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< Ultima IV: Quest of the Avatar
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Weapons

Every character can use two pieces of equipment: one weapon and one armor. A character can change weapon during combat, but he/she would use up his/her turn.

Ranged weapons

See also: Ultima IV: Quest of the Avatar (NES)/Equipment#Bows

Ranged weapons give the strategic advantage of hitting the enemy before it can reach you. If all the party is equipped with bows, the battle will be often won before the enemies can land even one blow on the heroes.

The Magic Axe and the Magic Wand deal the same damage both at long and short range.

Ranged weapon Price Shops Ma Dr Ba Pa Ti Ra Fi Sh
J) Flaming oil 5 Vesper, Buccaneer's Den Y Y Y Y Y Y Y Y
D) Sling 25 Britain, Vesper Y Y Start Y Y Y Y Y
H) Bow 250 Trinsic, Vesper - Y Y Y Y Y Y -
I) Crossbow 600 Jhelom, Buccaneer's Den - Y Y Y Y Y Y -
N) Magic bow 2000 Buccaneer's Den - Y Y Y Y Y - -
L) Magic axe 1500 Minoc - - - Y Y - - -
O) Magic wand 5000 Buccaneer's Den Y Y Y - - - - -

Close-combat weapons

See also: Ultima IV: Quest of the Avatar (NES)/Equipment#Swords

If the enemies manage to get close the heroes, the melee weapons actually deal more damage and will finish them off quite quickly.

The Mystic Sword can only be obtained by the hero once he/she reaches Avatarhood.

Melee weapon Price Shops (mainland) Shops (island) Ma Dr Ba Ti Pa Ra Fi Sh
Dagger 2 Britain, Vesper - Start Y Y Y Y Y Y Y
Staff 20 Britain - Y Start Y Y Y Y Y Start
Mace 100 Trinsic, Minoc - - Y Y Start Y Y Y Y
Axe 225 Trinsic Jhelom - - Y Y Y Y Start Y
Sword 300 Britain, Trinsic Jhelom - - Y Y Start Start Y Y
Halberd 350 Minoc Jhelom - - - Y Y Y Y -
Magic Sword 2500 Minoc - - - - Y Y Y Y -
Mystic Sword 7000 - - Y Y Y Y Y Y Y Y

Armours

See also: Ultima IV: Quest of the Avatar (NES)/Equipment#Armours
Armor Price Mainland shops Island shops Users
Cloth 50 Britain, Trinsic, Paws Buccaneer's Den Mage, Druid, Bard, Tinker, Paladin, Ranger, Fighter, Shepherd
Leather 200 Britain Buccaneer's Den Druid, Bard, Tinker, Paladin, Ranger, Fighter
Chain 600 Trinsic, Minoc Buccaneer's Den, Jhelom Tinker, Paladin, Fighter
Plate 2000 Minoc Jhelom Paladin, Fighter
Magic chain 4000 Trinsic Jhelom Paladin, Fighter
Magic plate 7000 - Jhelom Paladin, Fighter

Combat strategies

See also: Ultima IV: Quest of the Avatar (NES)/Equipment#Combat strategies

Ranged weapons offer tactical advantage over enemies capable of melee attacks only, and also they remove the same disadvantage against long-ranged enemies. As Clint Eastwood and Sergio Leone could say: "When the man with the bow meets the man with the sword, the man with the sword is a dead man".

On the other hand, if the enemies manage to get close to the companions, they would better switch to melee weapons, that deal more damage.

A smart strategy against close-combat enemies could be the following:

  • At the beginning of the combat, let the enemies get near, because if they're heavily wounded too early, they would escape out of weapons range.
  • While the enemies approach, arrange your characters on two lines: a smaller number with strong armor on the front line, and a greater number on the back line.
  • When an enemy is just one step from your front line, shoot!
  • (In the unlikely event that many enemies get in touch with your front line, have them switch to melee weapons, while the back line should keep attacking with ranged weapons.)

A completely different strategy is required against long-range enemies:

  • First of all, seek cover behind rocks to avoid the projectiles; split the party in two if necessary;
  • Let enemies walk around the rocks, so that they can be taken down one by one.

Support and debuff spells can be useful against the most powerful enemies. Direct attack spells, instead, can be avoided, being less reliable than long-ranged weapons and expensive on the long run.