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{{Header Nav|game=Ultima IV: Quest of the Avatar}}
{{Header Nav|game=Ultima IV: Quest of the Avatar}}


== Classes and magic points ==
== Classes and MP ==
 
{|{{prettytable|notwide=1}}
{|{{prettytable|notwide=1}}
! Profession !! MP
! Profession !! MP
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|}
|}


In the '''NES remake''', when the Stranger becomes an Avatar, his/her maximum MP promptly becomes 99. This holds true for every profession ''(in the subsequent episodes of Ultima, the Avatar will always be the character with the highest MP)''.
The Shepherd has no Magic Points, but in the '''NES port''' she is the only character who can use the Sheep Flute, an item that casts the Sleep spell on all opponents.
 
Still in the '''NES version''', when the Stranger becomes an Avatar, his/her maximum MP promptly becomes 99. This holds true for every profession ''(in the subsequent episodes of Ultima, the Avatar will always be the character with the highest MP)''.


The Shepherd has no Magic Points, but in the '''NES remake''' she is the only character who can use the Sheep Flute, an item that casts the Sleep spell on all opponents.


== Reagents ==
== Reagents ==
[[Image:Ultima_IV_Fungus_Location.png|thumb|right|Fungus location NES]]
:'' See also the [[../Britannia Yellow Pages directory#Apothecaries|Britannian Yellow Pages #Apothecaries]].
:'' See also the [[../Britannia Yellow Pages directory#Apothecaries|Britannian Yellow Pages #Apothecaries]].


Line 29: Line 32:
In the spell lists below, the following abbreviations and prices are used for the reagents:
In the spell lists below, the following abbreviations and prices are used for the reagents:
{|{{prettytable|notwide=1|sortable=1}}
{|{{prettytable|notwide=1|sortable=1}}
! Button !! Reagent !! Best price !! NES price  
! Reagent !! Best price !! NES price  
|-
|-
| H ||''' Man:''' mandrake root     || 6 G (cost of "Cure"): secret poison swamps || 9 G (Cure)
|''' Ash:''' sulfurous ash     || 2G: Moonglow, Skara Brae || 2G
|-
|-
| E ||''' Mos:''' blood moss        || 4 G: Skara Brae       || 6 G
|''' Gin:''' ginseng          || 4G: Paws, Skara Brae || 5G
|-
|-
| B ||''' Gin:''' ginseng          || 4 G: Paws, Skara Brae || 5 G
|''' Gar:''' garlic            || 2G: Paws             || 6G
|-
|-
| D ||''' Sil:''' spider silk web  || 3 G: Moonglow        || 3 G
|''' Sil:''' spider silk web  || 3G: Moonglow        || 3G
|-
|-
| C ||''' Gar:''' garlic            || 2 G: Paws            || 6 G
|''' Mos:''' blood moss        || 4G: Skara Brae      || 6G
|-
|-
| A ||''' Ash:''' sulfurous ash    || 2 G: Moonglow, Skara Brae || 2 G
|''' Prl:''' black pearl      || 1G: Buccaneer's Den  || 9G
|-
|-
| F ||''' Prl:''' black pearl      || 1 G: Buccaneer's Den || 9 G
|''' Nig:''' nightshade fungus || 0G: secret but free || 0G
|-
|-
| G ||''' Nig:''' nightshade fungus || 0 G: secret but free  || 0 G
|''' Man:''' mandrake root    || 6G (cost of "Cure"): secret poison swamps || 9G (Cure)
|}
|}
{{-}}
{{-}}


== Spell list ==
== Spell list ==
[[File:Ultima4 SMS command-mix.png|frame|In the SMS port, once you choose the reagents to mix, you have to select the "MIX" command at the top in order to actually perpare the spell.]]
:'' See also: [[Ultima IV: Quest of the Avatar (NES)/Magic]]''
In the table below, spells are grouped by type, then sorted by the gold cost of reagents. Indeed, what determines the availability of a spell are not magic points, but the gold to buy reagents. The GP cost of reagents does not consider Fungus and Manroot, that can be obtained for free.
In the table below, spells are grouped by type, then sorted by the gold cost of reagents. Indeed, what determines the availability of a spell are not magic points, but the gold to buy reagents. The GP cost of reagents does not consider Fungus and Manroot, that can be obtained for free.


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* '''Attack:''' battle spells that damage the enemies.
* '''Attack:''' battle spells that damage the enemies.


In the recipes, the keyboard button combinations are listed between brackets.
In the recipes, the reagents are sorted from the most expensive to the cheapest.


{|{{prettytable|notwide=1|sortable=1|text center=1}}
{|{{prettytable|notwide=1|sortable=1|text center=1}}
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!colspan=6| ~ Healing spells ~
!colspan=6| ~ Healing spells ~
|-
|-
| Cure      || 05 || 06: gin, gar (BC)     || Heal 1 ally || Cures "poison" status || {{yes}}
| Cure      || 05 || 06: gin, gar      || Heal 1 ally || Cures "poison" status || {{yes}}
|-
|-
| Heal      || 10 || 07: gin, sil (BD)     || Heal 1 ally || Cures health points || {{yes}}
| Heal      || 10 || 07: gin, sil      || Heal 1 ally || Cures health points || {{yes}}
|-
|-
| Resurrect || 45 || 21: ash, gin, gar, <br>sil, mos, man (ABCDEH) || Heal 1 ally || Cures "death" status || {{no|Recipe, man}}
| Resurrect || 45 || 21: man, gin, mos, <br>gar, sil, ash || Heal 1 ally || Cures "death" status || {{no|Recipe, man}}
|-
|-
!colspan=6| ~ Field spells ~
!colspan=6| ~ Field spells ~
|-
|-
| Light        || 05 || 02: ash (A)            || Field (dungeons) || Lights up dungeons || {{yes}}
| Light        || 05 || 02: ash           || Field (dungeons) || Lights up dungeons || {{yes}}
|-
|-
| Dispel        || 20 || 05: ash, gar, prl (ACF) || Field || Removes any magic field || {{yes}}
| Dispel        || 20 || 05: gar, ash, prl || Field || Removes any magic/poison field in towns || {{yes}}
|-
|-
| Open          || 05 || 06: ash, mos (AE)      || Field || Opens a chest avoiding any trap || {{yes}}
| Open          || 05 || 06: mos, ash     || Field || Opens a chest avoiding any trap || {{yes}}
|-
|-
| Wind Change  || 10 || 06: ash, mos (AE)      || Field || Changes direction of the wind || {{yes}}
| Wind Change  || 10 || 06: mos, ash     || Field || Changes direction of the wind || {{yes}}
|-
|-
| View          || 15 || 06: nig, man (GH)      || Field (dungeons) || See map of area or dungeon level || {{no|nig, man}}
| View          || 15 || 06: man, nig     || Field (dungeons) || See map of area or dungeon level || {{no|nig, man}}
|-
|-
| Z (Down)      || 05 || 07: sil, mos (DE)      || Field (dungeons) || Teleports down one level in dungeons || {{yes}}
| Z (Down)      || 05 || 07: mos, sil     || Field (dungeons) || Teleports down one level in dungeons || {{yes}}
|-
|-
| Y (Up)        || 10 || 07: sil, mos (DE)      || Field (dungeons) || Teleports up one level in dungeons || {{yes}}
| Y (Up)        || 10 || 07: mos, sil     || Field (dungeons) || Teleports up one level in dungeons || {{yes}}
|-
|-
| Blink        || 15 || 07: sil, mos (DE)      || Field & support || Short-ranged teleport spell; <br>also allows to flee battle || {{yes}}
| Blink        || 15 || 07: mos, sil     || Field || Short-ranged teleport spell; <br>also allows to flee battle || {{yes}}
|-
|-
| X (Exit)      || 15 || 09: ash, sil, mos (ADE) || Field (dungeons) || Teleports back to the dungeon entrance || {{yes}}
| X (Exit)      || 15 || 09: mos, sil, ash || Field (dungeons) || Teleports back to the dungeon entrance || {{yes}}
|-
|-
| Gate Travel  || 40 || 09: ash, prl, man (AFH) || Field || Teleports to any of the 8 towns || {{no|Recipe, man}}
| Gate Travel  || 40 || 09: man, ash, prl || Field || Teleports to any of the 8 towns || {{no|Recipe, man}}
|-
|-
!colspan=6| ~ Support spells ~
!colspan=6| ~ Support spells ~
|-
|-
| Awaken        || 05 || 06: gin, gar (BC)      || Support 1 ally || Cures "sleep" status || {{yes}}
| Awaken        || 05 || 06: gin, gar     || Support 1 ally || Cures "sleep" status || {{yes}}
|-
|-
| Protection    || 15 || 08: ash, gin, gar (ABC) || Support all allies || Increases defense || {{yes}}
| Protection    || 15 || 08: gin, gar, ash || Support all allies || Increases defense || {{yes}}
|-
|-
| Quickness    || 20 || 10: ash, gin, mos (x2) (ABEE)|| Support all allies || Act many times per turn || {{no|New mix<ref><small>SMS port: the '''Quickness''' recipe is completely omitted from the manual, the characters will learn the new recipe only.</small></ref>}}
| Quickness    || 20 || 14: mos (x2), gin, ash || Support all allies || Attack twice per turn || {{no|New mix<ref><small>SMS port: the '''Quickness''' recipe is completely omitted from the manual, the characters will learn the new recipe only.</small></ref>}}
|-
|-
!colspan=6| ~ Disabling spells ~
!colspan=6| ~ Disabling spells ~
|-
|-
| Undead        || 15 || 04: ash, gar (AC)      || Disable all enemies || Undead enemies flee || {{no|Recipe}}
| Undead        || 15 || 04: gar, ash     || Disable all enemies || Undead enemies flee || {{no|Recipe}}
|-
|-
| Energy Field  || 10 || 06: ash, sil, prl (ADF) || Disable some enemies || Creates one of the 4 magic fields || {{yes}}
| Energy Field  || 10 || 06: sil, ash, prl || Attack some enemies || Creates one of the 4 magic fields || {{yes}}
|-
|-
| Jinx          || 30 || 07: prl, nig, man (FGH) || Disable all enemies || Enemies attack each other || {{no|nig, man}}
| Jinx          || 30 || 07: man, prl, nig || Disable all enemies || Enemies attack each other || {{no|nig, man}}
|-
|-
| Sleep        || 15 || 07: gin, sil (x2) (BDD) || Disable all enemies || Put enemies to sleep || {{no|New mix<ref><small>SMS port: the '''Sleep''' recipe is completely omitted from the manual, the characters will learn the new recipe only.</small></ref>}}
| Sleep        || 15 || 10: gin, sil (x2) || Disable all enemies || Put enemies to sleep || {{no|New mix<ref><small>SMS port: the '''Sleep''' recipe is completely omitted from the manual, the characters will learn the new recipe only.</small></ref>}}
|-
|-
| Negate Magic  || 20 || 10: ash, gar, man (ACH) || Disable all enem. & all. || Spells cannot be cast || {{no|man}}
| Negate Magic  || 20 || 10: man, gar, ash || Disable all enem. & all. || Spells cannot be cast || {{no|man}}
|-
|-
!colspan=6| ~ Attack spells ~
!colspan=6| ~ Attack spells ~
|-
|-
| Kill          || 25 || 01: prl, nig (FG)      || Attack 1 enemy || Ranged attack || {{no|nig}}
| Kill          || 25 || 01: prl, nig     || Attack 1 enemy || Ranged attack || {{no|nig}}
|-
|-
| Fireball      || 15 || 03: ash, prl (AF)      || Attack 1 enemy || Ranged attack || {{yes}}
| Fireball      || 15 || 03: ash, prl     || Attack 1 enemy || Ranged attack || {{yes}}
|-
|-
| Magic Missile || 05 || 03: ash (x2), prl (AAF) || Attack 1 enemy || Ranged attack || {{no|New mix<ref><small>SMS port: the new '''Missile''' recipe is the one already described in the manual.</small></ref>}}
| Magic Missile || 05 || 05: ash (x2), prl || Attack 1 enemy || Ranged attack || {{no|New mix<ref><small>SMS port: the new '''Missile''' recipe is the one already described in the manual.</small></ref>}}
|-
|-
| Iceball      || 20 || 07: prl, man (FH)      || Attack 1 enemy || Ranged attack || {{no|man<ref><small>SMS port: the '''Iceball''' recipe is completely omitted from the manual, the characters have to find the recipe.</small></ref>}}
| Iceball      || 20 || 07: man, prl     || Attack 1 enemy || Ranged attack || {{no|man<ref><small>SMS port: the '''Iceball''' recipe is completely omitted from the manual, the characters have to find the recipe.</small></ref>}}
|-
|-
| Tremor        || 30 || 12: ash, mos, man (AEH) || Attack all enemies || Mass destruction attack || {{no|man}}
| Tremor        || 30 || 12: man, mos, ash || Attack all enemies || Mass destruction attack || {{no|man}}
|}
|}
<references/>
<references/>


== Spell analysis ==
=== NES spell list ===
=== Healing spells ===
In the NES port, the recipes and the price of reagents are different. Furthermore, four spells were removed: Undead (no enemy sets), Open (no trapped chests), Up and Down (game breakers). On the other hand, three new spells were introduced, bringing the total to 25: Reflect, Squish and Defeat.
* '''Cure poison:''' necessary; at game start, the Stranger starts with enough reagents to mix three of them; in battle, use it after all poisonous enemies have been defeated.
* '''Heal:''' an emergency spell; otherwise, camping or resting at an inn restores more health to all companions (and all MP) for a similar price.
* '''Resurrect:''' sometimes necessary; highly recommended in Dungeon Hythloth.


=== Field spells ===
'''Prompt''' specifies whether a spell is available since the beginning of the game ("yes") or if the characters should find something during the game (the recipe and/or some rare reagents). After one or more characters told you about a new spell, it can be learned by going to "Spells Unlimited" in Moonglow, and telling the shop owner the proper ingredients.
* '''Open:''' useless; use "Cure poison" instead, that costs the same MP & GP, but is used only after a character actually got poisoned. Both trapped chests and this spell were omitted from the NES remake.
* '''Dispel:''' necessary.
* '''Wind change:''' necessary to direct the "lighter-than-air device".
* '''Blink:''' useful for short-ranged shortcuts, e.g. cross a river while enemies run after you. In the NES remake, it can only be used to flee from battle, without losing Virtue Points.
* '''Gate travel:''' useful for shortcuts to any of the eight towns.


Dungeon spells:
In the original versions each of the 26 spells names start with a different letter. In the NES version some spell names were modified: for this reason, some spell names in the table below are preceded by the initial letter of the original and a slash (e.g. the original "Resurrect" spell is listed in the table below as "R/Life").
* '''Light:''' more convenient than torches.
* '''View:''' less convenient than magic gems, because of the scarcity of reagents to cast the spell; both View and the Gems are very useful in dungeons, although they can be cast on the surface, too.
* '''X (Exit):''' useful to escape dungeons when the companions are very weakened.
* '''Y (Up) '''&''' Z (Down):''' possibly game breakers, actually useful to circumvent a bug in the DOS port. Both omitted from the NES remake.


=== Support spells ===
{|{{prettytable|sortable=1|notwide=1|text center=1}}
* '''Awaken:''' use it strategically, e.g. after all enemy "sleep"-casters have been defeated; when facing a large number of "sleep"-casters, split your party in two: some attack the enemies, others keep waking up the asleep allies.
! Spell !! MP !! GP & Reagents !! Type & Target !! Effect !! Prompt
* '''Protection:''' especially useful when the party is low on health points.
|-
* '''Quickness:''' useful to speed up a combat, thus reducing suffered damage.
| || || || || ||
 
|-
=== Disabling spells ===
!colspan=6| ~ Healing spells ~
* '''Energy field:''' creates one of four magic fields, at the caster's choice; cast it exactly on an enemy, because some enemies can walk around the fields. If an enemy receives fatal damage from a field (poison or fire), the companions earn no experience points (the field itself deserves them...). In the '''NES remake''', a large 3x3 fire field is the only available option.
|-
** ''Blue lightning field:'' impassable barrier; can be cast on free tiles only;
| Cure    || 06 || 11: mos, gin      || Heal 1 ally || Cures poison || {{yes}}
** ''Purple sleep field:'' inflicts "sleep" on enemies;
|-
** ''Green poison field:'' inflicts "poison" on enemies;
| Heal    || 10 || 09: gar, sil      || Heal 1 ally || Cures Health Points || {{yes}}
** ''Red fire field:'' damages enemies.
|-
* '''Sleep:''' easy to cast, but enemies killed in their sleep grant just 3 experience points.
| R/Life  || 45 || 21: man, gar, mos, nig || Heal 1 ally || Cures death || {{no|Recipe, nig, man}}
* '''Undead:''' useful against the strongest undead, i.e. phantoms and liches; still, when an undead flees, the companions gain no experience. Omitted from the NES remake.
* '''Negate magic:''' useful against powerful spellcasting enemies, especially reapers.
* '''Jinx:''' when it affects many enemies, it becomes a great defensive-offensive spell: less damage to your party and more damage to enemies.
 
=== Attack spells ===
* (Sorted by power) '''Magic missile, Fireball, Iceball, Kill:''' damage a single opponent; ranged weapons are more convenient, because they have infinite ammunition and they consume no reagents.
* '''Tremor:''' damages all enemies at once; good to speed up battles against large numbers of enemies.
 
== Reagents vs. spells ==
Knowing how many spells use a specific reagent can be useful to determine the quantity of reagents to be purchased.
 
{|{{prettytable|notwide=1|sortable=1|text center=1}}
! Spell !! Ash !! Gin !! Gar !! Sil !! Mos !! Prl !! Nig !! Man
|-
|-
| Awaken    || - || B || C || - || - || - || - || -
!colspan=6| ~ Field spells ~
|-
|-
| Blink      || - || - || - || D || E || - || - || -
| Light    || 03 || 02: ash            || Field || Lights the dungeon || {{yes}}
|-
|-
| Cure      || - || B || C || - || - || - || - || -
| View    || 15 || 09: man, nig      || Field || See map of area or dungeon level || {{no|nig, man}}
|-
|-
| Dispel    || A || - || C || - || - || F || - || -
| X/Exit  || 12 || 11: mos, sil, ash  || Field || Teleports back to the dungeon entrance || {{yes}}
|-
|-
| Energy     || A || - || - || D || - || F || - || -
| Wind     || 10 || 12: gar, mos      || Field || Changes direction of the wind || {{yes}}
|-
|-
| Fireball   || A || - || - || - || - || F || - || -
| Dispel   || 12 || 17: prl, gar, ash  || Field || Removes any magic/poison field in towns || {{yes}}
|-
|-
| Gate       || A || - || - || - || - || F || - || H
| Gate     || 32 || 20: man, prl, ash  || Field || Teleports to any of the 8 towns || {{no|Recipe, man}}
|-
|-
| Heal      || - || B || - || D || - || - || - || -
!colspan=6| ~ Support spells ~
|-
|-
| Iceball   || - || - || - || - || - || F || - || H
| Blink   || 18 || 09: mos, sil      || Support all allies || Flee from battle || {{yes}}
|-
|-
| Jinx      || - || - || - || - || - || F || G || H
| Awaken  || 05 || 11: gar, gin      || Support 1 ally || Cures "sleep" status || {{yes}}
|-
|-
| Kill      || - || - || - || - || - || F || G || -
| Quick    || 25 || 13: mos, gin, ash  || Support all allies || Attack twice per turn || {{yes}}
|-
|-
| Light      || A || - || - || - || - || - || - || -
| -/Reflect || 20 || 13: gar, gin, ash, nig || Support ? ally/s || Take no damage from projectiles || {{no|Recipe, nig}}
|-
|-
| Missile  || AA || - || - || - || - || F || - || -
| Protect  || 15 || 14: gar, gin, ash  || Support ? ally/s || Increases defense || {{yes}}
|-
|-
| Negate    || A || - || C || - || - || - || - || H
!colspan=6| ~ Disabling spells ~
|-
|-
| Open      || A || - || - || - || E || - || - || -
| Sleep    || 10 || 08: gin, sil      || Disable all enemies || Put enemies to sleep || {{no|Recipe}}
|-
|-
| Protection || A || B || C || - || - || - || - || -
| Jinx    || 28 || 18: man, prl , nig || Disable all enemies || Enemies attack each other || {{no|Recipe, nig, man}}
|-
|-
| Quickness || A || B || - || - || EE || - || - || -
| Negate  || 20 || 26: man, prl, gar, ash || Disable all enem. & all. || Spells cannot be cast || {{no|Recipe, man}}
|-
|-
| Resurrect  || A || B || C || D || E || - || - || H
!colspan=6| ~ Attack spells ~
|-
|-
| Sleep    || - || B || - || DD || - || - || - || -
| K/Destroy || 23 || 09: prl, nig      || Attack 1 enemy || Ranged attack || {{no|Recipe, nig}}
|-
|-
| Tremor    || A || - || - || - || E || - || - || H
| Missile  || 03 || 11: prl, ash      || Attack 1 enemy || Ranged attack || {{yes}}
|-
|-
| Undead     || A || - || C || - || - || - || - || -
| Fire     || 12 || 11: prl, ash      || Attack 1 enemy || Ranged attack || {{yes}}
|-
|-
| View      || - || - || - || - || - || - || G || H
| Energy  || 22 || 14: prl, sil, ash  || Attack some enemies || Creates 3x3 fire field || {{yes}}
|-
|-
| Wind      || A || - || - || - || E || - || - || -
| Tremor  || 40 || 17: man, mos, ash  || Attack all enemies || Mass destruction attack || {{no|Recipe, man}}
|-
|-
| X = exit  || A || - || - || D || E || - || - || -
| Ice      || 17 || 18: man, prl      || Attack 1 enemy || Ranged attack || {{no|man}}
|-
|-
| Y = up    || - || - || - || D || E || - || - || -
| -/Squish || 28 || 20: man, mos, sil, ash || Attack all enemies || Reduces HP without killing || {{no|Recipe, man}}
|-
|-
| Z = down  || - || - || - || D || E || - || - || -
| -/Defeat || 28 || 24: man, prl, mos  || Attack some enemies || Attacks enemies adjacent caster || {{no|man}}
|}
|}


{{Footer Nav|game=Ultima IV: Quest of the Avatar|prevpage=Items|nextpage=Walkthrough}}
== Spell analysis ==
=== Healing spells ===
* '''Cure poison:''' necessary; at game start, the Stranger starts with enough reagents to mix three of them; in battle, use it after all poisonous enemies have been defeated.
* '''Heal:''' an emergency spell; otherwise, camping or resting at an inn restores more health to all companions (and all MP) for a similar price.
* '''Resurrect/Life:''' sometimes necessary; highly recommended in Dungeon Hythloth.
 
=== Field spells ===
* '''Open:''' useless; use "Cure poison" instead, that costs the same MP & GP, but is used only after a character actually got poisoned. Both trapped chests and this spell were omitted from the NES port.
* '''Dispel:''' necessary.
* '''Wind change:''' necessary to direct the "lighter-than-air device".
* '''Blink:''' useful for short-ranged shortcuts, e.g. cross a river while enemies run after you. In the NES port, it can only be used to flee from battle, without losing Virtue Points.
* '''Gate travel:''' useful for shortcuts to any of the eight towns.
 
Dungeon spells:
* '''Light:''' more convenient than torches.
* '''View:''' less convenient than magic gems, because of the scarcity of reagents to cast the spell; both View and the Gems are very useful in dungeons, although they can be cast on the surface, too.
* '''X (Exit):''' useful to escape dungeons when the companions are very weakened.
* '''Y (Up) '''&''' Z (Down):''' possibly game breakers, actually useful to circumvent a bug in the DOS port. Both omitted from the NES port.
 
=== Support spells ===
* '''Awaken:''' use it strategically, e.g. after all enemy "sleep"-casters have been defeated; when facing a large number of "sleep"-casters, split your party in two: some attack the enemies, others keep waking up the asleep allies.
* '''Protection:''' especially useful when the party is low on health points.
* '''Quickness:''' useful to speed up a combat, thus reducing suffered damage.
 
NES-only spell:
* '''Reflect:''' useful when the party is low on health points.
 
=== Disabling spells ===
* '''Energy field:''' creates one of four magic fields, at the caster's choice; cast it exactly on an enemy, because some enemies can walk around the fields. If an enemy receives fatal damage from a field (poison or fire), the companions earn no experience points (the field itself deserves them...). In the '''NES port''', a large 3x3 fire field is the only available option.
** ''Blue lightning field:'' impassable barrier, but strong enemies can destroy it; can be cast on free tiles only;
** ''Purple sleep field:'' inflicts "sleep" on enemies;
** ''Green poison field:'' inflicts "poison" on enemies;
** ''Red fire field:'' damages enemies.
* '''Sleep:''' easy to cast and free from side effects.
* '''Undead:''' useful against the strongest undead, i.e. phantoms and liches; still, when an undead flees, the companions gain no experience. Omitted from the NES port.
* '''Negate magic:''' useful against powerful spellcasting enemies, especially reapers.
* '''Jinx:''' when it affect many enemies, it becomes a great defensive-offensive spell: less damage to your party and more damage to enemies.
 
=== Attack spells ===
* '''Magic missile, Fireball, Iceball, Kill/Destroy''' (sorted by power): ranged weapons are more convenient, because they have infinite ammunition and they consume no reagents.
* '''Tremor:''' good to speed up battles against large numbers of enemies.
 
NES-only spells:
* '''Squish:''' an alternative to "Tremor": it brings all enemies down to near death (actually identical to the "Necorp/Rot" spell from ''[[Ultima 3]]'').
* '''Defeat:''' if you focus on ranged weapons (tactically advantageous), this close-range spell becomes almost useless.
 
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