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- Ultima VI
- by Origin
- Addenda
-
- Typed by Golden One
- and Hill Billy
-
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-
- THE IMPLEMENTS OF BATTLE
-
- No brave adventurer, knight or common traveller should venture into the
- hostile regions of Britannia without an appropriate selection of armour and
- weponas. Whenever possible, wear strong armour, a helm and shield, magical
- rings, tunics or amulets, and, of course, carry an effective weapon.
-
- BODY ARMOUR
-
- Foolish is the adventurer who embarks on a quest without the best armour he
- can afford. Several different types of armour are available--everything from
- inexpensive and relatively ineffective cloth to costly but highly protective
- plate. The armourers of Britannia will gladly allow you to examine their
- wares. Take advantage of this and acquire the armour best suited to your
- abilities and fighting style.
-
- Helms
- An unprotected head is sure to be the target of any shrewd opponent's sword.
- Helms are available in a variety of leather and metal forms, and one should be
- worn at all times when combat seems likely.
-
- Shields
- Unless wielding a heavy, two-handed weapon, the warrior should carry a shield
- with which to parry and block his opponent's attacks. Shields are constructed
- of wood or metal and vary greatly in shape and weight.
-
- WEAPONS
-
- The variety of types and uses of weapons exceeds full explanation in this
- treatise. Still, the proper choice of weapons is the single most important
- decision a warrior makes before setting out to do battle. In all cases, as
- your finances and opportunities allow, choose weapons which deliver the most
- powerful damage at the greatest range.
-
- Daggers
- Useful for stabbing and cutting in close-quarter fighting and for throwing in
- long range combat, the dagger is a most convenient and lightweight weapon to
- keep on hand.
-
- Main gauche
- Similar to a dagger, the main gauche also sports defensive hand protectors
- that can be used to parry an opponent's attack. Unlike a dagger, a main
- gauche cannot be thrown.
-
- Swords
- The warrior's chief weapon, swords come in two varieties: short swords, and
- two-handed swords. Despite their name, short swords are formidable weapons--a
- good thing, for only the strongest adventurers can wield the hefty two-handed
- swords. Always examine a sword closely before buying it, paying particular
- attention to its weight and the force with which it will deliver a blow.
-
- Missile weapons
- A complete battle strategy must include the use of weapons which can be shot,
- thrown or hurled from a great distance toward advancing opponents.
- Lightweight, hand-held items such as daggers, spears, axes or flasks of
- flaming oil can be most effective in times of need. Bows and crossbows are
- capable of firing with tremendous force, but they require the use of both
- hands and cannot be used effectively at point blank range. Some clever
- travellers have even been known to carry slings so they can drive off
- aggressors with hurled stones.
-
- Bludgeoning weapons
- While the effectiveness of cutting and thrown weapons is determined by the
- dexterity of the user, bludgeoning weapons, like clubs, depend upon the
- strength of the wielder. The mace is favored by many knights, whereas the
- two-handed hammer has been used by the mightiest of warriors to deal a
- crushing blow to the foe.
-
- Polearms
- A polearm is generally a stout wodden or metal staff topped by a metal cutting
- or bludgeoning fixture. The morning-star, a variation on this theme, consists
- of a staff with a chain attached to one end, and attached to the chain, a
- heavy, spiked bludgeon. Morningstars, halbers and other polearms are prized
- for the damage they are capable of doing and for their long reach.
- Unfortunately, polearms are unwieldy weapons which are most effective in the
- hands of a user possessed of great strength and dexterity.
-
-
-
- A BESTIARY
-
- Numerous and diverse are the beasts that inhabit the plains, forests,
- waterways, and dungeons of Britannia. Attempts to catalog them all have met
- with only limited success--such an endeavor requires the researcher to put his
- life in grave peril in order to make his observations. Therefore, much of
- what follows is information collected from first hand accounts of travellers
- and adventurers who have managed to return with their tales.
-
- Acid Slug: Though seldom encountered except in the darkest corners of the
- dampest caves, this featureless creature will secrete its corrosive juices on
- anything you possess that is metal, thus dissolving it. Painful but
- superficial skin burns may result from contact with the acid while it eats
- away at your armour. Conventional weapons have little effect on the monster,
- whereas a flame will send it fleeing.
-
- Alligator: Care must be taken whilst wading in the murky swamps which are the
- home of this aggressive man-eater. Possessiong great physical strength, this
- fearsome lizard can inflict heavy damage with a single blow from its mighty
- tail.
-
- Ant, giant: The shifting desert sands conceal these warrior insects all too
- effectively. Beware their powerful mandibles, capable of crushing a man in an
- instant.
-
- Bat, giant: Equipped with keen hearing and night vision, these large, winged
- rodents are swift and efficient in their nocturnal attacks. Though difficult
- to hit, their fur-covered bodies are extremely vunerable to damage.
-
- Bird: Generally posing no serious problem to the traveller, these swift,
- delicate creatures can peck annoyingly about the head if they are disturbed or
- threatened.
-
- Cat: Among the most common of domesticated beasts, the cat is often found
- prowling about alleys and storefronts, looking for bits of food or hapless
- mice.
-
- Corpser: Found only in deep, labyrinthine caverns, these hellish, tentacled
- ghouls drag their screaming victims into subterranean dens. What fearful end
- awaits the poor captive none can say. Only a burning flame has been known to
- have any effect on these creatures of the dark.
-
- Cow: A fine source of meat and dairy products, the complacent cow is a common
- sight on most farms.
-
- Cyclops: This hulking, one-eyed titan fears no one. Possessed of remarkable
- strength, it wields a mighty oaken club when it isn't hurling large boulders
- as its foes. The earth trembles as this giant lumbers about its domain, or so
- say those who claim to have survived an encounter with a cyclops.
-
- Daemon: This most wicked and formidable of foes is not to be underestimated.
- Overwhelming strength, skill and intelligence make daemons nearly unbeatable.
- Possessing magical powers rivaling the most powerful of mages, the daemon can
- summon hordes of his brothers to assist him in killing or possessing his
- victims. Being already undead, the daemon has little fear of death. You are
- forewarned!
-
- Deer: These graceful athletes of the forest can be spotted dashing through
- the shadows on sunlit afternoons. Deer are a good source of food, but be
- aware that the antlers they sport can do significant damage.
-
- Dog: Though related to the vicious wolf, the common dog poses far less of a
- threat than his wild counterpart. As much at home in the field hunting
- rabbits as at the dinner table of its master, the dog should be respected, but
- not feared.
-
- Dragon: How many myths have been built around this winged, fire-breathing
- holdover from Britannia's distant past? Even the strongest warrior has been
- known to wilt under the intense magical flames and noxious fumes that pour
- from the enraged beast's nostrils. Though mortal, dragons are extremely
- difficult to kill. It is, therefore, a wonder that some bold souls have
- actually managed to steal eggs from a dragon's nest to satisfy the culinary
- delights of wealty town dwellers!
-
- Drake: Smaller than their cousins, the dragons, but no less ferocious in
- battle, drakes are usually found in the company of their more formidable
- relatives. In a battle against a dragon, one must be ever mindful of the
- deadly drakes.
-
- Gargoyles: Frequently confused with daemons, the gargoyles are a little
- understood race of beings. Only fragments of information have made their way
- back from expeditions to the underworld habitat of these creatures. We do
- know that there are two classes of gargoyles--a dominant, winged variety and
- smaller, wingless drones. The larger gargoyle is a daunting opponent,
- possessing very high intelligence and impressive magical powers. But, the
- smaller drones are not to be ignored, for their attack is deadly, despite
- their apparent lack of magical ability. Scholars at the Lycaeum are
- feverishly analyzing all incoming information regarding these perplexing
- creatures.
-
- Gazer:
- How this monstrosity evolved is anybody's guess, for gazers are among the most
- unusual creatures found in the realm. They are usually spotted hovering above
- the ground in dungeons, searching for creatures they can mesmerize with their
- multiple eyes. One experienced adventurer claims that gazers emit a strange
- buzzing sound as they move about. Remain alert when you suspect the presence
- of a gazer, as it is constantly on the alert for prey.
-
- Ghost: Ghosts are generally found in cemeteries and other places of the dead,
- though their movements are all but unlimited. These ethereal spirits pass
- easily through solid walls and other obstacles, making them difficult to chase
- and difficult to elude. Though they do not possess great strength, their
- mobility and ability to use magic make them a force to be reckoned with.
-
- Gremlin: Unimpressive in battle, gremlins usually roam in packs and will
- attempt to overcome you through sheer force of numbers. Given the chance,
- these persistent creatures will take whatever food you are carrying in your
- pack, distributing it amongst themselves in a frenzy of feeding.
-
- Headless: The product of a wizard's failed experiments, these wretched
- creatures somehow manage to sense the location of their quarry and strike with
- unnatural accuracy. Do not fall prey to pity, for a headless would as soon
- strangle you with its bare hands as accept your mercy.
-
- Horse: Being both strong and swift, these companions of the trail are
- invaluable when time is of the essence and one's strength is at an end. The
- traveller should obtain a steed early in his adventuring. Occasionally, you
- may spy a majestic wild stallin roaming the broad plains, but catching and
- taming it is another thing.
-
- Hydra: The putrid quagmire of the swamp is the spawning ground of this
- botanical nightmare. Survivors of the Great Battle on the Bloody Plains tell
- of driving the enemy into the adjacent swamplands where the carnivorous hydras
- completed their mission of destruction. While fearsome, hydras also bring
- good luck, of a sort--when one finds a hydra, the valued nightshade mushroom
- can usually be found close by.
-
- Insects: These pesky, flying nuisances can be quite bothersome if stirred up
- by the careless explorer. A single buzzing swamp fly can be annoying; a
- biting swarm can leave the traveller depleted and exhausted.
-
- Mimic: Disguised as abandoned treasure chests, these masters of illusion wait
- patiently for passing adventurers whose greed exceeds their wisdom. if you
- take a moment to observe questionable chests from a safe distance, the mimic
- may reveal its true nature by spitting venom in your direction.
-
- Mongbat: Resembling a monkey as much as a bat, these winged anomalies are
- swift and powerful in their attacks. Though seldom encountered except in the
- deepest dungeons, encountering one in the dim subterranean light can unnerve
- even the stoutest among you.
-
- Mouse: This timid rodent seldom ventures from its lair except under cover of
- night, and then only in search of crumbs of food. Cheesemakers are especially
- wary of the nocturnal activities of these otherwise benign creatures.
-
- Rabbit: Though quite shy and non-threatening, these long-eared creatures are
- the bane of farmers, whose crops attract them in hordes.
-
- Rat, giant: These voracious, overgrown rodents have evolved over the
- centuries in the dank, inhospitable sewers that honeycomb the levels below
- some castles. Having grown immune to most poisons, they are difficult to
- exterminate. Even a single bite from one of these giants can cause disease or
- plague.
-
- Reaper: A remnant of an ancient enchanted forest swallowed up long ago in a
- cataclysmic upheaval, the reaper at first appears as a solitary tree trunk
- rooted in the dungeon rock. Closer examination reveals a grim intelligence
- which lashes out with long, gnarled branches and magical bolts of destruction.
- But, the resourceful adventurer can turn the threat of the reaper into the
- evening's campfire, ofttimes uncovering hidden treasure in the process.
-
- Rotworms: Born of the decaying detritus which carpets the swamplands, these
- loathsome invertebrates are more nuisance than threat--a pass of your torch
- across their path will usually keep them at bay.
-
- Scorpion, giant: Is there anyone who has not flinched at the sight of an
- angered scorpion, its stinger poised to inject its victim with deadly venom?
- You are advised to keep moving when confronted by one of these armoured
- nightmares, lest you perish where you stand.
-
- Sea Serpent: Like its land-bound cousin, the dragon, a sea serpent will
- attack the seagoing traveller with magical fireballs and violent physical
- swipes of its long tail. The wise sailor avoids this nasty beast.
-
- Sheep: Among the most docile of the beasts of the field, flocks of these
- highly beneficial creatures serve the common good by providing wool to the
- garment- and rug-makers and fine mutton to the pubs.
-
- Silver Serpent: Since the days of ancient Sosaria, the silver serpent has
- been a part of our lives. Its form has been found etched on tomb walls, and
- ancient monuments have been found which were crafts in its image. Yet, a
- recent scouting brigade claims to have seen a dead silver serpent of
- incredible size near a gargoyle encampment. The scouts observed for a time
- and, upon their return, reported that the gargoyles milked the slain creature
- of its venom and even ingested the fluid thus derived before entering battle.
- This ritual act seemed to give the gargoyles a short-term increase in
- aggression and strength, though causing their death in the end. Whether the
- drinking of venom actually increased the gargoyles' strength is currently the
- subject of some debate at the Lycaeum.
-
- Skeleton: The expressionless, hollowed eyes of the skeleton belie the malice
- that animates this otherwise lifeless latticework of bone and sinew. Conjured
- up by the malcontented mages bent on mischief, these creatures--the restless
- remains of fallen warriors--are both fearless and tireless in battle.
-
- Slime: This shimmering, amorphous mass seems more an oddity than a threat
- when first encountered. Constantly dividing and recombining, it seeks to
- surroung the traveller who happens upon its swamp or dungeon lair. Though
- susceptible to damage from ordinary weapons, the experienced adventurer is
- always ready to use fire against the ooze's subtle maneuvers.
-
- Snake: Emerging from their rocky lairs at the first morning light, these
- reptiles spend their days basking in the sun, warming their cold-blooded
- bodies so they can strike swiftly at their unsuspecting prey. They can even
- spit poisonous venom from several yards away with accuracy that is both
- horrifying and deadly.
-
- Spider, giant: Though they spin their lethal webs deep inside dark lairs,
- spiders of this gargantuan variety often venture forth in search of prey.
- They are capable of inflicting painful bites or spitting their toxic sputum
- from great distances. But they are not invincible, and can be killed with a
- few well-placed blows.
-
- Squid, giant: The dreaded scourge of all mariners, this horror of the high
- seas is legendary for its ability to destroy a large sailing vessel with its
- dextrous tentacles and crushing beak. It being exceedingly strong and
- durable, one should avoid confrontations with this nemesis of the deep.
-
- Tangle Vine: Though this plant resembles a common hedge of briars and
- thistles, wary adventurers take care to avoid tangle vines. The sharp thorns
- that adorn this creeping foliage radiate from a well-protected central flower
- pod. As if the swiftly growing limbs weren't threat enough, the flower pod
- gives off a sleep-inducing fragrance whenever it is threatened.
-
- Troll: The brutish troll takes perverted pleasure in hiding beneath bridges
- so it can terrorize the unsuspecting traveller. Fortunately, trolls are
- relatively weak and they lack endurance, so they pose only a moderate threat
- when encountered.
-
- Wisp: Often mistaken for harmless, forest firefly, the nocturnal wisp can
- both mystify and antagonize the adventurer. Though only causing minor harm in
- any single attack, its uncanny ability to dance about the field of battle,
- striking at will, can lead to serious cumulative injury.
-
- Wolf: Both revered and feared, this canine lord stalks the high plains and
- forest alike on its quest for survival. Never, ever, put this wary beast in a
- threatening situation! Its bite is far worse than its mournful howl.
-
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