Games PC ULTIMA I User Manual

Ultima I
The First Age of Darkness
Disclaimer
Disclaimer
DisclaimerDisclaimer
This document is a word-for-word digital copy of the printed Ultima I manual that came with the re-distributed Ultima 1 with enhanced EGA graphics. It is intended to accompany the Ultima 1-6 CD compilation. Origin apparently decided that this document was not necessary for redistribution when putting the CD together. However, there's a wealth of information about the world of Ultima 1 within the pages of this document. I find the exclusion of this document from the Ultima 1-6 CD to be an oversight. The game can't be played or enjoyed to its fullest extent without the information provided here. Thus, the existence of this document.
I tried to keep the documentation as close to the original as possible. However, I did take the liberty to correct a few minor grammatical and spelling errors. Millions of thanks go out to both Brian Reynolds (hurin@silcom.com) and Scott Leonard (e-mail: TrigonMan3@aol.com, web address: http://members.aol.com/trigonman3/ultima.html) who provided me with photocopies of their Ultima I documents. Without their help (and Origin’s), this document wouldn’t exist. Both were identical, but each had slightly different scan qualities. so I combined the best of each to make this document.
I scanned in the graphics that existed in the re-distributed Ultima 1, but did not color them. I would like to color them, but I am all colored-out. These documents have taken more of my time that I care to admit and am more interested in getting them released than coloring the graphics. If someone wishes to color the graphics in this document, e-mail me and I’ll get you the original black and white scan. This document is provided "as is". No warranty is expressed or implied.
The electronic version of this document is not endorsed or supported by Origin (OSI). I am not an employee of Origin, and am not affiliated with them in any way. I just really like Ultima, and wanted to fill in the glaring gap of information Origin supplied to the owners of the Ultima 1-6 CD. Please do not charge any money for this document in any
shape, manner or form. I charge no money for this, and neither should you. This whole package is freeware. Please do not make changes to this archive and then re-distribute it. You may not chunk this file into something smaller, and always be sure that the contents of this archive is unmodified.
If you have any comments, questions, suggestions or problems, direct them to micro@psyber.com. In the meantime, please enjoy!
Ultima and Lord British are registered trademarks of Richard Garriott. Avatar, Quest of the Avatar, Spell Book of the Eight Circles are trademarks of Origin Systems, Inc. All Rights Reserved.
The Adventure
ail, Noble One! Our land is in need of a stalwart hero, one who will brave perils too horrific to consider. A plague has be-fallen the Realm, a scourge is
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trod peasants stout of heart and sound of mind, where once lay fields of grain and fruit, where kine and fowl grew fat upon the bounties of our fair Sosaria. All manner of wicked and vile creatures prey upon our people and ravage the land. ‘Tis the doing of one so evil that the very earth trembles at the mention of his name.
upon the land! Our villages lie sacked, ruinous mounds of ashes where once
Mondain the Wizard hath wrought his malice well. Our nobles bicker amongst themselves, and each hath retired to the confines of his keep in hopes of watching the downfall of his rivals. Verily, the Evil One hat heaped indignity upon curse by releasing upon the Realm a host of creatures and beasts so bloodthirsty and wicked that our defenseless people fall as grain before the reaper’s scythe.
These denizens of the underworld hold sway over all that can be surveyed, save for the strongholds of the nobles besotted with their own ambition. Nowhere in our once peaceful country may a traveler find safe passage or lodging, save in the keeps of the self-proclaimed kings—and they demand hard labors for their indulgences.
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Only the young Lord British remains steadfast in the vision of a peaceful and united Sosaria. In his castle and his towne the pure of heart will find an ally and replenishment for the needs of one who hath chosen to fight for the Realm.
Aid us in ridding our land of the scourge that hath befallen us, O Noble One. We beseech thee, for without thine aid we shall surely perish before the onslaught of the maleficent necromancer. Slay the evil Mondain!

Fellowship

he lands of Sosaria are populated by a diversity of races as varied as the elements. From the tiniest Bobbit to the most towering human, our folk show
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of the foul Mondain, our folk lived in harmony and worked together in the true spirit of comrade-ship. The principal inhabitants of Sosaria are:
a strength of character unknown in other parts of the world. Until the coming
Human:
are the backbone of Sosarian society. Found in all walks of life, they are strong of body and of unexcelled spirit.
Elf:
Sosaria are slight of build and swift of movement. Their superior natural agility makes them excellent musicians and clever thieves. At home amongst the trees of the deepest forest or in the alleyways of the capital, the Sosarian Elf makes a stalwart companion and a relentless foe.
Dwarf:
a human’s height, yet often outweigh slender elves. They are matchless in courage and possess and inordinate endowment of natural strength. Never accept the Sosarian Dwarf’s challenge to wrestle for drinks in a tavern, unless thy supply of gold be endless and thy generosity ample.
Bobbit:
our Realm from a distant place. They are said to favour mountainside meadows and the serenity of forest clearings. Their diminutive height being even less than that of a dwarf, they shun any task that involves hard, physical labour, preferring instead to
Endowed with a natural intellect higher than any other race, the humans
Shorter than their human counterparts by the span of three hands, the elves of
Mountain fold and legendary miners, the dwarves of Sosaria stand but half
A small and gentle race, the Sosarian Bobbits are believed to have come to
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pursuits of study and contemplation. Bobbits are naturally weak, yet possess a serenity indicative of profound wisdom.

Professions

hilst the professions practiced by our folk are numerous, there are but four
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courses of action that may be followed by the novice adventurer. These are:
Fighter
stronger, more agile adventurer. The knowledge acquired during this period permits the fighter to use virtually every kind of weapon that might be found in Sosaria.
Cleric
the ways of the cleric requires patience and results in a good deal of wisdom. Such is their calm and concentration that at no time will the proper spell cast by a cleric fail to attain its desired result.
Wizard
poring over ancient writings and dusty tomes. Mastery of the arcane arts comes not easily, yet such training hones the intellect to a superior edge! The fruits of the long years of discipline are deemed to be worth the effort, however, for only the wizard may purchase the necessary supplies for the casting of the more powerful enchantments.
Thief
maintaining the public order, thieving is a trade that often serves the adventurer well. Many of the explorer’s finds are guarded by clever and devious traps that require nimble fingers and a dexterous hand. Larceny and the opening of locks comes much easier for the thief than for other mortals, for they who follow this occupation are endowed with exceptional agility.
– The rigorous training involved in learning to become a fighter results in a
– A profession suited to those who are of an introspective nature, the study of
– To become a wizard in our Realm, one must study long and diligently,
– Whilst not a profession held in the highest esteem among those charged with
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Castles & Townes
osaria is a land dotted with the castles of the nobility of the Realm and with numerous townes wherein the traveler
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Townes and castles may be entered freely, but woe to the one who foolishly is apprehended in an act of thievery, for the public order is maintained here by burly Guards who fear none.
his particular region. Visit these local rulers, they have much to offer the adventurer. The castles are often built of stone and peopled with merchants, courtiers, guards and fools. Beware of the jesters, for although they amuse, they may also deceive.
might purchase supplies and provender.
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ach castle is held by a noble, the King of
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