Exodus: Ultima III
Encore CD-ROM Manual

CREATING A CHARACTER

  1. Once the sample view of Sosaria is displayed, press Space to view the Main Menu.
  2. Select Organize a Party by pressing 0 and pressing Enter on the keyboard. A new menu is displayed. Note: To select from a menu, enter the first Ietter of the selection.
  3. Press C and Enter to select Create a Character.
  4. Assign a number between 1 and 20 to your character.
  5. Name the character (a maximum of 13 letters may be used).
  6. Specify sex: Male, Female or Other (M, F, or 0).
  7. Select a race: Human, Elf, Dwarf, Bobbit or Fuzzy.
  8. Select a class for your character: Fighter, Cleric, Wizard, Thief, Paladin, Barbarian, Lark, Illusionist, Druid, Alchemist, or Ranger.
  9. Assign Attribute Values. A maximum of 50 points can be divided among the four available attributes: Strength, Dexterity, Intelligence and Wisdom. (See manual for explanations of attributes and maximum attribute levels). Note: Characters are assigned certain attributes when you define sex, race and type. These 50 points allow you to further develop your characters. No fewer than 5 points can be assigned to any one attribute, and no more than 25 points can be assigned to a single attribute. If inappropriate values are used, the character disappears and must be reinstated. After entering values for each attribute, press Y and Enter to accept this character. Repeat until you have defined as many characters as you wish to take with you on your journey.

STARTING PLAY

  1. Select Form a Party by pressing F at the menu. You can select up to four characters to include in your party by entering their assigned numbers from the register display. Enter 0 (zero) if you wish to play with fewer than four characters.
  2. Press M to select Main Menu.
  3. Enter J to select Journey Onward from the Main Menu.
  4. You have entered the plains of Sosaria. Immediately press W and don your cloth armor. Then press R and ready your dagger (it's probably a good idea to find a town and purchase even better weapons and armor. See the list of weapons and armor on page 15).

MOVEMENT

When traveling in the countryside, the arrow keys correspond to the directions of a compass:

When moving in towers and dungeons, the arrow keys correspond to:

SPECIAL INSTRUCTIONS-KEY COMMANDS

Escape Cancels command selection (except for Yell and Other)

0-4 Indicates player number when asked (0 = no player)

KEYBOARD COMMANDS

[A]ttack Attempts to damage foe with "ready weapons." Must be followed by indicating the direction for the attack.

[B]oard Mount a horse or board a frigate.

[C]ast Cast a magic spell. Must be followed by the player number (except during combat), spell type (w/c) when needed, and the spell letter.

[D]escend Climb down a ladder to the next lower dungeon level.

[E]nter Enter a town, castle, dungeon, or other landmark.

[F]ire Discharge a ship's cannons (after boarding) in direction indicated.

[G]et Chest Open chest. Must be followed by the number of the player who will search for traps, open the chest, and acquire its contents.

[H]and Equipment between two players Trades equipment. Followed by prompts to determine what is to be exchanged.

[I]gnite a Torch Lights a given player's torch.

[J]oin Gold Gives all gold in party to player indicated.

[K]limb Climb up a ladder in a dungeon.

[L]ook Identifies an object in a specified direction.

[M]odify Order Exchanges the positions of any two players within the party.

[N]egate Time Stopstime for all outsideof the party. Requires a special item.

[O]ther Command Enter any command desired during game play.

[P]eer at a Gem Shows players a bird's-eye view of a town, castle, dungeon level, or the outside world. One viewing per gem.

[Q]uit (and save to disk) Use command to stop playing (from the outside world only) and save your progress to disk. You can resume the game from this point.

[R]eady Weapon Equip yourself with a specific weapon for use in combat.

[S]teal Use to steal chests from behind store counters. Success depends on skill.

[T]ransact Use to talk to townspeople or trade with merchants.

[U]nlock Open doors if you have the key. Must be followed by direction to door and the player whose key is to be used. One use per key.

[V]olume Toggles sound effects on and off.

[W]ear Armor Outfits player with specified armor if owned.

[X]-it Leave behind or dismount your current transport and travel on foot.

[Y]ell Allows player to yell anyword desired.

[Z]tats Displays your vital statistics, possessions, and spells.

[Space] Pass one game turn without taking any action. Food is consumed.

Weapons & Armor

Hands A Skin
Dagger B Cloth
Mace C Leather
Sling D Chain
Axe E Plate
Bow F
Sword G
Two-handed Sword H

(Partial list only)

You must purchase weapons and armor for every member of your party. Before you engage in battle, you must ready a weapon for each character. You can select and ready weapons only from among those owned by a specific character. You must also ready armor for each specific character.

Casting Spells Ultima 3 - Exodus

A. Repond

There was a time, long ago, when the lands were free of the wretched creatures known as Orcs, Goblins and Trolls. These creatures did not evolve naturally, but rather are the magical mutations performed by demented magicians. Now these creatures have prospered through many generations and their horrors are well known.

Have with thy person a staff of Yew, preferably cut from a hard and fine-grained sapling. If Orcs, Goblins or Trolls threaten thy party, raise thy staff before them and speak the name of this rune of despelling. By casting this Rune, thou shalt be attempting to despel the magic which is part of their inner being.

B. Mittar

Place upon thy palm and close in a strong fist any small projectile of wood or stone. Strike it once upon thy breast, while chanting the incantation of Mittar:

Manji Mula Levi Mittar Nopsen Alum Cavi

Hurl this talisman toward thine enemy. Magic in the form of a shimmering sphere of iridescent light will spring from thy hand to strike thy 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.

C. Lorum

Before entering any dungeon, cave, or even houses with unsteady lanterns, be sure that thou hast prepared a goodly supply of Lorum dust. This is easily done by collecting the fine dust from a spider's bath which has been warmed by strong sun for many hours. Gather the dust into a chamois bag and seal the sun's energy within it by singing these words:

Obrey Uricom Obla Sum

To release the energy, chant these same words in reverse order and cast a small portion of dust into the air. A warm, soft, light of short duration will be produced.

D. Dor Acron

Very useful when one desires to bypass a particularly bothersome portion of a dungeon. Dor Acron is cast with the aid of the left forepaw of a badger. Store the paw with care, for if it is damages in any way which would have hindered the badger's movement, they way will be similarly impeded.

Having made these preparations, when thou desires to enact the augury, gather thy party into a ring. While holding the paw, chant this ancient rhyme:

Liedlan Spulger Idskrin
Gruen Beast Trentle Ban

When this spell is cast, the mage and his companions will be transported to the next lower level of inhabitation.

E. Sue Acron

This rune is closely related to Dor Acron, direction being the only difference in effect. In this case the dried wing of a bird is needed. The bird must be shot through the breast with an arrow whilst in flight. Thread the wing on a leather thong and tie it to the tip of thy staff.

Once again, gather thy party into a ring a while holding the wing intone this verse magical movement:

Liedlan Spulger Idstrin
Faun Beast Fentri Chem

As the words are chanted thy party will be lifted through the floor above thee to the dungeon's next higher level.

F. Fulgar

This incantation is a powerful weapon in battle. It requires a golden rod wrapped with iron and a vial of magical water collected from a meadow pond at the very moment lightning touches its surface. Keep the vial sealed until battle is nigh. Then touch the rod to the vial and level it at thy foe whilst shouting these words:

"Flamin Fleetis Pondi"

All of the energy will be conducted through the golden rod, and a fiery ball will spin a searing path toward thine enemy. It will unfailingly strike him with a force strong enough to kill most common men and cause great damage to beasts of mightier strength.

G. Dag Acron

This incantation requires that a pattern of rays extending from a common origin be drawn on the ground whilst the following chant is recited:

Dag Fulnus Acron
Frieda Acron Boont

As each ray is drawn, a member of thy party will disappear and then with the final stroke thee too shall vanish. In the next moment at some random location on the terrestrial plane, each of the members of thy party and finally thyself will appear.

This rune can only be used on the Sosarian surface. It will always take thee someplace, but thy destination is a matter of speculation.

H. Mentar

In order to cast this most terrifying spell, an oak gall must be collected of the sort most often found on ancient trees in dark and gloomy forest folds. Dip the oak gall in molten wax while chanting this verse from the tome of Mentar:

Zanbar Leechen
Cerdi Mentar

Then, when battle is upon thee, crush the oak gall within thy hand. As the gall collapses, a blue ball of screaming horror will fly toward thine enemy. It will invade his mind, and irreparably corrupt his mental process, in direct proportion to thine own intelligence.

I. Dag Lorum

This spell is similar in effect but more enduring than Lorum. Place a golden dagger in strong sunlight until it is hot enough to burn skin. Then scrape it heavily against a stone until a golden dust is produced. As the dust collects on the stone, chant these words and gather the dust into a silken bag.

Obrum Urica Obla Sum
Urica Mani Sum Levi

When the need for extended illumination arise, hold the silken bag and shake it. A small portion of the dust will release its energy in the form of an enduring, golden, shimmering light.

J. Fal Divi

The ability to cast a clerical spell is a great power indeed. Fal Divi will open before thee a tremendous range of power otherwise inaccessible to the sixth circle. The performance of this invocation is not a simple task, and often does not succeed.

Sprinkle thy body with holy water and slowly chant the prayer of Fal Divi:

Fal Divi Dom Mi Nea
Fal Divi Requi Sem

Refer to the Cleric Book and do as the spell therein requires. If this prayer is properly chanted, unto thee will come the power to use any of the supplications of the Clerics Book.

Beyond this page lie the advanced spells of the Sixth Circle. Do not venture too soon into the dark range of these spells. Until thou hast not only conquered the Abyss, but also can use its power at thy will, the force of these runes will be beyond thy skill.

When the shadow of death has grown familiar to thy sight and thou hast learned the mastery of magic, then at last these spells will be thine.

Before these spells thy foes will cower, but take heed to use them wisely, for they shall be earned at great expense.

K. Noxum

This spell is the first of the multi-pronged attacks, and can be of great aid when thou art attached by a large band of formidable foes.

When the two moons of Sosaria are new, travel to the entrance of the dungeon of fire. Gather some of the volcanic ash which is abundant there. On the same night, mix this with herbs of cinnamon and ginseng in equal proportion.

The use of this magical mixture requires that thou speak the Rune of Noxum before hurling the ashen mix toward thine enemies.

Noxum Menton
Lanu Flama

As thou dost, it will catch flame and rush at thy foes, thwarting each with a devastating blow.

L. Decorp

The sun hath made its consecutive cycles and thou hast gained great experience in magic. Thy skill and power have now reached the sphere of direct magical determination.

With the intonation of this spell, thou dost draw on the magical force of all life and focus it upon thy foe.

Sing the song of Decorp and the air will shake with the roar of magic rushing to thy command. Upon whomever thou shalt indicate, the Magic shall descend, and their life shall be extinguished - always and completely.

Non Crono Di Vani
Pas Numen Ti Soni

M. Altair

Until this time thou hast enacted thy Runic power to bring magic into this world. Now, as an advanced Adept of the Assembly of the Sixth Circle, thou may use the magic of this world to move beyond it.

First, gather a fistful of sand, and while repeating the enchantment of Altair, let it flow from thy hand onto the ground.

Alt Man Ful Minar
Lae Fin Crim Bontair

As it falls, time itself will slow and finally stop, allowing thy party to move freely in the suspended state. The world will be temporarily frozen and at the mercy of thy will.

N. Dag Mentar

Dag Mentar is a powerful multi-pronged conjuration that will wreak havoc among thy foes in a manner worthy of its advanced rating. On the darkest night of the summer, trap an owl, old and wise. Sacrifice the owl upon a stone altar, keeping only its eyes. Enchant them with the following verse:

Fendi Mentar Divi
Crembi Mentar Boni

When battle is nigh, repeat the stanzas until the heaviness of magic in the air becomes oppressive to the labor of thy lungs. Smash the eyes between thy hands. Thy foes will be struck a savage blow with damage directly related to thine intelligence.

O. Necorp

On the night of a full moon, acquire the liver of one who is dying of the black rot. Hang the organ deep within the forest to dry, and allow six fortnights and a day to pass. Grind it into fine powder while chanting these words:

Don Corpus Mieda Futz
Rieda Don Nemi

Store the powder in several small vials. When the need arises, throw a vial above the heads of thine enemy's party. It will magically shatter, releasing the loathsome rot upon their company. They will be quickly transformed into putrid vestiges of their former beings, with little strength left for battle.

P.

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. This most powerful invocation carries the name of the Dark One.

The enactment of this Rune requires thine utmost concentration. With a staff of Yew, trace upon the ground the protective pentagram. Light a candle at the point most generally in the direction of thine enemies. Cast some sulphic dust into the flame and speak the name of the Evil One. All foes which hear this utterance shall be dashed violently into certain destruction possessing no more life than the stones upon which they lie.

THE ANCIENT LITURGY OF TRUTH

Know ye that the Ancient Liturgy of Truth hath been in the care of our sect for 3,000 years. Never, through the passing of each generation, hath our sacred custodianship been betrayed. We now enjoin thee, guard well the secrets held within these pages. For thee, they shall be an immeasurable blessing, but if they are revealed to one of the unenlightened, great harm could befall him. The proper use of the supplications contained within this manuscript will be thine aid in combating the evils of this world.

The supplications herein are listed in ascending order of power. Most of them will be unusable until thou hast trod many paths and gained great wisdom. If thou dost devote thy whole being to these Truths, the power to perform actual miracles will be granted thee. As thou art exalted enough to be close to the One, the power even over life and death may be thine. Take heed that dost not use these precious gifts in a frivolous manner, but for the betterment of the order.

Receive now my blessing through the dark veil of time. Know always that within thyself Truth was discovered, and that this Truth forms the basis of unyielding power.

-- The prophet Alizarkanon

A. Pontori

Evil takes many forms throughout Sosaria, and some of the most evil are the Undead. Skeletons, and ghouls, and zombies roam free in dungeons, and open terrain. Although they are formidable opponents in battle, there is a basic weakness in their essence. These servants of evil are vestiges of former living beings now inhabited by an evil force.

If thou should encounter undead creatures, raise thy ankh of Truth before them. If thou dost stand strong in the spirit of Good, evil shall be dispelled from their begins and only their rotting corpses shall remain.

B. Appar Unem

Often the chest which thou shalt find along thy journeys will contain a trap, the intent of which is to injure thee an thy party. Since thou dost have the innate ability to know the true nature of evil, thou can overcome this difficulty.

To open a chest with no risk of harm to thyself or thy party, pour a few drops of holy water into the lock and invoke the aid of the One who is all Truth by raising the holy ankh over the chest. It will open freely and allow thee to grasp its inner treasures.

C. Sanctu

Thy powers for healing will be often needed. The healing of minor wounds can be accomplished with this simple supplication. Through the channel which thy selfless devotion creates in thee, Truth and forces of Good can act directly in this world.

Merely lay thy hands upon the one who is to be healed, and his wounds will be mended beneath thy touch. In the beginning thine ability will be limited, but with thine other powers, thy capacity to act as a healer will grow and be strengthened by experience.

D. Luminae

The powers of the thine enlightenment shall gradually unfold before thee. Resting at thy hand is the ability to enchant objects in a manner which will make them glow. Whilst holding thy staff aloft, repeat the name of this enchantment. Doing so, the power of the Truths within thee will cause thy staff to glow with a soft blue light.

Realize, however, that his light will not be long sustained. For the power brought through thee unto thy staff will slowly radiate away and soon will dim and fade.

E. Rec Su

Part of thine enlightenment is the realization that there are no boundaries. When this truth is known unto thee, the material world is far less limiting than ordinarily supposed.

As thou descendeth deeper and deeper into the bowels of the earth, thou shall likewise be descending into greater evil. Being thyself of a good nature, this tends to give thee a natural buoyancy, as if in water. Speak the name of this supplication whilst touching thy staff to the ceiling of a dungeon passage. This will cause the ceiling to become translucent; thee an thy party will freely float to the next higher dungeon level.

F. Rec Du

The range of thine ability for spiritual movement is not limited to ascension. Far below the earth's surface, and far below the deepest recesses of the deepest dungeon, flow the molten streams and rivers which feed the earth's core. Here also resides The Great Evil. Due to thy natural buoyancy, downward travel is somewhat more difficult and less desirable than upward. If thou must descend into evil, speak the name of this supplication whilst tapping thy staff upon the floor. The floor will become translucent; thee and thy party will slowly to the next lower dungeon level.

G. Lib Rec

This is the most difficult of the spiritual movements. The planar motion allowed here must begin within a dungeon chamber.

Lib Rec differs from the two previous supplications in the following way: Instead of the earth allowing thy physical form to pass, now thy form itself shall become translucent. As thou dost fade in one location, thou shalt slowly appear in another.

To initiate this motion, speak the name of this invocation whilst circling thy staff above thy head. As thou stoppeth the spinning staff, so wilt thy journey stop.

H. Alcort

Alcort is a specialized form of healing. Poison is a horror all beings fear, for with it comes almost certain death. Only with the assistance of the divine power can thou halt the ravages of this great evil.

With thy touch, the poison coursing in the veins of thy companion shall be transformed into a life-giving fluid which soothes the body and brings peace unto the soul.

Thou can rest confident that thou hast delivered one from the grasp of poison. This power has been promised by the One whose covenant has never been broken.

I. Sequitu

Occasionally during journeys unto the lower depths of the subterranean, thy party may encounter great peril. This could be the death or near death of a party member, starvation besieging thy entire party, or becoming lost with little hope of finding thy way.

This supplication is the beseechment of the greater Truth to aid the weary traveler is escaping this rocky tomb. If thou raiseth thy holy ankh into the air and cryeth out the name of this invocation, thee and they companions shall rise forth from the depths, guided by the divine Truth unto the Sosarian surface.

J. Sominae

Thine enlightenment hath expanded and will continue to unfold like the star-filled heavens above.

The first light which thy Truth created for thee 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.

If thou dost now meditate on this enchantment, thine entire self will radiate with the light of Truth. Know that even this light cannot be sustained indefinitely, for it doth draw from thine own inner force.

K. Sanctu Mani

The grasses have grown and seeded many times since thy journey began. Thou hast trod many paths and gained much wisdom. Thou hast now the power to perform actual miracles. To take one who has been shredded by an opponent's sword, quivering on the threshold of death, and restore him to life; this miracle is now thine.

Prepare a small tin of fine scented oil and ask that it be blessed with the perfection and holiness of Truth. Anoint the wounds with the oil, allowing it to penetrate deeply. Before thine eyes, the flesh will draw together and be restored, and the blood will once again begin to flow through his veins.

L. Vieda

If thou should lose thy way, either in the gloomy crevices of a dungeon, or in a dark forbidding forest, the miracle of Vieda light thy way. Meditate on thy need for guidance for a goodly time, and when thou dost feel sufficiently purified, rub a small quantity of Holy water onto thine eyelids.

If thou hast meditated sufficiently, the greater Truths shall miraculously unfold before thine eyes. Whether thou art in a dungeon or on the surface, a vision of thy current surroundings will come to thee.

M. Excuun

Occasionally thee and thy 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.

Should thy party encounter an evil foe of great strength, thou may wish to call upon the miracle of Excuun. By holding the holy ankh of Truth in the direction of thy foe and speaking the name of this great miracle, thou can direct the pure light of the holy force of Truth at thy foe, and the life within one of thy foes shall cease.

N. Surmandum

Thine enlightenment hath led thee to step beyond almost every limitation of this earth. It is now within thy power to step into the realm of death and draw one who has been there engulfed back into the world of life.

Release thy spirit and allow it to venture into the very shadow of death, touching the spirit of the one who slumbers there. Lend thy poor companion back from the shadow of death and life will once again be his. If, however, thy companion's strength of will is not strong enough to make the return journey, the backlash from this failed miracle will turn his body to ashes.

O. Zxkuqyb

The letters which head this page represent the seven words of anti-creation. They are the words which release the fury of Truth upon the world. No entire word is ever written, for should even the letters which represent their sounds be brought together on a page, the release of power would cause destruction of untold magnitude.

If thou should encounter a situation so evil as to require their use, speak them softly only to the air beside thee. Most of thy foes will be struck down with a force so strong it will end this life, and all other potential lives within them.

P. Anju Sermani

Once a body hath turned to ash, the soul which once inhabited it is sent on to its next life. It, therefore, takes a miracle of enormous magnitude to reclaim it.

Realize first that the spirit must leave another body and another life in order to return to thee. If thou perceives that the need for the return of thy companion is so great as to be willing to give five marks of thy wisdom in sacrifice, then beseech the One who is Truth and Wisdom. Allow a tear from each of thine eyes to fall upon the ashes. As thy tears mix with the ashes, so shall they reconstitute thee, and life shall be restored.


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