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The Table of Contents 

Of Questions Often Asked - Ultima FAQs

Quester's Notes through the Ages - The Ultima Pages
To the Labyrinth of Worlds
Strange Sorceries - Hidden Spells in the Labyrinth of Worlds
Magical Quirks - Odd and Unexpected Spell Effects
Slip Sliding Away... - Of Ice
Of Other Resources: Labyrinth of Worlds Links

Runes And Spells - Downloads

Through the Void - Main Links Page

The UDICtionary

Of Paulon Dragon - Biography?

New From the Scribe - What's New? 

This is the theme from Underworld II

Ultima Underworld II: Maze of Worlds

Herein is a selection of notes and information about Ultima Underworld II, called Maze of Worlds.

To the Frequently Asked Questions

To Questions Often Asked...

 

Strange Sorceries - Hidden Spells in the Labyrinth of Worlds

Of Spells Known in Other Worlds

 The magic of Britannia is linked to the strength of the world, being strongest where the fabric of the Plane itself is strongest. Thus it overwhelms the possibility of other types of Magic, except in areas where the Barriers between Worlds have been weakened by the action of great forces within the Ethereal Void. Such a place was the Great Stygian Abyss, which was destroyed by the actions of the Avatar during his sojourn alone within it's halls and corridors. With the destruction of the only known place where Runic Magic would operate within Britannia, spells could only be deduced from what was discovered by the Avatar within the Abyss, and no further research was possible. Thus it is that the folk of worlds where Runic Magic is the norm, and Britannian Spellbooks would be strange and Alien, have learned of spells that go beyond the few known to the Avatar and the Court Mage Nystul. Those new spells learned of by the Avatar during the time when Castle Britannia was sealed within the Blackrock Crystal by the Guardian are listed below.

Circle 1

Uus Des Por

Bouncing

A spell that allows the caster to return to nearly his previous height rather than be injured by a fall.

Bet Wis Ex

Location

A spell which uodates thy position on thy magical map after thou art transported by Magical Means

Circle 2

Quas Mani Ylem

Negate Hunger

If thou art starved and short of food, cast this spell and be renewed.

Quas An Corp

Valor

A spell which doth increase the caster's skill with a single weapon.

Circle 3

An Kal Corp

Undead Repellant

This spell makes them react as if you smell as bad as they do...

Circle 4

In An Flam

Frost

Make Icecubes out of thy Opponents

In Sanct

Thick Skin

Protection from Blows

Circle 5

In Tym Jux

Paralysis Rune

A Magic Rune which holds the foolish blunderer who touches it in place.

Rel Sanct Ylem

Repair

Return damaged items to their pristine state.

Circle 6

Wis Ex

Map Area

Puts an area surrounding the caster into the magical map, depending on skill.

Circle 7

Vas Ort Ylem

Enchant Item

When cast upon a charged magical item, it charges it more. It can also put basic enchantments on weapons and armour, but nothing fancy like other spells. There's always a chance the item will blow up instead of be enchanted by this spell.

Kal An Mani

Summon Daemon

Summons a Daemon from it's own realm. The better the caster, the tougher the Daemon.

Circle 8

Vas Jux Mani

Smite Foe

A massive damage causing spell, effective on living creatures not undead.

Vas Kal Corp

Armageddon

The name says it all. Blast the entire plane thou art on, obliterating all creatures and items, including the Gem. Exile is the least you deserve...

 

Magical Quirks - Odd and Unexpected Spell Effects 

Of Quirks of Magic both Cast and Enchanted.

Both Spells and Enchanted Items have quirks that are not easily descerned without falling afoul of them. Here are a few that may be of interest as a warning.

The Firedoom Axe casts the spell called Flamewind. The fire summoned by both Axe and Spell will burn it's creator as easily as the intended target. While the Spell can be cast from a distance and remain unused for enemies in proximity to the caster, by it's very nature an Axe is a close quarters weapon. Thus some form of Protection from Fire is required to wield this weapon, whether it be a Flameproof Spell, a Potion of that name, or the Leather Armour enchanted with that spell.

The Spell named Shockwave is known to have an area effect, blasting all within the radius save the caster. What is less known is that it will also strike through the very walls, disdaining to be limited by such mundane obstacles. For a Caster of Skill, this may well result in distant allies being struck down and thus make those who should assist them into new foemen.

The Paralysis Spell has little effect upon the Undead. Thus the Sword of Stonestrike will also fail to hold them in place as this is the Spell used in it's enchantment.

The spell of Daemon Summoning will indeed operate, but it fails to place any constraint upon the summoned beast which will be hostile to the summoner and further angered by being wrenched from it's own place.

 

Slip Sliding Away... - Of Ice

Of that most Inconvenient Arctic Obstacle - Smooth Ice

Within the realms which could be reached via the Blackrock Gem in the depths of the sewers beneath Castle Britannia, the most awkward to negotiate was Slippery Ice. Merely taking a step while on this type of surface would cause the unfortunate victim to slide uncontrolably until reaching a surface which was not so slick. If the obstacle was a cliff or river, then the consequences would be obvious and inconvenient.

There are two ways of avoiding this hazard. The first and more inconvenient is to cast Fly or it's lesser cousin Levitate, and avoid contact with the ice entirely.

The second is to stop trying to move, and Jump straight up. This translate the forward momentum into vertical, which is cancelled when landing. This gives the opportunity to realign with the desired destination, and walk towards it in order to slide right to it.

(I'm not sure why this works, perhaps it is a problem with the game engine, but it is handy to know. - Paulon)

 

 

Of Other Resources: Labyrinth of Worlds Links

For thy solution, seek out the Ultima Web Archive once more. Therein also are the Patch and the Map of Castle Britannia. A larger version depicting the Castle can also be found here, along with maps of the other worlds.

Shano Dragon created a Sprite Viewer for the Underworld. Look at the Backpacker's Guide to Britannia for cheat programs. The General Midi Patch is by Panzer Dragon.

Retrace the Path, to the Black Gate

To the Quester's Notes

Onwards, to the Serpent Isle

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