*********

Welcome to Project 64!

The goal of Project 64 is to preserve Commodore 64 related documents in
electronic text format that might otherwise cease to exist with the
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Extensive efforts were made to preserve the contents of the original
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The author(s) of the original document and members of Project 64 make
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for any purpose.  This etext is provided "as-is".  Please refer to the
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etext.  No other warantees, express or implied, are made to you as to
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*********

The Project 64 etext of the Ultima VI 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/ultima6/u6encore.html, the HTML
online version at the Origin web site to include sections on Magic and
"Copy Protection Questions and Answers". 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.
Also includes usenet article mentioning some of the differences between
the c64 and pc versions.

ULT620A.TXT, January 1997, etext #163. This replaces ULT610A.TXT.

*********

Ultima VI--The False Prophet

THE MAIN MENU

When you start ULTIMA VI, an introductory sequence will begin. Read all
text messages that appear and press any key or click in the message box
to move on to the next message or screen. (Press Escape if you want to
bypass this sequence altogether.)

When this is over, the main menu will appear, listing five options-
Introduction, Create a Character, Transfer a Character,
Acknowledgements, and Jourey Onward.  To select one of these options,
click on it with the mouse. From the keyboard, use the arrow keys or
numeric keypad to highlight the one you want, then press Return, or
type the first letter of the option's name.

The first time you play, you will want to go directly to Create a
Character. Here, you can type in your character's name and select his
or her Sex and Portrait. Go on to the next portion of the character
creation system by clicking on the Continue box (or by typing C). This
will take you to a series of questions. Answer by selecting the A or B
response to each question. The way in which you answer determines the
kind of character you get.

When your character is complete, you will automatically be taken to the
Introduction. This will tell you what the game is about. If you want to
watch this again later, select Introduction from the menu.

If you've played ULTIMA IV or ULTIMA V, you may want to bring your
character from one of those games over to ULTIMA VI. Transfer a
character allows you to do that. Select this option and follow the
directions on the screen, then click on theTransfer button and you're
ready to use your old character in your new game.

Acknowledgements tells you who did what in the creation of ULTIMA VI.

Journey Onward takes you directly into the ULTIMA VI game.   Select
this option when you're ready to play.



CREATING MULTIPLE CHARACTERS

The first time you play ULTIMA VI, you will have to create a character.
If at some to point you wish to create another character, you must
reconfigure your data disk. To do this, select Reconfigure a game from
the CD Games menu and then select Ultima VI: The False Prophet. You
will eventually be asked if you want to initialize or continue your
current game. If you choose to initialize, then your current character
will be erased so you can create a new one.



SCREEN LAYOUT

The game screen is divided into four regions-the map, the status
display, the message scroll, and the command icons.


The Map

The largest region, in the upper left, is the map. This shows the world
you are moving through, with the view centered on you (or another
member of your party if it's his or her turn).

With a mouse, move your characters around by positioning the pointer
over the map until it becomes an arrow pointing in the direction you
wish to move. Then click the left button. Some actions ask you for a
target location. (You may have to say where you want to drop an item,
for example). To select a location, click on it with the left mouse
button.

If you want to use the keyboard, move by pressing one of the arrow keys
or one of the eight keys around the 5 on the numeric keypad. These keys
are also used to select target locations-move the crosshairs on the
screen to the desired location and press Enter to initiate the action.

You can pass your turn and do nothing by positioning the mouse pointer
over your character and clicking the left mouse button or by pressing
the Spacebar.


The Status Display

In the upper-right corner of the screen is the status display. At the
top of the display, the current position of Britannia's sun and the
positions and phases of the two moons in the sky are shown.

Beneath this is a roster of all the members of your party, along with
each character's figure and current Hit Points. A character whose Hit
Points are printed in red is hurt badly; one whose Hit Points are green
is poisoned. (CGA and Hercules cards will differ slightly.)

When a party has more than five characters, arrows appear at the top
and bottom of this part of the screen. Click on these arrows to scroll
up and down through the list of party members. The + and - keys can
also be used.

If you click on a character's name, or press a function key (F1-F8),
you will be shown that character's portrait and statistics. The higher
a stat, the better. Strength determines how much a character can carry,
and how effectively he or she can strike with bludgeoning weapons.
Dexterity determines how quick characters are (faster characters get to
move and/or attack more often) and how effective they are with
nonbludgeoning weapons as well as crossbows, bows, and other missile
weapons.  Intelligence determines a character's bargaining ability and
effectiveness as a spellcaster.  The next two stats show pairs of
numbers-the current number of points the character has and the maximum
possible. Magic Points determine how many spells can be cast. For
instance, a spell of the fourth circle uses four magic points. Health
determines how much damage the character can take before being killed.
Each hour, you recover a number of magic points equal to your current
level. Health can be regained only by rest or healing.  The next
statistic in the list is Level, which indicates how powerful a
character has become through experience gained in past adventures. The
last stat, Experience, determines when a player is ready to progress to
the next level by meditating at a shrine.  To view a character's
Inventory, click on one of the figures to the left of the roster, On
the left side of the inventory display is a figure showing all
equipment that is readied for immediate use-either held in the
character's hands or being worn. If you are holding something that
requires both hands, such as a crossbow, you will not be allowed to put
anything in the other hand. Below this figure is the current weight of
all Equipped (E:) items, and the maximum weight the character can have
readied, measured in stones(s).  On the right side of the inventory
display are all other items carried by the character. The total weight
of his or her inventory (I:) is listed here, along with the maximum
weight the character can carry. To ready or unready an item, just click
on it with the left mouse button. To look inside a container in your
inventory, such as a bag or a chest, just click on it. Click on it
again to return to the main inventory display.  At the lower right, the
character's current combat mode is displayed (see "Begin/ Break Off
Combat," below).  At the Iower Ieft of the status display are five
buttons. From Ieft to right, their functions are: show previous
character, return to party display, switch between portrait and
inventory displays, show next character, and change combat mode.  To
use the inventory display from the keyboard, press the Tab key to move
the crosshairs to the status display. You can then move to any item or
button with the arrow or numeric keypad keys and press Enter to select
it. Pressing the Tab key again will return the crosshairs to the map.
The function keys Fl through F8, will switch the display to show the
different members of your party. (If you don't know the position of a
character in your roster, the + and - keys allow you to show the next
and previous characters.) FIO will return to the main party display.
The asterisk (*) key will toggle between a character's portrait and
inventory displays.


The Message Scroll

At the lower right of the screen is the message scroll. All text
describing things you see and hear, as well as the results of your
actions, is displayed here. When a message is too long to fit on the
scroll, a flashing, downward-pointing arrow appears at the bottom of
the scroll. Press the space bar or click in the message scroll to view
the rest of the message.



THE COMMAND ICONS

Underneath the map are ten command buttons. The main commands in ULTIMA
VI can be selected either with the mouse or the keyboard. To use a
command from the keyboard, simply press the first letter of its name.
With the mouse, move the pointer to the command button you want to use
and click the left mouse button. Then select the object or person you
want to use the command on.  For frequently used commands, such as Get,
Look, Attack, or Move, you can set up a default command for use with
the right mouse button. Click the right button on a command, and a blue
line will appear under it. From then on, clicking the right button on
any shape on the map or in your inventory display will execute that
command on that object. You can change the default command at any time.
For all functions other than executing the default command, the left
mouse button should be used. The ten main commands are:


Key : Command Functions

A : Attack -- Used to fight monsters, animals, or people, or to attempt
to destroy objects. After choosing the Attack command, choose a target
on the map that is in range of the weapon you have readied.

C : Cast -- Allows you to cast magic spells. You must have a spellbook
readied, and have enough Magic Points and reagents available to cast
the desired spell. When a character tries to Cast a spell, the
spellbook will be shown in the status display, listing the names of all
the spells he or she has learned. Each name is followed by the number
of times that spell can be cast with the reagents in inventory. To page
through the spells, click on the blue arrow buttons below the list or
use the  and  keys on the keyboard.  You cast a spell by clicking on
its name, or by selecting it with the  and  keys and pressing Enter.
Typing the first letter of each syllable of the spell also works. For
instance, to cast the Repel Undead spell-An Xen Corp-you could type AXC
and press Enter. Some spells require you to specify whom or what you
are casting them on. Simply select a target on the map or in your
inventory.  There is one special spell, the Help spell, which requires
no reagents. This will return you instantly to Lord British's Castle.
It should be used only in the most desperate of situations, however, as
it will usually cost your party many experience points.

T : Talk -- Lets you converse with the people you encounter in the game.
You can also speak with some shrines and statues and with the other
members of your party. You must select the character on the map you
wish to speak with. The character's portrait will appear in the status
display while he or she is speaking.

You talk by typing single words on the keyboard and pressing Enter. All
words may be abbreviated to the first four letters (e.g., elephant may
be abbreviated to elep).

Most people will respond to the words name, job, and bye.  (The "bye"
command ends a conversation. You can accomplish the same thing by
pressing Enter without typing anything.) Some people will also respond
to the words join and leave, allowing you to add members to your party
(up to a maximum of eight) or remove them.  During the course of
conversation, people give you an idea of what they're interested in
talking about. If you have the help function on, as it is when you
start the game, the subjects they want to talk about will appear in a
different color on the screen; if help is off, you'll have to figure
out the key words in their conversations. (Note that the help function
is not available on CGA cards.) You can turn help on or off by pressing
Control-H. However, be aware that some people will respond to other
subjects if you ask them.

L : Look -- Allows you to identify anyone or anything in the location
you select on the map or in your inventory. This command can be used to
read books, signs, and gravestones or to examine paintings.  It will
also give information on the effectiveness of weapons and armor. When
you use the Look command on an object you are adjacent to, you will
search it. This will reveal the contents of chests, bags, crates,
barrels, etc. It will also let you find hidden items or secret doors.

G : Get -- Lets you pick up an object on the map. You must be standing
next to it. If it isn't too heavy, it will be put into your inventory.

D : Drop -- Can be used to lighten your load by getting rid of items
you no longer need. First select the item in your inventory, then
choose a spot on the map to place it.

M : Move -- Used to push an item or to move it between characters in
the party.

If you select an item on the map, you can sometimes push it to an
adjacent square to get it out of your way. If it's something alive,
though, it may not always let you!  Moving an item into a square with a
chest, barrel, or crate will place the item inside it.

This command can also be used to move things in and out of containers
or from one character to another. To move an item to another character,
click on the character on the map. When you buy a new spell, you must
move it into your spellbook before you can cast it.

U : Use -- Operates any object that has some function. Among other
things, it will let you open and close doors and chests, enter or exit
ships, climb ladders, milk cows, mount horses, light or extinguish
fires, look into telescopes or crystal balls, ring bells, eat or drink
food and beverages, or play musical instruments. When using a musical
instrument, you play it with the numbers 0 through 9, and press Enter
when finished.

R : Rest -- Lets your party set up a camp and recover health and Magic
Points. You will be asked how many hours you wish to rest, from 1 to 9,
and who will stand guard. Select a character on the map display, or
press Escape to have no guard. Characters will not regain Hit Points if
they are out of food or if they stand guard. If you are ambushed while
resting, however, your party will not be awakened unless you have
someone on guard ! You can rest only on land.  At sea, this command
repairs your frigate. Multiple "Rests" may be required to repair a ship
completely.

B : Begin/Break Off Combat -- Switches back and forth  between party
mode and combat mode. In party mode,the members of your party
automatically follow you around. In combat, each character will behave
according to the combat mode you have selected for him or  her on the
inventory display.  Characters in Front, Rear, or  Flank modes will
position themselves in a formation centered around you.  Characters in
Assault mode will attack the nearest enemy, while those in Retreat mode
will avoid combat.  Characters in Berserk mode will charge and attack
the strongest foe.  Lastly, if you select Command mode for a character,
you can control that character's actions each turn, just as you do for
your own character. You can change a character's combat mode at any
time even in the middle of a battle.



KEYBOARD COMMANDS

Control-S : Saves the game You will be asked if you really want to save
the game. Type Y (Yes) to save or N (No) to cancel the command and keep
playing.

Control-R : Restores the game to the last saved position As in the case
of the Save command, you will be asked to reply Y or N.

Control-Q : Quits the game and exits to the ULTIMA CD GAMES menu. Make
sure you have saved the game first if you want to return to the same
position later!

Control-H : Toggles HELP mode on/off.

Control-Z : Toggles sound and music on/off.

1 through 8 : Place a member of the party in Solo mode. In this mode,
you can move that character around and perform whatever actions you
wish, while the rest of the party remains motionless Note that you
can't talk to people or use ladders, dungeon entrances, or moongates in
Solo mode-you must be in Party mode.

0 (zero) : Exits Solo mode and returns to Party mode.

Escape : Aborts most functions.



COPY PROTECTION QUESTIONS AND ANSWERS

Lord British's Questions

 What doth Trolls Lack?
 A: Endurance

 What part of the tangle vine doth put one to sleep?
 A: Pod

 How wert the headlesses produced?
 A: Wizard

 What valued item canst one find near the spawning grounds of Hydras?
 A: Nightshade Mushroom

 How canst one fend off Rotworms?
 A: Torch

 How doth Sea Serpents attack?
 A: Fireballs

 What creature art wisps oft mistaken for?
 A: Firefly

 How doth giant squids cruch their prey?
 A: Beak

 Where hath images of the Silver Serpent been seen?
 A: Tomb walls

 What art reapers remnants of?
 A: Enchanted Forest


Mariah's Questions

 What does the magic syllable 'Zu' mean?
 A: Sleep

 What does the magic syllable 'Quas' mean?
 A: Illusion

 What does the magic syllable 'Hur' mean?
 A: Wind

 What does the magic syllable 'Jux' mean?
 A: Danger/Trap/Harm

 What does the magic syllable 'Ort' mean?
 A: Magic


Selganor's Questions

 What kind of fork should mandrake roots be prepared with?
 A: Silver

 What part of the nightshade mushroom is used in spellcasting?
 A: Cap

 Where does Sulfurous Ash come from?
 A: Volcanic Eruptions

 What are the Black Pearls used for?
 A: Kinetic propellent



MAGIC, CASTING SPELLS

The 26 syllables and their general meanings are as follows:

Syllable, Meaning

 An, Negate/Dispel
 Bet, Small
 Corp, Death
 Des, Lower/Down
 Ex, Freedom
 Flam, Flame
 Grav, Energy/Field
 Hur, Wind
 In, Make/Create/Cause
 Jux, Danger/Trap/Harm
 Kal, Summon/Invoke
 Lor, Light
 Mani, Life/Healing
 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
 Zu, Sleep

There syllables are combined to form the incantations used when casting
spells. A list of spells appears below. This list, while not
necessarily complete, collects all of our current knowledge of the ways
of magic.


The Eight Circles of Magic

Mages with little training and experience are limited in the spells
they can cast. As a spellcaster grows in stature, penetrating the
mysteries of the higher circles of magic, he gains the ability to cast
more powerful spells. Great power is not without cost, however. When he
casts spell, the mage experiences a drain in magical power equal to the
level of the circle of that spell. Thus, a simple first level spell
drains one point while a fifth level spell, more difficult to cast,
drains five. The caster's magical power returns within hours.


1st Circle

 Create Food
 Incantation: In Mani Ylem
 Reagents: Garlic, Ginseng, Mandrake Root
 Effect: A fine bounty of food will be added to your pack.

 Detect Magic
 Incantation: Wis Ort
 Reagents: Nightshade, Sulfurous Ash
 Effect: Discerns the magical nature of special objects and the
   specific magical charge currently in an item.

 Detect Trap
 Incantation: Wis Jux
 Reagents: Nightshade, Sulfurous Ash
 Effect: Discovers concealed traps in suspicious chests and doors

 Dispel Magic
 Incantation: An Jux Ort
 Reagents: Garlic, Ginseng
 Effect: Removes a sorcerous enchantment or poison which causes
   illness and bondage. Also awakens a person under a Sleep spell.

 Douse
 Incantation: An Flam
 Reagents: Garlic, Black Pearl
 Effect: Extinguishes flames

 Harm
 Incantation: An Mani
 Reagents: Nightshade, Spider's Silk
 Effect: Inflicts moderate damage on your opponent

 Heal
 Incantation: In Mani
 Reagents: Ginseng, Spider's Silk
 Effect: Applies healing energy to one who is injured

 Help
 Incantation: Kal Lor
 Reagents: (none are required)
 Effect: Quickens the user's demise and resurrects him and his
   party before the Throne of Britannia

 Ignite
 Incantation: In Flam
 Reagents: Sulfurous Ash, Black Pearl
 Effect: Ignites a lifeless torch, fireplace or brazier

 Light
 Incantation: In Lor
 Reagents: Sulfurous Ash
 Effect: Illuminates a darkened area


2nd Circle

 Infravision
 Incantation: Quas Lor
 Reagents: Nightshade, Sulfurous Ash
 Effect: Detects the presence of living, warm-blooded beings in the
   dark.

 Magic Arrow
 Incantation: Ort Jux
 Reagents: Sulfurous Ash, Black Pearl
 Effect: Fires a moderately damaging missile at your opponent

 Poison
 Incantation: In Nox Por
 Reagents: Nightshade, Blood Moss, Black Pearl
 Effect: Poisons your opponent with toxic venom

 Reappear
 Incantation: In Ylem
 Reagents: Spider's Silk, Blood Moss, Black Pearl
 Effect: Undoes the effect of the vanish spell, making the vanished
   object return to this world.

 Sleep
 Incantation: In Zu
 Reagents: Nightshade, Spider's Silk, Black Pearl
 Effect: Induces unconsciousness in the chosen victim

 Telekinesis
 Incantation: Ort Por Ylem
 Reagents: Blood Moss, Mandrake Root, Black Pearl
 Effect: Moves objects near the user without physical contact

 Trap
 Incantation: In Jux
 Reagents: Spider's Silk, Nightshade
 Effect: Places a concealed trap on a chest or door

 Unlock Magic
 Incantation: Ex Por
 Reagents: Sulfurous Ash, Blood Moss
 Effect: Negates magical traps on chests and doors

 Vanish
 Incantation: An Ylem
 Reagents: Garlic, Blood Moss, Black Pearl
 Effect: Makes simple objects disappear from this world


3rd Circle

 Curse
 Incantation: An Sanct
 Reagents: Sulfurous Ash, Nightshade, Garlic
 Effect: Reduces the effectiveness of a foe's armour, prowess and
   intelligence

 Dispel Field
 Incantation: An Grav
 Reagents: Black Pearl, Sulfurous Ash
 Effect: Neutralizes magic fields generated by field spells

 Fireball
 Incantation: Por Flam
 Reagents: Sulfurous Ash, Black Pearl
 Effect: Hurls a mighty flaming missile at your opponent

 Great Light
 Incantation: Vas Lor
 Reagents: Sulfurous Ash, Mandrake Root
 Effect: Provides long lasting illumination

 Magic Lock
 Incantation: An Por
 Reagents: Sulfurous Ash, Blood Moss, Garlic
 Effect: Applies a magical lock to a chest or door

 Mass Awaken
 Incantation: An Vas Zu
 Reagents: Ginseng, Garlic
 Effect: Awakens all nearby sleepers with an explosion

 Mass Sleep
 Incantation: Vas Zu
 Reagents: Ginseng, Nightshade, Spider's Silk
 Effect: Induces sleep in all beings in the area targeted by the
   caster

 Peer
 Incantation: Vas Wis Ylem
 Reagents: Nightshade, Mandrake Root
 Effect: Reveals the world and the caster's place in it as though
   peering through an eagle's eye

 Protection
 Incantation: In Sanct
 Reagents: Sulfurous Ash, Ginseng, Garlic
 Effect: Increases the effectiveness of armour as well as the target's
   prowess and intelligence

 Repel Undead
 Incantation: An Xen Corp
 Reagents: Garlic, Sulfurous Ash
 Effect: Causes all undead in the caster's field of vision to flee


4th Circle

 Animate
 Incantation: Ort Ylem
 Reagents: Sulfurous Ash, Mandrake Root, Blood Moss
 Effect: Causes inanimate objects to come to life and wander about,
   though not under caster's control

 Conjure
 Incantation: Kal Xen
 Reagents: Spider's Silk, Mandrake Root
 Effect: Summons a wild beast to your side to aid in combat

 Disable
 Incantation: An Vas Mani
 Reagents: Nightshade, Spider's Silk, Mandrake Root
 Effect: Inflicts a grievous wound, nearly killing the target

 Fire Field
 Incantation: In Flam Grav
 Reagents: Black Pearl, Sulfurous Ash, Spider's Silk
 Effect: Creates a searing wall of fire

 Great Heal
 Incantation: Vas Mani
 Reagents: Ginseng, Spider's Silk, Mandrake Root
 Effect: Restores one's health fully

 Locate
 Incantation: In Wis
 Reagents: Nightshade
 Effect: Reveals the caster's location like a magical sextant

 Mass Dispel
 Incantation: Vas An Jux Ort
 Reagents: Garlic, Ginseng
 Effect: Dispels all magic in the area targeted by the caster

 Poison Field
 Incantation: In Nox Grav
 Reagents: Ginseng, Nightshade, Spider's Silk, Black Pearl
 Effect: Creates a wall of noxious gas

 Sleep Field
 Incantation: In Zu Grav
 Reagents: Ginseng, Spider's Silk, Black Pearl
 Effect: Creates a wall of sleep-inducing energy

 Wind Change
 Incantation: Rel Hur
 Reagents: Sulfurous Ash, Blood Moss
 Effect: Allows caster to alter the prevailing direction of the wind


5th Circle

 Energy Field
 Incantation: In Sanct Grav
 Reagents: Mandrake, Root, Spider's Silk, Black Pearl
 Effect: Creates an impassable wall of energy

 Explosion
 Incantation: Vas Por Flam
 Reagents: Mandrake Root, Sulfurous Ash, Black Pearl, Blood Moss
 Effect: Creates a powerful explosion, injuring those caught in its
   blast

 Insect Swarm
 Incantation: Kal Bet Xen
 Reagents: Blood Moss, Spider's Silk, Sulfurous Ash
 Effect: conjures up a swarm of insects to aid you in combat

 Invisibility
 Incantation: Sanct Lor
 Reagents: Nightshade, Blood Moss
 Effect: Causes begins to become unseen

 Lightning
 Incantation: Ort Grav
 Reagents: Black Pearl, Mandrake Root, Sulfurous Ash
 Effect: Hurls a powerful bolt of lightning at your opponent

 Paralyze
 Incantation: An Xen Por
 Reagents: Spider's Silk, Sulfurous Ash, Nightshade, Black Pearl
 Effect: Momentarily paralyzes your opponent, thus disabling him

 Pickpocket
 Incantation: Por Ylem
 Reagents: Blood Moss, Spider's Silk, Nightshade
 Effect: Lets the caster take one of the target's belongings

 Reveal
 Incantation: An Sanct Lor
 Reagents: Spider's Silk, Nightshade, Mandrake Root
 Effect: Makes invisible beings in the area become visible again

 Seance
 Incantation: Kal Mani Corp
 Reagents: Blood Moss, Mandrake Root, Nightshade, Spider's Silk,
   Sulfurous Ash
 Effect: Lets the caster speak with the dead as though they still
   lived

 X-ray
 Incantation: Wis Ylem
 Reagents: Mandrake Root, Sulfurous Ash
 Effect: Allows the caster to see places otherwise obscured by walls
   and obstacles


6th Circle

 Charm
 Incantation: An Xen Ex
 Reagents: Black Pearl, Nightshade, Spider's Silk
 Effect: Changes the alignment of the target to match that of the
   caster

 Clone
 Incantation: In Quas Xen
 Reagents: Sulfurous Ash, Spider's Silk, Blood Moss, Ginseng,
   Nightshade, Mandrake Root
 Effect: Creates an identical, though not controllable, replica of any
   being

 Confuse
 Incantation: Vas Quas
 Reagents: Mandrake Root, Nightshade
 Effect: Sends opposing foes into disarray

 Flame Wind
 Incantation: Flam Hur
 Reagents: Sulfurous Ash, Blood Moss, Mandrake Root
 Effect: Sends a gale of flaming wind in the direction of your foes

 Hail Storm
 Incantation: Kal Des Ylem
 Reagents: Blood Moss, Black Pearl, Mandrake Root
 Effect: Brings down a storm of hailstones upon the caster's enemy
   and the surrounding area

 Mass Protect
 Incantation: Vas In Sanct
 Reagents: Sulfurous Ash, Ginseng, Garlic, Mandrake Root
 Effect: Increases the effectiveness of armour, as well as the
   prowess and intelligence of nearby beings

 Negate Magic
 Incantation: An Ort
 Reagents: Garlic, Mandrake Root, Sulfurous Ash
 Effect: Temporarily prevents the casting of spells and magic

 Poison Wind
 Incantation: Nox Hur
 Reagents: Nightshade, Sulfurous Ash, Blood Moss
 Effect: Sends a gale of noxious wind in the direction of your foes

 Replicate
 Incantation: In Quas Ylem
 Reagents: Sulfurous Ash, Spider's Silk, Blood Moss, Ginseng,
   Nightshade
 Effect: Produces a duplicate version of simple objects

 Web
 Incantation: In Des Por
 Reagents: Spider's Silk
 Effect: Lays a fine, sticky web upon the ground to hinder a foe's
   progress


7th Circle

 Chain Bolt
 Incantation: Vas Ort Grav
 Reagents: Black Pearl, Mandrake Root, Sulfurous Ash, Blood Moss
 Effect: Causes a bolt of damaging energy to leap from one being to
   another

 Enchant
 Incantation: In Ort Ylem
 Reagents: Spider's Silk, Mandrake Root, Sulfurous Ash
 Effect: Empowers special items with magical energy

 Energy Wind
 Incantation: Grav Hur
 Reagents: Mandrake Root, Nightshade, Sulfurous Ash, Blood Moss
 Effect: Sends a gale of wind in the direction of foes

 Fear
 Incantation: Quas Corp
 Reagents: Nightshade, Mandrake Root, Garlic
 Effect: Causes all evil foes in the area to flee in terror

 Gate Travel
 Incantation: Vas Rel Por
 Reagents: Sulfurous Ash, Black Pearl, Mandrake Root
 Effect: Teleports the caster's party to a moonstone location
   determined by the moonphase

 Kill
 Incantation: In Corp
 Reagents: Black Pearl, Nightshade, Sulfurous Ash
 Effect: Sends a lethal bolt of energy towards an opponent

 Mass Curse
 Incantation: Van An Sanct
 Reagents: Sulfurous Ash, Nightshade, Garlic, Mandrake Root
 Effect: Reduces the effectiveness of armour, as well as the prowess
   and intelligence of all nearby beings, friend and foe alike

 Mass Invisibility
 Incantation: Vas Sanct Lor
 Reagents: Mandrake Root, Nightshade, Blood Moss, Black Pearl
 Effect: Causes all nearby beings to become unseen, though still
   present

 Wing Strike
 Incantation: Kal Ort Xen
 Reagents: Blood Moss, Spider's Silk, Mandrake Root, Sulfurous Ash
 Effect: Sends a powerful dragon's wing against your opponents

 Wing Eye
 Incantation: Port Ort Wis
 Reagents: Blood Moss, Nightshade Root, Mandrake Root, Sulfurous Ash,
   Black Pearl, Spider's Silk
 Effect: Allows the caster to see otherwise obscured


8th Circle

 Death Wind
 Incantation: Corp Hur
 Reagents: Mandrake Root, Nightshade, Sulfurous Ash, Blood Moss
 Effect: Sends a gale of lethal wind in the direction of foes

 Eclipse
 Incantation: Vas An Lor
 Reagents: Mandrake Root, Sulfurous Ash, Nightshade, Garlic, Blood Moss
 Effect: Causes the moons to block the sun's rays for a brief time

 Mass Charm
 Incantation: Van An Xen Ex
 Reagents: Black Pearl, Nightshade, Spider's Silk, Mandrake Root
 Effect: Changes the alignment of nearby foes to match that of the
   caster

 Mass Kill
 Incantation: Vas Corp
 Reagents: Black Pearl, Nightshade, Mandrake Root, Sulfurous Ash
 Effect: Sends lethal bolts of energy toward all nearby beings

 Resurrect
 Incantation: In Mani Corp
 Reagents: Garlic, Ginseng, Spider's Silk, Sulfurous Ash, Blood Moss,
   Mandrake Root
 Effect: Restores life to a being who was dead

 Slime
 Incantation: Vas Rel Xen
 Reagents: Blood Moss, Nightshade, Mandrake Root
 Effect: All evil creatures are changed to slime

 Summon
 Incantation: Kal Xen Corp
 Reagents: Mandrake Root, Garlic, Blood Moss, Spider's Silk
 Effect: Calls forth a demon from the underworld who may assist you in
   combat

 Time Stop
 Incantation: An Tym
 Reagents: Mandrake Root, Garlic, Blood Moss
 Effect: Temporarily suspends time while the caster continues his
   journey

 Tremor
 Incantation: Var Por Ylem
 Reagents: Blood Moss, Sulfurous Ash, Mandrake Root
 Effect: Causes the ground to shake, injuring all beings in the
   affected area

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

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The Project 64 etext of an Ultima VI usenet article.

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Newsgroups: rec.games.computer.ultima-dragons
Subject: Re: Commodoore 64:Ultima6
From: foxtrot@autobahn.mb.ca (Brad Johnson)
Date: Mon, 12 Aug 1996 06:17:32 GMT

Mercurial Dragon <cbowes@nsol.com> wrote:

>Does the Commodore 64 version of Ultima 6 really exist?

Yes! It is real! But it is missing a few thing. Some items are gone,
such as the triple crossbow (Though I never really liked this weapon
anyway) and the powder kegs. Also about 20 spells are missing. The
solutions to some problems were different in some places, For example,
if you needed (Or wanted) to blow something up with a powder keg, you
must use the Explosion spell instead.

BRAD JOHNSON   foxtrot@autobahn.mb.ca

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End of the Project 64 etext of an Ultima VI usenet article.

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End of the Project 64 etext for Ultima VI.

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