[25] Alongside his programming work, Church co-wrote the game's story with Dan Schmidt, and he gradually took on project leader responsibilities. [20], During the first year of the game's development, Church believed that Origin had little faith in the team's ability to complete the game. He praised the game's "enjoyable story and well-crafted puzzles", but disliked its "robotic" controls and "confusing" perspectives, and stated that "far more impressive sounds and pictures have been produced for other dungeon games". The engine allowed for transparencies, walls at 45 degree angles, multiple tile heights and inclined surfaces, and other aspects. Take your favorite fandoms with you and never miss a beat. "[32], Ultima Underworld was inducted into many hall of fame lists, including those compiled by GameSpy, IGN and Computer Gaming World. However, the demon offers Tyball great power if he betrays Garamon. https://ultima.fandom.com/wiki/Ultima_Underworld_Weapons_and_Armor?oldid=63829. The meticulous construction of a real-world dungeon environment is outstanding. The following is a complete list of all weapons values from Ultima I: The following is a complete list of all weapons values from Ultima II. However, he died before distributing the artifacts, and left no instructions for doing so. "[2] Dragon Magazine opined that "to say this is the best dungeon game we've ever played is quite an understatement," and it "will leave you wondering how other game entertainments can ever stack up against the new standards Abyss sets. Like mantras, runestones must be found in the game world before use. [63], In the early 2000s, Paul Neurath approached EA to discuss a port of Ultima Underworld to the Pocket PC. [27] Conflicting accounts exist regarding the extent of this influence, however. [49], Ultima Underworld is considered the first example of an immersive sim, a genre that combines elements from other genres to create a game with strong player agency and emergent gameplay, and has influenced many games since its release. The new title is an officially licensed part of the series set in the Stygian Abyss, but this licensing agreement does not extend to the Ultima name or greater IP, effectively orphaning Underworld from the Ultima series. [58] Toby Gard stated that, when designing Tomb Raider, he "was a big fan of ... Ultima Underworld and I wanted to mix that type of game with the sort of polygon characters that were just being showcased in Virtua Fighter. The following is a complete list of all weapons from Ultima Underworld II: The following is a complete list of all weapons values from Ultima VIII:[4], The following is a complete list of all weapons values from Ultima IX:[5]. [44] In 2004, readers of Retro Gamer voted Ultima Underworld as the 62nd top retro game: the staff called it "easily one of the best entries in the long-running Ultima series.

The dungeon's entrance lies on the Isle of the Avatar, an island ruled by Baron Almric. [3] A physics system allows, among other things, for items to bounce when thrown against surfaces. No weapon is ranged. [37], ACE called Ultima Underworld "the next true evolutionary step in the RPG genre", and noted that its simulation-style dungeon was "frighteningly realistic". [36] The Chicago Tribune awarded it Best Game of the Year, and called it "an amazing triumph of the imagination" and "the creme de la creme of dungeon epics". [9] The player may cast spells by selecting an appropriate combination of runestones. [5] Looking Glass Studios planned to create a third Ultima Underworld, but Origin rejected their pitches. Despite describing its interface as "not truly intuitive", the reviewer finished by calling the game "addictive" and "a fine value". The following is a complete list of all weapons values from Ultima IV: Most ranged weapons have unlimited range. [11][21][23] Development took place during the winter, but the room was drafty and poorly heated. Only armor protecting that location helps reduce damage. "[22] He contracted former Origin employee Doug Wike to create concept art. [22] Certain failed experiments meant that the team created "[AI] code for many ideas which turned out to be largely irrelevant to the actual gameplay". [27] The game was also the first indoor, real-time, 3D first-person game to allow the player to look up and down, and to jump. Ultima Underworld sold nearly 500,000 units, and was placed on numerous hall of fame lists. [21] The team was thus composed of Doug Church as programmer, Doug Wike as lead artist and Paul Neurath as lead designer. Its design combines simulation elements with concepts from earlier CRPGs, including Wizardry and Dungeon Master, which led the game's designers to call it a "dungeon simulation". [27] Its soundtrack, composed by George "The Fat Man" Sanger and Dave Govett,[12] was the first in a major first-person game to use a dynamic music system; the player's actions alter the game's music. Ultima Underworld: The Stygian Abyss is a first-person role-playing video game (RPG) developed by Blue Sky Productions (later Looking Glass Studios) and published by Origin Systems.Released in March 1992, the game is set in the fantasy world of the Ultima series.It takes place inside the Great Stygian Abyss: a large cave system that contains the remnants of a failed utopian civilization. [8], Church explained that the core of the project was its "dynamic creation". [47] Rival 3D games appeared; Legends of Valour advertised "Ultima Underworld, move over! The following is a complete list of all weapons values from Ultima V according to Prima's Official Guide to Ultima Collection:[1].

[6][8] The game contains non-player characters (NPCs) with whom the player may interact by selecting dialogue choices from a menu. [20] However, its popularity increased via word of mouth in the years following its release.

"[8] While Origin CEO Richard Garriott helped the team in fitting the game into the Ultima franchise,[21] Warren Spector later said that the company seemed "blasé" about Ultima Underworld "for the first several months after ORIGIN and Blue Sky signed the deal", despite his own belief that it was a "change-the-world project". Experience also allows the player to recite mantras at shrines in the game. The eight settlements of the Ultima series each embody one of eight virtues, and Cabirus wished to create a ninth that embodied all virtues.

Damage ± Spread Notes Fist Bash 2.5 ± 0.5 Barehand skill factor fist attacks; skill 30 yield damage around +7: Swords Type Avg. [12][13], Before the beginning of the game, the Abyss-dwelling wizard brothers Garamon and Tyball accidentally summon a demon, the Slasher of Veils, while experimenting with inter-dimensional travel. [8][23] That spring, Neurath founded the company Blue Sky Productions in Salem, New Hampshire, with the intention to create Underworld. [20] After Electronic Arts (EA) rejected Arkane Studios' pitch for Ultima Underworld III, the studio instead created a spiritual successor: Arx Fatalis. Most NPCs have possessions, and are willing to trade them. [2], The developers intended Ultima Underworld to be a realistic and interactive "dungeon simulation", rather than a straightforward role-playing game. The following is a complete list of all weapons from Ultima Underworld II: Barehand Type Avg. There are over forty spells, some undocumented;[10] their effects range from causing earthquakes to allowing the player character to fly. Broadsword of Poison Weapon (badly worn) Mace of Major Damage (badly worn) Tower Shield (badly worn) Talorus Level 1 A. Amethyst Rod Nutritious Wafer x 4 Storage Crystal x 10 Strange Arifact x 2 B. Resilient Spheres C. Light Sphere x 2 (hardly used) D. Storage Crystal M4Y8 Note: "For Avatar: Controller Crystal M4Y8" Grey Stone Nutritious Wafer x 2