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{{Header Nav|game=Ultima III: Exodus}} | {{Header Nav|game=Ultima III: Exodus}} | ||
Each character that is allowed magic has a maximum Magic Point | == Magic points == | ||
Each character that is allowed magic has a maximum amount of Magic Point which is displayed with the party statistics. | |||
For example, a Cleric with a Wisdom attribute of 25 will have an maximum Magic Point level of 25. However, a Ranger whose Intelligence is 15 and whose Wisdom is 10 will only have a maximum Magic Point level of 5, half of his Wisdom, which is the lesser of the two attributes. | |||
Spells cost a different amount of energy to cast. A character replenishes that energy at a rate of one point per turn on the surface, and one point every four turns in a town or dungeon. Druids regain two points per turn, which is quite an advantage. Initial character races must be chosen carefully, or your characters may never develop enough mystical force within them to succeed on your quest. | |||
{|{{prettytable|notwide=1|text center=1}} | |||
! Skill !! Cleric magic users !! Wizard magic users | |||
| | |||
|- | |- | ||
| | | 100% || [[File:Ultima3 AMI sprite cleric-druid.png]] Cleric (MP = WIS) || [[File:Ultima3 AMI sprite wizard-alcmt-ilsnt.png]] Wizard (MP = INT) | ||
|- | |- | ||
| | | 75% ||colspan=2| [[File:Ultima3 AMI sprite cleric-druid.png]] Druid <br>(MP = half the higher WIS-INT) | ||
|- | |- | ||
| | | 50% || [[File:Ultima3 AMI sprite wizard-alcmt-ilsnt.png]] Illusionist (MP = half WIS) <br>[[File:Ultima3 AMI sprite ftr-pldn-brbrn.png]] Paladin (MP = half WIS) || [[File:Ultima3 AMI sprite wizard-alcmt-ilsnt.png]] Alchemist (MP = half INT) <br>[[File:Ultima3 AMI sprite lark.png]] Lark (MP = half INT) | ||
|- | |- | ||
| | | 25% ||colspan=2| [[File:Ultima3 AMI sprite ranger.png]] Ranger <br>(MP = half the lower WIS-INT) | ||
|- | |- | ||
| | | 0% ||colspan=2| [[File:Ultima3 AMI sprite ftr-pldn-brbrn.png]] [[File:Ultima3 AMI sprite ftr-pldn-brbrn.png]] [[File:Ultima3 AMI sprite thief.png]] <br>Fighter, Barbarian, Thief | ||
|} | |} | ||
:'' | '''Version differences:''' | ||
* '''16-bit ports ([[Amiga|AMI]] - [[Atari ST|AST]]):''' the Druid and the Ranger have the same magic system; their max MP equal half the best of INT and WIS; they replenish 2MP per turn up to half the lower of INT and WIS (then, they restore 1 MP per turn). | |||
* '''Ponycanyon ports (NES, etc.):''' the Druid replenishes just 1MP per turn, as any other character. | |||
== Cleric spells == | |||
Cleric spells are designed to protect, aid, and heal your party throughout their adventure. Few cleric spells are actually used to attack the enemy, but those that exist are powerful indeed. | |||
=== List === | |||
NES names are in brackets. "Wiz" refers to the total MP spent by a Wizard when he casts the "Cleric" spell. | |||
Default sorting is by "description", then by MP. | |||
{|{{prettytable|text center=1|sortable=1|notwide=1}} | |||
! MP !! Letter !! Cleric spell !! Description !!width=120| Users !! Wiz | |||
{| {{prettytable}} | |||
! | |||
|- | |- | ||
| | | 5 || B ||''' Appar Unem (Open) '''||align="left"| '''Field 1:''' safely open chest avoiding any trap. ||style="background:black;"| [[File:Ultima III character priest.gif|19px]][[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character illusionist.gif|19px]][[File:Ultima III character paladin.gif|19px]][[File:Ultima III character ranger.gif|19px]] || 50 | ||
| | |||
|- | |- | ||
| | | 10 || C ||''' Sanctu (Heal) '''||align="left"| '''Field 2:''' cure health points. ||style="background:black;"| [[File:Ultima III character priest.gif|19px]][[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character illusionist.gif|19px]][[File:Ultima III character paladin.gif|19px]][[File:Ultima III character ranger.gif|19px]] || 55 | ||
| | |||
|- | |- | ||
| | | 35 || H ||''' Alcort (Cure) '''||align="left"| '''Field 3:''' cure poison. ||style="background:black;"| [[File:Ultima III character priest.gif|19px]][[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character illusionist.gif|19px]][[File:Ultima III character paladin.gif|19px]][[File:Ultima III character ranger.gif|19px]] || 80 | ||
| | |||
|- | |- | ||
| | | 50 || K ||''' Sanctu Mani (Heal 2) '''||align="left"| '''Field 4:''' cure more health points. ||style="background:black;"| [[File:Ultima III character priest.gif|19px]][[File:Ultima III character wizard.gif|19px]] || 95 | ||
| | |||
|- | |- | ||
| | | 55 || L ||''' Vieda (Map) '''||align="left"| '''Field 5:''' view map of the surrounding area. ||style="background:black;"| [[File:Ultima III character priest.gif|19px]] || {{n/a}} | ||
|- | |- | ||
| | | 65 || N ||''' Surmandum (Raise) '''||align="left"| '''Field 6:''' cure dead status; if it fails, target turns into ash. ||style="background:black;"| [[File:Ultima III character priest.gif|19px]] || {{n/a}} | ||
|- | |- | ||
| | | 75 || P ||''' Anju Sermani (Recall) '''||align="left"| '''Field 7:''' cure ash status. ||style="background:black;"| [[File:Ultima III character priest.gif|19px]] || {{n/a}} | ||
|- | |- | ||
!colspan=6| Dungeon spells <small>(more expensive than wizardry counterparts)</small> | |||
|- | |- | ||
| | | 15 || D ||''' Luminae (Glow) '''||align="left"| '''Dungeon 1:''' light. ||style="background:black;"| [[File:Ultima III character priest.gif|19px]][[File:Ultima III character illusionist.gif|19px]][[File:Ultima III character paladin.gif|19px]] || 60 | ||
| | |||
|- | |- | ||
| | | 20 || E ||''' Rec Su (Rise) '''||align="left"| '''Dungeon 2:''' teleport vertically one floor up. ||style="background:black;"| [[File:Ultima III character priest.gif|19px]][[File:Ultima III character illusionist.gif|19px]][[File:Ultima III character paladin.gif|19px]] || 65 | ||
| | |||
|- | |- | ||
| | | 25 || F ||''' Rec Du (Sink) '''||align="left"| '''Dungeon 3:''' teleport vertically one floor down. ||style="background:black;"| [[File:Ultima III character priest.gif|19px]][[File:Ultima III character illusionist.gif|19px]][[File:Ultima III character paladin.gif|19px]] || 70 | ||
|- | |- | ||
| | | 30 || G ||''' Lib Rec (Move) '''||align="left"| '''Dungeon 4:''' teleport randomly on same floor. ||style="background:black;"| [[File:Ultima III character priest.gif|19px]][[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character illusionist.gif|19px]][[File:Ultima III character paladin.gif|19px]][[File:Ultima III character ranger.gif|19px]] || 75 | ||
'' | |||
'' | |||
'' | |||
|- | |- | ||
| | | 40 || I ||''' Sequitu (Surface) '''||align="left"| '''Dungeon 5:''' teleport outside. ||style="background:black;"| [[File:Ultima III character priest.gif|19px]][[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character illusionist.gif|19px]][[File:Ultima III character paladin.gif|19px]] || 85 | ||
| | |||
|- | |- | ||
| | | 45 || J ||''' Sominae (Star) '''||align="left"| '''Dungeon 6:''' longer light. ||style="background:black;"| [[File:Ultima III character priest.gif|19px]][[File:Ultima III character illusionist.gif|19px]][[File:Ultima III character paladin.gif|19px]] || 90 | ||
| | |||
|- | |- | ||
!colspan=6| Attack spells | |||
| | |||
|- | |- | ||
| | | 0 || A ||''' Pontori (Undead) '''||align="left"| '''Attack 1:''' wipe all skeletons/ghouls/zombies. ||style="background:black;"| [[File:Ultima III character priest.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character illusionist.gif|19px]][[File:Ultima III character paladin.gif|19px]][[File:Ultima III character ranger.gif|19px]] || 45 | ||
| | |||
|- | |- | ||
| | | 60 || M ||''' Excuun (Banish) '''||align="left"| '''Attack 2:''' instantly defeats one enemy. ||style="background:black;"| [[File:Ultima III character priest.gif|19px]] || {{n/a}} | ||
|- | |- | ||
| | | 70 || O ||''' Zxkuqyb (Destroy) '''||align="left"| '''Attack 3:''' instantly defeats all enemies. ||style="background:black;"| [[File:Ultima III character priest.gif|19px]] || {{n/a}} | ||
|} | |} | ||
=== Field spells analysis === | |||
These spells include all the healing spells, that can be used both during and after battle, plus some spells that can be used anytime outside battle. In other games they would be referred to as "White Magic". Their usefulness is unrivaled. | |||
{| {{prettytable}} | {| {{prettytable}} | ||
! Spell || The Ancient Liturgy of Truth | ! Spell || The Ancient Liturgy of Truth | ||
|- | |- | ||
| < | | <font size="+1">'''Appar Unem'''</font><br/>NES: Open | ||
| Magic Cost: 5<br/>Input: {{kbd|B}}<br/>Effect: Disarm chest safely <br/>Often the chest which you shal find along your journeys will contain a trap, the intent of which is to damage you and your party. To open a chest with no risk of injury to yourself or your party, use this spell. The chest will open freely and allow you to grasp its inner treasures. | |||
|- | |- | ||
| < | | <font size="+1">'''Sanctu'''</font><br/>NES: Heal | ||
| Magic Cost: 10<br/>Input: {{kbd|C}}<br/>Effect: Minor healing<br/> Your powers for healing will be often needed. The healing of minor wounds can be accomplished with this simple supplication. In the beginning your ability will be limited to this spell, but with your later powers, your capacity to act as a healer will grow. | |||
|- | |- | ||
| < | | <font size="+1">'''Alcort'''</font><br/>NES: Cure | ||
| Magic Cost: 35<br/>Input: {{kbd|H}}<br/>Effect: Cure poison <br/>Alcort is a specialized form of healing. Poison is a horror all beings fear because with it comes almost certain death. Only with this spell or with the expensive assistance of a healer you can halt the ravages of this great evil. | |||
|- | |- | ||
| < | | <font size="+1">'''Sanctu Mani'''</font><br/>NES: Heal2 | ||
| Magic Cost: 50<br/>Input: {{kbd|K}}<br/>Effect: Major healing <br/>After you have trod many paths and gained much wisdom, you have now the power to perform actual miracles. This spell costs exactly five times the previous one, but it restores exactly five times the lost health. | |||
|- | |- | ||
| < | | <font size="+1">'''Vieda'''</font><br/>NES: Map | ||
| Magic Cost: 55<br/>Input: {{kbd|L}}<br/>Effect: view a map of surrounding area <br/>If you should lose your way, the miracle of Vieda can light your way. Whether you are in a dungeon or on the surface, a vision of your current surroundings will come to you. | |||
|- | |- | ||
| < | | <font size="+1">'''Surmandum'''</font><br/>NES: Raise | ||
| Magic Cost: 65<br/>Input: {{kbd|N}}<br/>Effect: Resurrection <br/>This enlightenment has led you to step into the realm of death and draw one who has been there engulfed back into the world of life. If, however, your companion's strength of will not strong enough to make the return journey, the backlash from this failed miracle will turn his body to ashes. | |||
|- | |- | ||
| < | | <font size="+1">'''Anju Sermani'''</font><br/>NES: Recall | ||
| Magic Cost: 75<br/>Input: {{kbd|P}}<br/>Effect: Recall from ashes <br/>Once a body has turned to ash, the soul which once inhabited it is sent on to its next life. If you perceive that the need for the return of your companion is so great as to be willing to give '''five marks of your wisdom''' in sacrifice, then as your tears mix with the ashes, so shall they reconstitute before you, and life shall be restored. | |||
|} | |||
=== Dungeon spells analysis === | |||
These spells can only be used in dungeons, to create light or teleport the party. Most of them have an identical counterpart in the [[#Wizard Spells]] system, but the Wizards one are usually a few MP cheaper. | |||
{| {{prettytable}} | |||
! Spell || The Ancient Liturgy of Truth | |||
|- | |- | ||
| < | | <font size="+1">'''Luminae'''</font><br/>NES: Glow | ||
| Magic Cost: 15<br/>Input: {{kbd|D}}<br/>Effect: Minor light spell <br/>Resting at your hand is the ability to enchant objects in a manner which will make them glow. Realize, however, that this light will no be long sustained. For the power brought through you will slowly radiate away and soon will dim and fade. | |||
|- | |- | ||
| < | | <font size="+1">'''Rec Su '''</font><br/>NES: Rise | ||
| Magic Cost: 20<br/>Input: {{kbd|E}}<br/>Effect: Up one dungeon level <br/>As you descend deeper and deeper into the bowels of the earth, you shall likewise be descending into greater evil. Being yourself of a good nature, this tends to give you a natural buoyancy, as if in water. Speak the name of this supplication: you and your party will freely float to the next higher dungeon level. | |||
|- | |- | ||
| < | | <font size="+1">'''Rec Du'''</font><br/>NES: Sink | ||
| Magic Cost: 25<br/>Input: {{kbd|F}}<br/>Effect: Down one dungeon level <br/>Far below the earth's surface, here also resides The Great Evil. Due to your natural buoyancy, downward travel is somewhat more difficult and less desirable than upward. If thou must descent into evil, speak the name of this supplication: you and your party will slowly sink to the next lower dungeon level. | |||
The | |||
If thou | |||
|- | |- | ||
| < | | <font size="+1">'''Lib Rec'''</font><br/>NES: Move | ||
| Magic Cost: 30<br/>Input: {{kbd|G}}<br/>Effect: Random teleport on same dungeon level <br/>Lib Rec differs from the two previous supplications in the following way: as you fade in one location you shall slowly appear in another on the same dungeon level. | |||
|- | |- | ||
| < | | <font size="+1">'''Sequitu'''</font><br/>NES: Surface | ||
| Magic Cost: 40<br/>Input: {{kbd|I}}<br/>Effect: Exit from dungeon <br/>Occasionally during journeys unto the lower depths of the subterranean, your party may run into great trouble. This could be the death or near death of a party member, starvation besieging your entire party, or becoming lost with little hope of finding your way. If you cry out the name of this invocation, you and your companions shall rise forth from the depths unto the Sosarian surface. | |||
|- | |- | ||
| < | | <font size="+1">'''Sominae'''</font><br/>NES: Star | ||
| Magic Cost: 45<br/>Input: {{kbd|J}}<br/>Effect: Major light spell <br/>The first light which your Truth created for you 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. Know that even this light cannot be sustained indefinitely. | |||
|} | |||
=== Attack spells analysis === | |||
These spells simply deal damage to the enemies. Multi-target spells can wipe out all enemies at once. | |||
{| {{prettytable}} | |||
! Spell || The Ancient Liturgy of Truth | |||
|- | |- | ||
| < | | <font size="+1">'''Pontori'''</font><br/>NES: Undead | ||
| [[File:Ultima3 NES enemy2 skeleton.png|right]] [[File:Ultima3 NES enemy2 ghoul.png|right]] Magic Cost: 0<br/>Input: {{kbd|A}}<br/>Effect: Destroy skeletons/ghouls/zombies (50% fail) <br/>Skeletons, ghouls, and zombies roam free in dungeons, forests and open terrain. Although they are low-level opponents in battle, there is a further weakness in their essence. If you shall encounter undead creatures, stand strong in the spirit of Good: evil shall be dispelled from their beings and only their rotting corpses shall remain. <br>In the '''NES port''', this spell succeeds when the enemy weapons are lowered (right-hand frames to the right). | |||
|- | |- | ||
| < | | <font size="+1">'''Excuun'''</font><br/>NES: Banish | ||
| Magic Cost: 60<br/>Input: {{kbd|M}}<br/>Effect: instant death <br/>Occasionally you and your 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. By speaking the name of this great miracle, the life within one of your foes shall cease. | |||
|- | |- | ||
| < | | <font size="+1">'''ZXKUQYB'''</font><br/>NES: Destroy | ||
| Magic Cost: 70<br/>Input: {{kbd|O}}<br/>Effect: instant defeat all <br/>If you should encounter a situation so evil as to require their use, speak them softly only to the air beside thee. Most of your foes will be struck down with a force so strong it will end this life, and all other potential lives within them. | |||
|} | |} | ||
== | == Wizard spells == | ||
Wizard spells are designed to both aid the party and attack or disable any enemies that you encounter. | |||
=== List === | |||
Default sorting is by "description", then by MP. | |||
{|{{prettytable| | {|{{prettytable|text center=1|sortable=1|notwide=1}} | ||
! MP !! Letter !! Wizard spell !! Description !!width=100| Users | |||
|- | |- | ||
| | | 30 || G ||''' Dag Acron (Trans) '''||align="left"|''' Field 1:''' teleports randomly around the surface of Sosaria. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character alchemist.gif|19px]][[File:Ultima III character lark.gif|19px]][[File:Ultima III character ranger.gif|19px]] | ||
|- | |- | ||
| | | 45 || J ||''' Fal Divi (Cleric) '''||align="left"|''' Field 2:''' allows to cast a clerical spell using remaining MP. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]] | ||
|- | |- | ||
| | | 60 || M ||''' Altair (Stop) '''||align="left"|''' Field 3:''' stops time. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]] | ||
|- | |- | ||
| | !colspan=6| Dungeon spells | ||
|- | |- | ||
| | | 10 || C ||''' Lorum (Light) '''||align="left"|''' Dungeon 1:''' light. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character alchemist.gif|19px]][[File:Ultima III character lark.gif|19px]][[File:Ultima III character ranger.gif|19px]] | ||
|- | |- | ||
| | | 15 || D ||''' Dor Acron (Descend) '''||align="left"|''' Dungeon 2:''' teleport vertically one level down. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character alchemist.gif|19px]][[File:Ultima III character lark.gif|19px]][[File:Ultima III character ranger.gif|19px]] | ||
|- | |- | ||
| | | 20 || E ||''' Sur Acron (Ascend) '''||align="left"|''' Dungeon 3:''' teleport vertically one level up. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character alchemist.gif|19px]][[File:Ultima III character lark.gif|19px]][[File:Ultima III character ranger.gif|19px]] | ||
|- | |- | ||
| | | 40 || I ||''' Dag Lorum (Bright) '''||align="left"|''' Dungeon 4:''' longer light. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character alchemist.gif|19px]][[File:Ultima III character lark.gif|19px]] | ||
|- | |- | ||
| | !colspan=6| Attack spells | ||
|- | |- | ||
| | | 0 || A ||''' Repond (Repel) '''||align="left"|''' Attack 1:''' wipe all goblins/orcs/trolls. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character alchemist.gif|19px]][[File:Ultima III character lark.gif|19px]][[File:Ultima III character ranger.gif|19px]] | ||
|- | |- | ||
| | | 5 || B ||''' Mittar (Missile) '''||align="left"|''' Attack 2:''' attack one enemy. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character alchemist.gif|19px]][[File:Ultima III character lark.gif|19px]][[File:Ultima III character ranger.gif|19px]] | ||
|- | |- | ||
| | | 25 || F ||''' Fulgar (Flame) '''||align="left"|''' Attack 3:''' attack one enemy. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character alchemist.gif|19px]][[File:Ultima III character lark.gif|19px]][[File:Ultima III character ranger.gif|19px]] | ||
|- | |- | ||
| | | 35 || H ||''' Mentar (Psi) '''||align="left"|''' Attack 4:''' attack one enemy. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]][[File:Ultima III character druid.gif|19px]][[File:Ultima III character alchemist.gif|19px]][[File:Ultima III character lark.gif|19px]][[File:Ultima III character ranger.gif|19px]] | ||
|- | |- | ||
| | | 50 || K ||''' Noxum (Poison) '''||align="left"|''' Attack 5:''' attack all enemies. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]] | ||
|- | |- | ||
| | | 55 || L ||''' Decorp (Kill) '''||align="left"|''' Attack 6:''' instantly defeats one enemy. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]] | ||
|- | |- | ||
| | | 65 || N ||''' Dag Mentar (Psikill) '''||align="left"|''' Attack 7:''' attack all enemies. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]] | ||
|- | |- | ||
| | | 70 || O ||''' Necorp (Rot) '''||align="left"|''' Attack 8:''' reduces health of all enemies to 1 HP. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]] | ||
|- | |- | ||
| | | 75 || P ||''' ---- (Death) '''||align="left"|''' Attack 9:''' instantly defeats all enemies. ||style="background:black;"| [[File:Ultima III character wizard.gif|19px]] | ||
|} | |||
=== Field spells analysis === | |||
Wizards are specialized in attack spells, nevertheless these few spells are a good complement to the Cleric. The most useful of these is probably the Time Stopper, although Sands of Time will have the same effect. The Cleric spell is also useful, as it provides more healing for your party. The teleport spell is useful only if you get stuck using the Moongates. | |||
{| {{prettytable}} | |||
! Spell || The Book of Amber Runes | |||
|- | |||
| <font size="+1">'''Dag Acron'''</font><br/>NES: Trans | |||
| Magic Cost: 30 <br/>Input: {{kbd|G}} <br/>Effect: Random teleport on surface <br/>As the incantation is recited, a member of your party will disappear and then with the final stroke you too shall vanish. In the next moment at some random location on the terrestrial plan, each of the members of your part and finally yourself will appear. This run can only be used on the Sosarian surface. It will always take you someplace, but your destination is a matter of speculation. | |||
|- | |||
| <font size="+1">'''Fal Divi'''</font><br/>NES: Cleric | |||
| Magic Cost: 45 <br/>Input: {{kbd|J}} <br/>Effect: Cast a cleric spell <br/>The ability to cast a clerical spell is a great power indeed. If this prayer is properly chanted, unto you will come the power to use any of the supplications of the Cleric's Book. Refer to the Cleric's spells and do as the spell therein requires. | |||
|- | |- | ||
| | | <font size="+1">'''Altair'''</font><br/>NES: Stop | ||
| Magic Cost: 60 <br/>Input: {{kbd|M}} <br/>Effect: Negate time <br/>As you repeat the enchantment, time itself will slow and finally stop, allowing your party to move freely in this suspended state. The world will be temporarily frozen and at the mercy of your will. | |||
|} | |||
=== Dungeon spells analysis === | |||
These spells can only be used in dungeons, to create light or teleport the party. All of them have an identical counterpart in the [[#Cleric Spells]] system, but the Wizard ones usualy cost a few MP less. | |||
{| {{prettytable}} | |||
! Spell || The Book of Amber Runes | |||
|- | |- | ||
| | | <font size="+1">'''Lorum'''</font><br/>NES: Light | ||
| Magic Cost: 10 <br/>Input: {{kbd|C}} <br/>Effect: Minor light spell <br/>Before entering any dungeon, be sure that you have propertied a good supply of Lorum spells. A magical light of short duration will be produced. | |||
|- | |- | ||
| | | <font size="+1">'''Dor Acron'''</font><br/>NES: Descend | ||
| Magic Cost: 15 <br/>Input: {{kbd|D}} <br/>Effect: Down one dungeon level<br/> Very useful when one desires to bypass a particularly bothersome portion of a dungeon. When this spell is cast, the mage and his companions will be transported to the next lower level of inhabitation. | |||
|- | |- | ||
| | | <font size="+1">'''Sur Acron'''</font><br/>NES: Ascend | ||
| Magic Cost: 20 <br/>Input: {{kbd|E}} <br/>Effect: Up one dungeon level <br/>This rune is closely related to Dor Acron, direction being the only difference in effect. As the words are chanted your party will be lifted through the floor above you to the dungeon's next higher level. | |||
|- | |- | ||
| | | <font size="+1">'''Dag Lorum'''</font><br/>NES: Bright | ||
| Magic Cost: 40 <br/>Input: {{kbd|I}} <br/>Effect: Major light spell <br/>This spell is similar in effect, but more enduring that Lorum. When the need for extended illumination arises, Dag Lorum will release its energy in the form of an enduring light. | |||
|} | |||
=== Attack spells analysis === | |||
These spells simply deal damage to the enemies. A single-target attack spell deals less damage than a good ranged weapon, moreover it costs MP and cannot be cast repeatedly. On the other hand, powerful multi-target attck spells can wipe out all the enemies at once. | |||
Most likely, your characters will use just four of these spells: the basic repel spell, the cheapest single-target fireball, and the two strongest multi-target flash. The remaining five spells are rather useless. | |||
{| {{prettytable}} | |||
! Spell || The Book of Amber Runes | |||
|- | |- | ||
| | | <font size="+1">'''Repond'''</font><br/>NES: Repel | ||
| [[File:Ultima3 NES enemy1 goblin.png|right]] [[File:Ultima3 NES enemy1 orc.png|right]] Magic Cost: 0 <br/>Input: {{kbd|A}} <br/>Effect: Destroy orcs/goblins/trolls (50% fail) <br/>The wretched creatures known as Orcs, Goblins and Trolls did not evolve naturally, but rather are the magical mutations performed by demented magicians. If Orcs, Goblins, or Trolls threaten your party, raise your staff before them and speak the name of this Rune of dispelling. By casting this Rune, you shalt be attempting to dispel the magic which is part of their inner being. <br>In the '''NES port''', this spell succeeds when the enemy weapons are lowered (right-hand frames to the right). | |||
|- | |- | ||
| | | <font size="+1">'''Mittar'''</font><br/>NES: Missile | ||
| Magic Cost: 5 <br/>Input: {{kbd|B}} <br/>Effect: Magic missile <br/>Magic in the form of a shimmering sphere of iridescent light will spring from your hand to strike your 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. | |||
|- | |- | ||
| | | <font size="+1">'''Fulgar'''</font><br/>NES: Flame | ||
| Magic Cost: 25 <br/>Input: {{kbd|F}} <br/>Effect: Fireball <br/>This incantation is a powerful weapon in battle. A fiery ball will spin a searing path toward your enemy. It will unfailingly strike him with a force strong enough to kill most common men and cause great damage to beasts of greater strength. | |||
|- | |- | ||
| | | <font size="+1">'''Mentar'''</font><br/>NES: Psi | ||
| Magic Cost: 35 <br/>Input: {{kbd|H}} <br/>Effect: Magic missile (INT based) <br/>A blue ball of screaming horror will fly toward your enemy. It will invade his mind, and irreparably corrupt his mental process, in direct proportion to your own intelligence. | |||
|- | |- | ||
| | | <font size="+1">'''Noxum'''</font><br/>NES: Poison | ||
| Magic Cost: 50 <br/>Input: {{kbd|K}} <br/>Effect: Multi-fireball <br/>This spell is the first of the multi-pronged attacks, and can be of great aid when you are attacked by a large band of formidable foes. | |||
|- | |- | ||
| | | <font size="+1">'''Decorp'''</font><br/>NES: Kill | ||
| Magic Cost: 55 <br/>Input: {{kbd|L}} <br/>Effect: Instant death<br/> Upon whomever you shall indicate, the Magic shall descent, and the enemy's life shall be extinguished, always and completely. | |||
|- | |- | ||
| | | <font size="+1">'''Dag Mentar'''</font><br/>NES: Psikill | ||
| Magic Cost: 65 <br/>Input: {{kbd|N}} <br/>Effect: Major multi-fireball (INT based) <br/>Dag Mentar is a powerful multi-pronged conjuration that will wreck havoc among your foes in a manner worthy of its advanced rating. All your foes will be struck by a savage blow with damage directly related to your intelligence. | |||
|- | |- | ||
| Rot | | | <font size="+1">'''Necorp'''</font><br/>NES: Rot | ||
| Magic Cost: 70 <br/>Input: {{kbd|O}} <br/>Effect: Weakens enemies <br/>When the need arises, cast this spell on your enemy's party. It will magically release the loathsome rot upon their company. They will be quickly transformed into putrid vestiges of their former beings, with little strength left for battle. | |||
|- | |- | ||
| Death | | | <font size="+1">'''(----)'''</font><br/>NES: Death | ||
| Magic Cost: 75 <br/>Input: {{kbd|P}} <br/>Effect: Multi-death bolt <br/>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. All foes who hear this utterance shall be dashed violently into certain destruction, possessing no more life than the stones upon which they lie. | |||
|} | |} | ||
== Improving magic powers == | |||
Different professions have different attitude to Magic. Spending the same amount of money at the appropriate shrines (Wisdom and/or Intelligence, depending on the profession), will produce different levels of improvement in different classes: | Different professions have different attitude to Magic. Spending the same amount of money at the appropriate shrines (Wisdom and/or Intelligence, depending on the profession), will produce different levels of improvement in different classes: | ||
Line 418: | Line 275: | ||
| Thief, Barbarian, Fighter || +0 MP, +0 spells | | Thief, Barbarian, Fighter || +0 MP, +0 spells | ||
|} | |} | ||
{{Footer Nav|game=Ultima III: Exodus|prevpage=Characters|nextpage=Items}} | {{Footer Nav|game=Ultima III: Exodus|prevpage=Characters|nextpage=Items}} |
Latest revision as of 06:16, 23 March 2017
Magic points[edit]
Each character that is allowed magic has a maximum amount of Magic Point which is displayed with the party statistics.
For example, a Cleric with a Wisdom attribute of 25 will have an maximum Magic Point level of 25. However, a Ranger whose Intelligence is 15 and whose Wisdom is 10 will only have a maximum Magic Point level of 5, half of his Wisdom, which is the lesser of the two attributes.
Spells cost a different amount of energy to cast. A character replenishes that energy at a rate of one point per turn on the surface, and one point every four turns in a town or dungeon. Druids regain two points per turn, which is quite an advantage. Initial character races must be chosen carefully, or your characters may never develop enough mystical force within them to succeed on your quest.
Version differences:
- 16-bit ports (AMI - AST): the Druid and the Ranger have the same magic system; their max MP equal half the best of INT and WIS; they replenish 2MP per turn up to half the lower of INT and WIS (then, they restore 1 MP per turn).
- Ponycanyon ports (NES, etc.): the Druid replenishes just 1MP per turn, as any other character.
Cleric spells[edit]
Cleric spells are designed to protect, aid, and heal your party throughout their adventure. Few cleric spells are actually used to attack the enemy, but those that exist are powerful indeed.
List[edit]
NES names are in brackets. "Wiz" refers to the total MP spent by a Wizard when he casts the "Cleric" spell.
Default sorting is by "description", then by MP.
Field spells analysis[edit]
These spells include all the healing spells, that can be used both during and after battle, plus some spells that can be used anytime outside battle. In other games they would be referred to as "White Magic". Their usefulness is unrivaled.
Spell | The Ancient Liturgy of Truth |
---|---|
Appar Unem NES: Open |
Magic Cost: 5 Input: B Effect: Disarm chest safely Often the chest which you shal find along your journeys will contain a trap, the intent of which is to damage you and your party. To open a chest with no risk of injury to yourself or your party, use this spell. The chest will open freely and allow you to grasp its inner treasures. |
Sanctu NES: Heal |
Magic Cost: 10 Input: C Effect: Minor healing Your powers for healing will be often needed. The healing of minor wounds can be accomplished with this simple supplication. In the beginning your ability will be limited to this spell, but with your later powers, your capacity to act as a healer will grow. |
Alcort NES: Cure |
Magic Cost: 35 Input: H Effect: Cure poison Alcort is a specialized form of healing. Poison is a horror all beings fear because with it comes almost certain death. Only with this spell or with the expensive assistance of a healer you can halt the ravages of this great evil. |
Sanctu Mani NES: Heal2 |
Magic Cost: 50 Input: K Effect: Major healing After you have trod many paths and gained much wisdom, you have now the power to perform actual miracles. This spell costs exactly five times the previous one, but it restores exactly five times the lost health. |
Vieda NES: Map |
Magic Cost: 55 Input: L Effect: view a map of surrounding area If you should lose your way, the miracle of Vieda can light your way. Whether you are in a dungeon or on the surface, a vision of your current surroundings will come to you. |
Surmandum NES: Raise |
Magic Cost: 65 Input: N Effect: Resurrection This enlightenment has led you to step into the realm of death and draw one who has been there engulfed back into the world of life. If, however, your companion's strength of will not strong enough to make the return journey, the backlash from this failed miracle will turn his body to ashes. |
Anju Sermani NES: Recall |
Magic Cost: 75 Input: P Effect: Recall from ashes Once a body has turned to ash, the soul which once inhabited it is sent on to its next life. If you perceive that the need for the return of your companion is so great as to be willing to give five marks of your wisdom in sacrifice, then as your tears mix with the ashes, so shall they reconstitute before you, and life shall be restored. |
Dungeon spells analysis[edit]
These spells can only be used in dungeons, to create light or teleport the party. Most of them have an identical counterpart in the #Wizard Spells system, but the Wizards one are usually a few MP cheaper.
Spell | The Ancient Liturgy of Truth |
---|---|
Luminae NES: Glow |
Magic Cost: 15 Input: D Effect: Minor light spell Resting at your hand is the ability to enchant objects in a manner which will make them glow. Realize, however, that this light will no be long sustained. For the power brought through you will slowly radiate away and soon will dim and fade. |
Rec Su NES: Rise |
Magic Cost: 20 Input: E Effect: Up one dungeon level As you descend deeper and deeper into the bowels of the earth, you shall likewise be descending into greater evil. Being yourself of a good nature, this tends to give you a natural buoyancy, as if in water. Speak the name of this supplication: you and your party will freely float to the next higher dungeon level. |
Rec Du NES: Sink |
Magic Cost: 25 Input: F Effect: Down one dungeon level Far below the earth's surface, here also resides The Great Evil. Due to your natural buoyancy, downward travel is somewhat more difficult and less desirable than upward. If thou must descent into evil, speak the name of this supplication: you and your party will slowly sink to the next lower dungeon level. |
Lib Rec NES: Move |
Magic Cost: 30 Input: G Effect: Random teleport on same dungeon level Lib Rec differs from the two previous supplications in the following way: as you fade in one location you shall slowly appear in another on the same dungeon level. |
Sequitu NES: Surface |
Magic Cost: 40 Input: I Effect: Exit from dungeon Occasionally during journeys unto the lower depths of the subterranean, your party may run into great trouble. This could be the death or near death of a party member, starvation besieging your entire party, or becoming lost with little hope of finding your way. If you cry out the name of this invocation, you and your companions shall rise forth from the depths unto the Sosarian surface. |
Sominae NES: Star |
Magic Cost: 45 Input: J Effect: Major light spell The first light which your Truth created for you 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. Know that even this light cannot be sustained indefinitely. |
Attack spells analysis[edit]
These spells simply deal damage to the enemies. Multi-target spells can wipe out all enemies at once.
Spell | The Ancient Liturgy of Truth |
---|---|
Pontori NES: Undead |
Magic Cost: 0 Input: A Effect: Destroy skeletons/ghouls/zombies (50% fail) Skeletons, ghouls, and zombies roam free in dungeons, forests and open terrain. Although they are low-level opponents in battle, there is a further weakness in their essence. If you shall encounter undead creatures, stand strong in the spirit of Good: evil shall be dispelled from their beings and only their rotting corpses shall remain. In the NES port, this spell succeeds when the enemy weapons are lowered (right-hand frames to the right). |
Excuun NES: Banish |
Magic Cost: 60 Input: M Effect: instant death Occasionally you and your 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. By speaking the name of this great miracle, the life within one of your foes shall cease. |
ZXKUQYB NES: Destroy |
Magic Cost: 70 Input: O Effect: instant defeat all If you should encounter a situation so evil as to require their use, speak them softly only to the air beside thee. Most of your foes will be struck down with a force so strong it will end this life, and all other potential lives within them. |
Wizard spells[edit]
Wizard spells are designed to both aid the party and attack or disable any enemies that you encounter.
List[edit]
Default sorting is by "description", then by MP.
Field spells analysis[edit]
Wizards are specialized in attack spells, nevertheless these few spells are a good complement to the Cleric. The most useful of these is probably the Time Stopper, although Sands of Time will have the same effect. The Cleric spell is also useful, as it provides more healing for your party. The teleport spell is useful only if you get stuck using the Moongates.
Spell | The Book of Amber Runes |
---|---|
Dag Acron NES: Trans |
Magic Cost: 30 Input: G Effect: Random teleport on surface As the incantation is recited, a member of your party will disappear and then with the final stroke you too shall vanish. In the next moment at some random location on the terrestrial plan, each of the members of your part and finally yourself will appear. This run can only be used on the Sosarian surface. It will always take you someplace, but your destination is a matter of speculation. |
Fal Divi NES: Cleric |
Magic Cost: 45 Input: J Effect: Cast a cleric spell The ability to cast a clerical spell is a great power indeed. If this prayer is properly chanted, unto you will come the power to use any of the supplications of the Cleric's Book. Refer to the Cleric's spells and do as the spell therein requires. |
Altair NES: Stop |
Magic Cost: 60 Input: M Effect: Negate time As you repeat the enchantment, time itself will slow and finally stop, allowing your party to move freely in this suspended state. The world will be temporarily frozen and at the mercy of your will. |
Dungeon spells analysis[edit]
These spells can only be used in dungeons, to create light or teleport the party. All of them have an identical counterpart in the #Cleric Spells system, but the Wizard ones usualy cost a few MP less.
Spell | The Book of Amber Runes |
---|---|
Lorum NES: Light |
Magic Cost: 10 Input: C Effect: Minor light spell Before entering any dungeon, be sure that you have propertied a good supply of Lorum spells. A magical light of short duration will be produced. |
Dor Acron NES: Descend |
Magic Cost: 15 Input: D Effect: Down one dungeon level Very useful when one desires to bypass a particularly bothersome portion of a dungeon. When this spell is cast, the mage and his companions will be transported to the next lower level of inhabitation. |
Sur Acron NES: Ascend |
Magic Cost: 20 Input: E Effect: Up one dungeon level This rune is closely related to Dor Acron, direction being the only difference in effect. As the words are chanted your party will be lifted through the floor above you to the dungeon's next higher level. |
Dag Lorum NES: Bright |
Magic Cost: 40 Input: I Effect: Major light spell This spell is similar in effect, but more enduring that Lorum. When the need for extended illumination arises, Dag Lorum will release its energy in the form of an enduring light. |
Attack spells analysis[edit]
These spells simply deal damage to the enemies. A single-target attack spell deals less damage than a good ranged weapon, moreover it costs MP and cannot be cast repeatedly. On the other hand, powerful multi-target attck spells can wipe out all the enemies at once.
Most likely, your characters will use just four of these spells: the basic repel spell, the cheapest single-target fireball, and the two strongest multi-target flash. The remaining five spells are rather useless.
Spell | The Book of Amber Runes |
---|---|
Repond NES: Repel |
Magic Cost: 0 Input: A Effect: Destroy orcs/goblins/trolls (50% fail) The wretched creatures known as Orcs, Goblins and Trolls did not evolve naturally, but rather are the magical mutations performed by demented magicians. If Orcs, Goblins, or Trolls threaten your party, raise your staff before them and speak the name of this Rune of dispelling. By casting this Rune, you shalt be attempting to dispel the magic which is part of their inner being. In the NES port, this spell succeeds when the enemy weapons are lowered (right-hand frames to the right). |
Mittar NES: Missile |
Magic Cost: 5 Input: B Effect: Magic missile Magic in the form of a shimmering sphere of iridescent light will spring from your hand to strike your 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. |
Fulgar NES: Flame |
Magic Cost: 25 Input: F Effect: Fireball This incantation is a powerful weapon in battle. A fiery ball will spin a searing path toward your enemy. It will unfailingly strike him with a force strong enough to kill most common men and cause great damage to beasts of greater strength. |
Mentar NES: Psi |
Magic Cost: 35 Input: H Effect: Magic missile (INT based) A blue ball of screaming horror will fly toward your enemy. It will invade his mind, and irreparably corrupt his mental process, in direct proportion to your own intelligence. |
Noxum NES: Poison |
Magic Cost: 50 Input: K Effect: Multi-fireball This spell is the first of the multi-pronged attacks, and can be of great aid when you are attacked by a large band of formidable foes. |
Decorp NES: Kill |
Magic Cost: 55 Input: L Effect: Instant death Upon whomever you shall indicate, the Magic shall descent, and the enemy's life shall be extinguished, always and completely. |
Dag Mentar NES: Psikill |
Magic Cost: 65 Input: N Effect: Major multi-fireball (INT based) Dag Mentar is a powerful multi-pronged conjuration that will wreck havoc among your foes in a manner worthy of its advanced rating. All your foes will be struck by a savage blow with damage directly related to your intelligence. |
Necorp NES: Rot |
Magic Cost: 70 Input: O Effect: Weakens enemies When the need arises, cast this spell on your enemy's party. It will magically release the loathsome rot upon their company. They will be quickly transformed into putrid vestiges of their former beings, with little strength left for battle. |
(----) NES: Death |
Magic Cost: 75 Input: P Effect: Multi-death bolt 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. All foes who hear this utterance shall be dashed violently into certain destruction, possessing no more life than the stones upon which they lie. |
Improving magic powers[edit]
Different professions have different attitude to Magic. Spending the same amount of money at the appropriate shrines (Wisdom and/or Intelligence, depending on the profession), will produce different levels of improvement in different classes:
Profession | Spend 2000 GP at the proper shrines |
---|---|
Cleric, Wizard | +20 MP, +4 spells |
Druid | +10 MP, +4 spells |
Paladin, Illusionist, Lark, Alchemist | +10 MP, +2 spells |
Ranger | +5 MP, +2 spells |
Thief, Barbarian, Fighter | +0 MP, +0 spells |