![]() I chose a paladin and a ranger for my main fighting characters, because they can use magic and can cast "open," eliminating the need for a thief to disarm traps in treasure chests. You get a party of four characters, unlike Ultima I and II, and you choose among eleven professions, each with disadvantages and in a few cases, advantages. After that, I had to choose what characters to create. The first thing I did before ever plugging in the game was translate the spellbooks from the cute latin-like words and detailed but irrelevent diescriptions in the manual to something more useful. The biggest difference between Ultima III and the last two is that fighting monsters brings you to a strategic combat screen, in which you must slice and dice your enemies one by one This makes combat a bit more exciting-not just press A and hope for the best-but it makes it take much longer, probably a minute to several minutes per battle. The game is frankly not very fun-There's piles upon piles of endless monsters, and every few seconds I seem to be stuck in combat. or CombatĬan also be thrown, with low accuracy throwing range equal to lowest value in Str.Well, I played Ultima 3 for perhaps 4 hours, including the time to analyze the manuals, today. or CombatĬan also be thrown explodes consumed on use throwing range equal to 2x lowest value in Str. Needs no ammunition chance to sleep or poisonĬrossbow ammunition chance to drop on miss magic damage bonus hit chanceīow ammunition magic damage chance to Charm targetīow ammunition chance to drop on miss chance to cause sleepĬonsumes bolts, 3 per shot bonus hit chanceīow ammunition bonus hit chance explodes on impactīow ammunition chance to drop on miss magic damage bonus hit chanceĬan also be thrown, with low accuracy throwing range equal to lowest value in Str. Returns after being thrown always drops on miss bonus hit chance Returns after being thrown always drops on miss magic damage bonus chance to hit Returns after being thrown always hits magic damage goes through obstaclesįire damage limited charges light source Returns after being thrown always drops on miss Lightning damage chance to paralyze limited charges The following is a complete list of all weapons from Ultima VII: No experience gained creates fire field when thrown. Hit rate determined by DEX damage determined by INT spent after several usesĬan be enchanted with up to 10 spells damage depends on spell cast.Ĭan be thrown (DEX) range: 3 must pick up after throwing If a weapon can only be used against an adjacent target, its range is "-". As a thumb rule, most weapons deal damage depending on dexterity magic weapons deal damage depending on intelligence bludgeon weapons deal damage based on strength. ![]() The damage depends on one or more attributes. The following is a complete list of all weapons values from Ultima VI: Makes wielder hostile disappears after first use The following is a complete list of all weapons values from Ultima V according to Prima's Official Guide to Ultima Collection: Icon Most melee weapons can only attack adjacent targets.īard, fighter, paladin, ranger, shepherd, tinker Most ranged weapons have unlimited range.īard, druid, fighter, paladin, ranger, tinker The following is a complete list of all weapons values from Ultima IV: Paladin, barbarian, lark, fighter, ranger, thief, cleric, druid, illusionist Paladin, barbarian, lark, fighter, rangerĪll melee weapons can only attack adjacent opponents. Paladin, barbarian, lark, fighter, ranger, thief Total damage is determined by adding 150% of the character's Strength (STR) statistic to their weapon's base damage. The following is a complete list of all weapons values from Ultima III (obtained from LairWare software, based on original Apple II binaries): The character needs a minimal agility to wield any weapon (the minimum is 10). Prices decreases as the Charisma and Intelligence of the purchaser rise, except for the quicksword. The following is a complete list of all weapons values from Ultima II. Ultima II: The Revenge of the Enchantress Magic Missile dmg +200% (+22 in overworld Apple) no attack on overworld (Apple) Magic Missile dmg +200% (+20 in overworld Apple) can't attack ![]() Magic Missile dmg +100% (+18 in overworld Apple) can't attack Magic Missile dmg +50% (+16 in overworld Apple) can't attack Prevents falling into pit trap, then is spent irrelevant in remake (no pit traps) The following is a complete list of all weapons values from Ultima I: 2 Ultima II: The Revenge of the Enchantress.
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