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Ultima III: Exodus
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Eons ago Lord British came unto the lands of Sosaria. Since that time it has been united under his rule as the Kingdom of Britannia and has gone through two major crises. A few years ago there were political upheavals among the city states of the kingdom. The ringleader of this political instability was Mondain, the Magician. Under his horrible rule, the people's lives were devastated. A valiant warrior was called forth from another world by Lord British. This warrior overthrew Mondain. Britania survived the first crisis. But peace in the Kingdom of Britannia did not last long. Minax, the Witch, a disciple of Mondain, became very powerful and ruled the world of darkness. Minax had power to sway the time axis of the universe. However, a legendary hero again came to the rescue, overthrew Minax, and brought peace back to the kingdom. Now, the Kingdom is about to face its third crisis. Rumours abound about a fiery island which has emerged in the southwestern seas. Little is known of the evil that dwells there. It is known only as Exodus.
Storyline IGDB
Everywhere, Lord British’s subjects were happy and prosperous. A great cancer had been exorcised from the world body. The People were cleansed again, and there was much rejoicing in the towns. Even the Orcs had disappeared from sight after the fall of Minax’s castle, as chronicled in Ultima II. Twenty years of peace lasted. Twenty years is also the time needed for an infant to become a person. From the ruins of Minax’s castle has come several fragments of a manuscript which hints at a dark secret. There appears to have been an unholy alliance between Mondain and his young apprentice, Minax. Something had fructified from that union, but whether that something was of Man, Monster, or Daemon, the manuscript fragments were eerily silent about. What had become of the hell-born prodigy? No clues existed. Time passed, and the omens began to be troubled. Comets clashed across the sky and rumbles were heard deep in the ground. Then one day, in a fiery birth of molten lava, an island rose up in the middle of the ocean. None could approach it; the fire and steam were too great. Some drunken sailors claimed to have had a glimpse of the island when the steam was momentarily blown away by a strong wind. They swore that a castle existed in the middle of that inferno, but thou knows how reliable is the word of a drunken sailor. Then, the sweet flowing rhythm of country life was shattered. Orc drums began to pulsate through the hills and mountains, and the horrible raids began. The outlying settlements all moved into the safety of the village fortresses. Shortly thereafter, a Pirate Fleet appeared suddenly, and commerce was swept from the seas. An evil power was rising in the West, and all the earth groaned to its flexing. When tales emerged that the Great Earth Serpent had risen from its long slumber at the bottom of the ocean, people began to cry that the End of the World was at hand. Lord British sent his most trusted and talented advisor out to uncover the facts behind these wild rumors. Weeks passed, then a shattered man was found wandering in the groves outside the castle. Some terrible sight had blasted his reasoning. He just kept repeating, “From the depth of Hell... He comes for vengeance.” What he/she/it was, remained unclear. The spread of its evil powers, however, was very clear. Lord British sent out a Call for all of the Heroes of the People to rally. That is why thou art here today. Thou heard the Call and answered it. Thy task before thee is not easy. Evil walks the land openly, attacking all travelers. Thou and thy companions will need to grow stronger rapidly if thy Party is to survive. Seek among the ancient paths for long-forgotten Truths and Powers. One possible clue as to the identity of thy nemesis has been discovered. A derelict merchant ship was recently towed into port. No crewmen were aboard, alive or dead. Everyone had vanished, as if plucked by some evil force off the boat. The one thing found was a word written in blood on the deck: E X O D U S.
Wikipedia Description WIKIPEDIA
Exodus featured revolutionary graphics for its time, as one of the first computer RPGs to display animated characters. Also, Exodus differs from previous games in that players now direct the actions of a party of four characters rather than just one. During regular play the characters are represented as a single player icon and move as one. However, in battle mode, each character is represented separately on a tactical battle screen, and the player alternates commands between each character in order, followed by each enemy character having a turn. This differs from the two previous games in the Ultima series in which the player is simply depicted as trading blows with one opponent on the main map until either is defeated. Enemies on the overworld map can be seen and at least temporarily avoided, while enemies in dungeons appear randomly without any forewarning. The party of four that a player uses can be chosen at the beginning of the game. There is a choice between 11 classes: Fighter, Paladin, Cleric, Wizard, Ranger, Thief, Barbarian, Lark, Illusionist, Druid, and Alchemist. The player also chooses from among five races: Human, Elf, Dwarf, Bobbit, or Fuzzy. Players then assign points to their statistics: Strength, Dexterity, Intelligence, and Wisdom. The races determine limitations on maximum stat growth, and thus (in the case of Intelligence and Wisdom) maximum spellcasting ability. Character classes differ in terms of fighting skill, magical abilities, and thieving abilities, with varying degrees of proficiency in each. Fighters, for example, can use all weapons and armor, but lack thieving or magic abilities; clerics can use up to maces and chain armor, and all clerical spells; Alchemists can use only daggers and cloth armor, and half wizard spells and half thieving abilities. Each character begins at Level 1 and increases individually. The maximum effective level for characters is 25. Beyond this point the level will continue to increase; however the number of hit points is fixed at 2550. Maximum hit points for a character can be calculated by the following formula: HP = 100 * L + 50 (where L is the current level of the character). When a character has gained enough experience points, they must transact with Lord British for the character to level up. Aside from the ability to talk to townspeople there are other commands that can be used on them. Some of the commands a player can use are bribe, steal, and fight. Bribing can be used to make certain guards go away from their post. Steal can be used on townspeople and some enemies, but can result in conflict with townspeople if caught. A player can choose to fight a townsperson, but it will prompt the guards to chase after the player characters. The guards always come in parties of eight and are very difficult to defeat. You can also choose to fight Lord British, but he cannot be killed, thus resulting in a long, drawn-out fight that the player will ultimately lose. Lord British can be temporarily killed by cannon fire from a ship in the castle moat, but exiting and re-entering the castle restores him. Unlike the two previous Ultima games, which had wire-frame first-person dungeons, Exodus dungeons are solid-3D in appearance and integrated into the game's plot. Dungeons are necessary to obtain certain marks that are needed to finish the game. Each dungeon has 8 levels, and the deeper the level the more challenging the enemies. Note: the monsters that are spawned in dungeons are not based on character level as the overworld monsters are; rather, they are based on the dungeon level they are encountered in, so going too deep into certain dungeons may be too hard for characters in the early stages of the game. One can find many chests (with gold, weapons, and armor) inside dungeons, but many of them are trapped. Aside from chests and marks, one can find fountains in dungeons: some heal, some cure, and some poison. Peering at gems allows the player to see a map of a given dungeon level; torches or light-casting spells are necessary to be able to see inside dungeons. There are three modes of travel in the game: on foot, horseback, and boat. Getting around on foot is slow and can often lead to monsters catching up to the player character. Horseback gives the player character the advantage of moving faster while consuming less food, making getting away from unwanted fights easier. Getting a boat requires players to reach a certain level so that pirate ships begin appearing. Once a pirate ship is defeated, the boat belongs to the player. Obtaining a boat is necessary in order to visit the island of Ambrosia, and to reach Exodus and thus win the game. By denying the player the ability to see what's behind mountain peaks, forests, and walls, the overland maps contain many small surprises such as hidden treasure, secret paths, and out-of-the-way informants. The look of the game is no longer based on certain characteristics of the Apple II hardware; it is rather a carefully designed screen layout. Beating the game requires the player to get all four marks and all four prayer cards. At the altar of Exodus, the player character must insert the cards in a particular order to defeat Exodus.
About Ultima III: Exodus
Ultima III: Exodus is a Role-playing (RPG), Squad Management, Turn-based game released in 1983 developed by Origin Systems that offers Single player gameplay from a bird view / isometric, first person perspective playable on Amiga, Apple II, Atari 8-bit with 22 user ratings averaging 51.1/100. The game explores themes like Fantasy, Post-apocalyptic. If you enjoy Ultima III: Exodus, you might also like similar games in our database of 45,000+ titles.
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Платформы 13
Genres 3
Themes 2
Player Perspectives 2
Game Modes 1
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Origin Systems
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Origin Systems
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Pony Canyon
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StarCraft
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