast this most terrifying spell, an oak gall must be
collected of the sort most often found on ancient trees in dark and
gloomy forest folds. Dip the oak gall in molten wax while chanting this
verse from the tome of Mentar:

 Zanbar Leechen
 Cerdi Mentar

Then, when battle is upon thee, crush the oak gall within thy hand. As
the gall collapses, a blue ball of screaming horror will fly toward
thine enemy. It will invade his mind, and irreparably corrupt his
mental process, in direct proportion to thine own intelligence.


I. Dag Lorum

This spell is similar in effect but more enduring than Lorum. Place a
golden dagger in strong sunlight until it is hot enough to burn skin.
Then scrape it heavily against a stone until a golden dust is produced.
As the dust collects on the stone, chant these words and gather the
dust into a silken bag.

 Obrum Urica Obla Sum
 Urica Mani Sum Levi

When the need for extended illumination arise, hold the silken bag and
shake it. A small portion of the dust will release its energy in the
form of an enduring, golden, shimmering light.


J. Fal Divi

The ability to cast a clerical spell is a great power indeed. Fal Divi
will open before thee a tremendous range of power otherwise
inaccessible to the sixth circle. The performance of this invocation is
not a simple task, and often does not succeed.

Sprinkle thy body with holy water and slowly chant the prayer of Fal
Divi:

 Fal Divi Dom Mi Nea
 Fal Divi Requi Sem

Refer to the Cleric Book and do as the spell therein requires. If this
prayer is properly chanted, unto thee will come the power to use any of
the supplications of the Clerics Book.

Beyond this page lie the advanced spells of the Sixth Circle. Do not
venture too soon into the dark range of these spells. Until thou hast
not only conquered the Abyss, but also can use its power at thy will,
the force of these runes will be beyond thy skill.

When the shadow of death has grown familiar to thy sight and thou hast
learned the mastery of magic, then at last these spells will be thine.

Before these spells thy foes will cower, but take heed to use them
wisely, for they shall be earned at great expense.


K. Noxum

This spell is the first of the multi-pronged attacks, and can be of
great aid when thou art attached by a large band of formidable foes.

When the two moons of Sosaria are new, travel to the entrance of the
dungeon of fire. Gather some of the volcanic ash which is abundant
there. On the same night, mix this with herbs of cinnamon and ginseng
in equal proportion.

The use of this magical mixture requires that thou speak the Rune of
Noxum before hurling the ashen mix toward thine enemies.

 Noxum Menton
 Lanu Flama

As thou dost, it will catch flame and rush at thy foes, thwarting each
with a devastating blow.


L. Decorp

The sun hath made its consecutive cycles and thou hast gained great
experience in magic. Thy skill and power have now reached the sphere of
direct magical determination.

With the intonation of this spell, thou dost draw on the magical force
of all life and focus it upon thy foe.

Sing the song of Decorp and the air will shake with the roar of magic
rushing to thy command. Upon whomever thou shalt indicate, the Magic
shall descend, and their life shall be extinguished - always and
completely.

 Non Crono Di Vani
 Pas Numen Ti Soni


M. Altair

Until this time thou hast enacted thy Runic power to bring magic into
this world. Now, as an advanced Adept of the Assembly of the Sixth
Circle, thou may use the magic of this world to move beyond it.

First, gather a fistful of sand, and while repeating the enchantment of
Altair, let it flow from thy hand onto the ground.

Alt Man Ful Minar Lae Fin Crim Bontair

As it falls, time itself will slow and finally stop, allowing thy party
to move freely in the suspended state. The world will be temporarily
frozen and at the mercy of thy will.


N. Dag Mentar

Dag Mentar is a powerful multi-pronged conjuration that will wreak
havoc among thy foes in a manner worthy of its advanced rating. On the
darkest night of the summer, trap an owl, old and wise. Sacrifice the
owl upon a stone altar, keeping only its eyes. Enchant them with the
following verse:

 Fendi Mentar Divi
 Crembi Mentar Boni

When battle is nigh, repeat the stanzas until the heaviness of magic in
the air becomes oppressive to the labor of thy lungs. Smash the eyes
between thy hands. Thy foes will be struck a savage blow with damage
directly related to thine intelligence.


O. Necorp

On the night of a full moon, acquire the liver of one who is dying of
the black rot. Hang the organ deep within the forest to dry, and allow
six fortnights and a day to pass. Grind it into fine powder while
chanting these words:

 Don Corpus Mieda Futz
 Rieda Don Nemi

Store the powder in several small vials. When the need arises, throw a
vial above the heads of thine enemy's party. It will magically shatter,
releasing the loathsome rot upon their company. They will be quickly
transformed into putrid vestiges of their former beings, with little
strength left for battle.


P.

This Exorcism has no name, for the words should never be written or
spoken - save the occasion when life is to be banished unto the Realm
of Night. This most powerful invocation carries the name of the Dark
One.

The enactment of this Rune requires thine utmost concentration. With a
staff of Yew, trace upon the ground the protective pentagram. Light a
candle at the point most generally in the direction of thine enemies.
Cast some sulphic dust into the flame and speak the name of the Evil
One. All foes which hear this utterance shall be dashed violently into
certain destruction possessing no more life than the stones upon which
they lie.



THE ANCIENT LITURGY OF TRUTH

Know ye that the Ancient Liturgy of Truth hath been in the care of our
sect for 3,000 years. Never, through the passing of each generation,
hath our sacred custodianship been betrayed. We now enjoin thee, guard
well the secrets held within these pages. For thee, they shall be an
immeasurable blessing, but if they are revealed to one of the
unenlightened, great harm could befall him. The proper use of the
supplications contained within this manuscript will be thine aid in
combating the evils of this world.

The supplications herein are listed in ascending order of power. Most
of them will be unusable until thou hast trod many paths and gained
great wisdom. If thou dost devote thy whole being to these Truths, the
power to perform actual miracles will be granted thee. As thou art
exalted enough to be close to the One, the power even over life and
death may be thine. Take heed that dost not use these precious gifts in
a frivolous manner, but for the betterment of the order.

Receive now my blessing through the dark veil of time. Know always that
within thyself Truth was discovered, and that this Truth forms the
basis of unyielding power.

-- The prophet Alizarkanon


A. Pontori

Evil takes many forms throughout Sosaria, and some of the most evil are
the Undead. Skeletons, and ghouls, and zombies roam free in dungeons,
and open terrain. Although they are formidable opponents in battle,
there is a basic weakness in their essence. These servants of evil are
vestiges of former living beings now inhabited by an evil force.

If thou should encounter undead creatures, raise thy ankh of Truth
before them. If thou dost stand strong in the spirit of Good, evil
shall be dispelled from their begins and only their rotting corpses
shall remain.


B. Appar Unem

Often the chest which thou shalt find along thy journeys will contain a
trap, the intent of which is to injure thee an thy party. Since thou
dost have the innate ability to know the true nature of evil, thou can
overcome this difficulty.

To open a chest with no risk of harm to thyself or thy party, pour a
few drops of holy water into the lock and invoke the aid of the One who
is all Truth by raising the holy ankh over the chest. It will open
freely and allow thee to grasp its inner treasures.


C. Sanctu

Thy powers for healing will be often needed. The healing of minor
wounds can be accomplished with this simple supplication. Through the
channel which thy selfless devotion creates in thee, Truth and forces
of Good can act directly in this world.

Merely lay thy hands upon the one who is to be healed, and his wounds
will be mended beneath thy touch. In the beginning thine ability will
be limited, but with thine other powers, thy capacity to act as a
healer will grow and be strengthened by experience.


D. Luminae

The powers of the thine enlightenment shall gradually unfold before
thee. Resting at thy hand is the ability to enchant objects in a manner
which will make them glow. Whilst holding thy staff aloft, repeat the
name of this enchantment. Doing so, the power of the Truths within thee
will cause thy staff to glow with a soft blue light.

Realize, however, that his light will not be long sustained. For the
power brought through thee unto thy staff will slowly radiate away and
soon will dim and fade.


E. Rec Su

Part of thine enlightenment is the realization that there are no
boundaries. When this truth is known unto thee, the material world is
far less limiting than ordinarily supposed.

As thou descendeth deeper and deeper into the bowels of the earth, thou
shall likewise be descending into greater evil. Being thyself of a good
nature, this tends to give thee a natural buoyancy, as if in water.
Speak the name of this supplication whilst touching thy staff to the
ceiling of a dungeon passage. This will cause the ceiling to become
translucent; thee an thy party will freely float to the next higher
dungeon level.


F. Rec Du

The range of thine ability for spiritual movement is not limited to
ascension. Far below the earth's surface, and far below the deepest
recesses of the deepest dungeon, flow the molten streams and rivers
which feed the earth's core. Here also resides The Great Evil. Due to
thy natural buoyancy, downward travel is somewhat more difficult and
less desirable than upward. If thou must descend into evil, speak the
name of this supplication whilst tapping thy staff upon the floor. The
floor will become translucent; thee and thy party will slowly to the
next lower dungeon level.


G. Lib Rec

This is the most difficult of the spiritual movements. The planar
motion allowed here must begin within a dungeon chamber.

Lib Rec differs from the two previous supplications in the following
way: Instead of the earth allowing thy physical form to pass, now thy
form itself shall become translucent. As thou dost fade in one location,
thou shalt slowly appear in another.

To initiate this motion, speak the name of this invocation whilst
circling thy staff above thy head. As thou stoppeth the spinning staff,
so wilt thy journey stop.


H. Alcort

Alcort is a specialized form of healing. Poison is a horror all beings
fear, for with it comes almost certain death. Only with the assistance
of the divine power can thou halt the ravages of this great evil.

With thy touch, the poison coursing in the veins of thy companion shall
be transformed into a life-giving fluid which soothes the body and
brings peace unto the soul.

Thou can rest confident that thou hast delivered one from the grasp of
poison. This power has been promised by the One whose covenant has
never been broken.


I. Sequitu

Occasionally during journeys unto the lower depths of the subterranean,
thy party may encounter great peril. This could be the death or near
death of a party member, starvation besieging thy entire party, or
becoming lost with little hope of finding thy way.

This supplication is the beseechment of the greater Truth to aid the
weary traveler is escaping this rocky tomb. If thou raiseth thy holy
ankh into the air and cryeth out the name of this invocation, thee and
they companions shall rise forth from the depths, guided by the divine
Truth unto the Sosarian surface.


J. Sominae

Thine enlightenment hath expanded and will continue to unfold like the
star-filled heavens above.

The first light which thy Truth created for thee was wondrous indeed,
and luminance of this sort will continue to be of great service to thee.
Yet in order to fulfill some greater needs, more enduring illumination
is required.

If thou dost now meditate on this enchantment, thine entire self will
radiate with the light of Truth. Know that even this light cannot be
sustained indefinitely, for it doth draw from thine own inner force.


K. Sanctu Mani

The grasses have grown and seeded many times since thy journey began.
Thou hast trod many paths and gained much wisdom. Thou hast now the
power to perform actual miracles. To take one who has been shredded by
an opponent's sword, quivering on the threshold of death, and restore
him to life; this miracle is now thine.

Prepare a small tin of fine scented oil and ask that it be blessed with
the perfection and holiness of Truth. Anoint the wounds with the oil,
allowing it to penetrate deeply. Before thine eyes, the flesh will draw
together and be restored, and the blood will once again begin to flow
through his veins.


L. Vieda

If thou should lose thy way, either in the gloomy crevices of a dungeon,
or in a dark forbidding forest, the miracle of Vieda light thy way.
Meditate on thy need for guidance for a goodly time, and when thou dost
feel sufficiently purified, rub a small quantity of Holy water onto
thine eyelids.

If thou hast meditated sufficiently, the greater Truths shall
miraculously unfold before thine eyes. Whether thou art in a dungeon or
on the surface, a vision of thy current surroundings will come to thee.


M. Excuun

Occasionally thee and thy companions will be set upon by creatures of
great might and evil. Opposing these foes can be a difficult task at
best. The liturgy of Truth provides also for this need.

Should thy party encounter an evil foe of great strength, thou may wish
to call upon the miracle of Excuun. By holding the holy ankh of Truth
in the direction of thy foe and speaking the name of this great miracle,
thou can direct the pure light of the holy force of Truth at thy foe,
and the life within one of thy foes shall cease.


N. Surmandum

Thine enlightenment hath led thee to step beyond almost every
limitation of this earth. It is now within thy power to step into the
realm of death and draw one who has been there engulfed back into the
world of life.

Release thy spirit and allow it to venture into the very shadow of
death, touching the spirit of the one who slumbers there. Lend thy poor
companion back from the shadow of death and life will once again be his.
If, however, thy companion's strength of will is not strong enough to
make the return journey, the backlash from this failed miracle will
turn his body to ashes.


O. Zxkuqyb

The letters which head this page represent the seven words of anti-
creation. They are the words which release the fury of Truth upon the
world. No entire word is ever written, for should even the letters
which represent their sounds be brought together on a page, the release
of power would cause destruction of untold magnitude.

If thou should encounter a situation so evil as to require their use,
speak them softly only to the air beside thee. Most of thy foes will be
struck down with a force so strong it will end this life, and all other
potential lives within them.


P. Anju Sermani

Once a body hath turned to ash, the soul which once inhabited it is
sent on to its next life. It, therefore, takes a miracle of enormous
magnitude to reclaim it.

Realize first that the spirit must leave another body and another life
in order to return to thee. If thou perceives that the need for the
return of thy companion is so great as to be willing to give five marks
of thy wisdom in sacrifice, then beseech the One who is Truth and
Wisdom. Allow a tear from each of thine eyes to fall upon the ashes. As
thy tears mix with the ashes, so shall they reconstitute thee, and life
shall be restored.

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

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