Armageddon

From Ultima Codex
Jump to navigation Jump to search

This article is about is about a spell. For other uses, see Armageddon (disambiguation).


Armageddon
U7armgdn.gif
Ultima VII
Incantation: Vas Kal An Mani In Corp Hur Tym
Reagents: BP, BM, GA, GS, MR, NS, SS, SA
Circle: 8th
Ultima VI
Incantation: Vas Corp Bet Mani
Reagents: BP, BM, GA, GS, MR, NS, SS, SA
Circle: 8th
Ultima Underworld
Incantation: Vas Kal Corp
Circle: 8th
Ultima Underworld II
Incantation: Vas Kal Corp
Circle: 8th

Armageddon is an apocalyptic spell that irreversibly eradicates all lifeforms from the world within it is cast, with the exception of the spellcaster and certain beings of sufficient power as to possess immunity to its devastation. Although introduced to Sosaria in the planet's distant past, the spell first appears in Ultima VI, followed by Ultima Underworld and Ultima VII, Ultima Underworld II. In Ultima IX it appears as a ritual.

History[edit]

Armageddon in effect

Prehistoric Sosaria[edit]

While the original architect of such a devastating spell as Armageddon is unclear, the earliest known purveyor of this invocation is not of Sosaria. Long before the era of modern Sosarians and Britannians, a data-seeking, interdimensional collective consciousness known as Xorinia was by some means able to assimilate the particulars of Armageddon into its vast cache of knowledge. Luminous, disembodied manifestations of Xorinia known as wisps, while gathering data from prehistoric Sosaria, then established communication with a being named Zog, to whom they offered the spell in hope of facilitating a reciprocal exchange of information. However, it is apparent that Zog, intentionally or not, instead called upon the supremely exterminating power of Armageddon and wiped sentient life from the planet for millennia.[1]

Age of Enlightenment[edit]

Eventually, Sosaria underwent a repopulation of animal life that culminated in the arrival of humanoids, who were able to establish a thriving civilization that ultimately unified into the monarchic republic of Britannia. By the time this society was well into its Age of Enlightenment, the Armageddon spell had resurfaced but was withheld from circulation among the many magic users of the land, its dreadful secret closely guarded by the few entrusted to comprise the Council of Wizards. In conversation with the Avatar during the human-gargoyle conflict of 161, Xiao, a member of the council at the time, deemed the hero eligible to be trusted with the knowledge of Armageddon, requesting it be sought from the wisps before she would instruct in spells of the eighth circle.[2] Such a Xorinite representative would freely part with the spell upon discussion, although, ominously, not without dismissing the scope of its destructive potential.[1]

During the Avatar's later imprisonment in the Great Stygian Abyss by order of Baron Almric, the wisps could offer the spell as formulated in runic magic and, should the hero have rejected it, would acknowledge the wisdom in realizing not all information is beneficial.[3]

Age of Armageddon[edit]

When the Avatar returned to Britannia centuries later to thwart a scheme to assert dominion over the realm, enacted by the cosmic entity known as the Guardian, the Armageddon spell had now found its way into Cove mage Rudyom's repertoire, and that of at least one other unidentified sorcerer who would seek to dispose of the Avatar when encountered. The spell's very existence also appeared to have entered the public consciousness by this period, as it was openly listed among other incantations in Batlin's The Book of Archaic Knowledge.

During the Guardian's subsequent encapsulation of Castle Britannia within a colossal blackrock dome, a sufficiently advanced Avatar would possess the ability to cast runic Armageddon without needing to first acquire the spell.

Ultimately, it would not be until the Avatar's final return to Britannia to vanquish the Guardian that the hero would find cause to invoke Armageddon in an act of self-sacrifice. Prepared with a ritualistic casting, the hero was first able to lure the Guardian inside a protective barrier generated by circular placement of the eight Sigils of Virtue, which restricted Armageddon’s area of effect to the two nemeses within and left the Britannian populace unharmed.

Effects[edit]

In Ultima VI, casting Armageddon immediately removes all characters and creatures from existence altogether, with the exception of Lord British, who becomes unresponsive.

In Ultima VII, the invocation will likewise cause the spontaneous demise of almost every being, sparing only Lord British, Batlin, and the Ferryman of Skara Brae. The realm, littered with corpses that defy resurrection, is also plunged into an apocalyptic winter storm.

In both Ultima Underworld and Ultima Underworld II, the spell additionally causes the destruction of all objects, doors, and stairways, leaving the Avatar not only alone but confined to the area of casting.

Lore[edit]

This spell is believed to be so powerful that it may be capable of destroying all known living things in the entire world. Fortunately, this spell has never been cast!
This spell kills all creatures, destroys all objects, doors, stairways and bridges, and has other strange effects on all realms. Not recommended.

Quotes[edit]

Batlin looks at you and his gaze returns to the Armageddon winter storm. "Many years ago, Avatar, I went to Skara Brae, the ghost city. The way the world is now reminds me of that dead place. In Skara Brae I had a spiritual experience so profound that I have never spoken of to another soul. I would like to share that experience with thee now, Avatar.
"There at Skara Brae I saw a man who was called The Tortured One. I asked this dead man, pray tell, what is the answer to the question of Life and Death? He gave me no reply, and I asked him again. I beseeched him to impart some small parcel of wisdom upon me. What is the answer to the question of Life and Death?! He said nothing, but in his eyes... In his eyes I could see, Avatar, that he could not answer me for there was no answer to give. No answers to the question of Life and Death! It was then I understood. No meanings! No virtues! No values!!!... I commend thee, Avatar, for reaching that same liberating illumination!"
Batlin in Ultima VII.
"Fool!! What possessed thee to cast that damned Armageddon Spell? I knew it was dangerous! Thou didst know it was dangerous!! Now look at us! We are all alone on the entire planet! Britannia is ruined! What kind of Avatar art thou!?! Now, with no Moongates working, we are both forced to spend eternity in this blasted wasteland! Of course, it could be viewed as a clever solution to all of our problems. After all, not even this so-called Guardian would want Britannia now!"
Lord British in Ultima VII.

The Ultima 6 Project[edit]


This is an Ultima 6 Project-related article or section. The information within may not apply to Ultima VI or other Ultima games.


In The Ultima 6 Project, Armageddon is merely listed as Wisp Spell, obscuring its true destructive potential.

Trivia[edit]

  • As a spell, Armageddon serves no practical purpose in the games that feature it, as further progress is rendered impossible by its casting.
  • Armageddon is not listed among the spells in Ultima VI’s accompanying documentation, Compendium.
  • When casting Armageddon in Ultima VII, the Ferryman does not respond with situationally appropriate dialogue as Lord British and Batlin do, despite the character's conversation code allowing for it. This is remedied in the fan-made Ultima VII engine, Exult.
  • The spell was omitted from the C64-port of Ultima VI.
  • In Ultima VIII, the Devastation spell is almost functionally identical to Armageddon, but will also cause the spellcaster's demise.
  • In an earlier draft of Ultima IX from Bob White's tenure as lead designer, a casting of Armageddon by Lord British and the Avatar was to have obliterated Britannia itself, destroying the Guardian before he could bind the planet's life force to his own. Citizens would have been spared, however, by taking refuge within a protective barrier established by the runes of Virtue around the perimeter of Skara Brae, before traversing the Ethereal Void upon the island of their salvation and eventually finding themselves extraterrestrial colonists of a "New Britannia".[4]
  • In Ultima IX, the Mirror of Darkness shows Armageddon when being used.

See Also[edit]

References[edit]

  1. 1.0 1.1 WispsUltima VI transcriptUltima VI. "name, Zog, job, conduit, secret".
  2. XiaoUltima VI transcriptUltima VI. "spells, secret, power".
  3. WispsPaul Carr’s Ultima Underworld transcriptUltima Underworld.
  4. White, Robert. Ultima IX: Ascension - Plot Treatment. July 17, 1997. Pages 48–51.
Ultima VI Spells
1st Circle Create FoodDetect MagicDetect TrapDispel MagicDouseHarmHealHelpIgniteLight
2nd Circle InfravisionMagic ArrowPoisonReappearSleepTelekinesisTrapUnlock MagicUntrapVanish
3rd Circle CurseDispel FieldFireballGreat LightMagic LockMass AwakenMass SleepPeerProtectionRepel Undead
4th Circle AnimateConjureDisableFire FieldGreat HealLocateMass DispelPoison FieldSleep FieldWind Change
5th Circle Energy FieldExplosionInsect SwarmInvisibilityLightningParalyzePickpocketRevealSeanceX-Ray
6th Circle CharmCloneConfuseFlame WindHail StormMass ProtectNegate MagicPoison WindReplicateWeb
7th Circle Chain BoltEnchantEnergy WindFearGate TravelKillMass CurseMass InvisibilityWing StrikeWizard Eye
8th Circle ArmageddonDeath WindEclipseMass CharmMass KillResurrectSlimeSummonTime StopTremor
Ultima Underworld Spells
1st Circle Create FoodLightLocateMagic ArrowResist BlowsStealth
2nd Circle Cause FearDetect MonsterJumpLesser HealRune of WardingSlow Fall
3rd Circle ConcealLightningNight VisionSpeedStrengthen DoorWater Walk
4th Circle HealLevitatePoisonRemove TrapResist Fire
5th Circle Cure PoisonFireballMissile ProtectionName EnchantmentOpenSmite Undead
6th Circle DaylightGate TravelGreater HealParalyzeSheet LightningTelekinesis
7th Circle AllyConfusionFlyInvisibilityReveal
8th Circle ArmageddonFlame WindFreeze TimeIron FleshRoaming SightTremor
Ultima VII Spells
Linear AwakenDouseFireworksGlimmerHelpIgniteThunderWeather
1st Circle Awaken AllCreate FoodCureDetect TrapGreat DouseGreat IgniteLightLocate
2nd Circle Destroy TrapEnchantFire BlastGreat LightMass CureProtectionTelekinesisWizard Eye
3rd Circle CurseHealParalyzePeerPoisonProtect AllSleepSwarm
4th Circle ConjureLightningMarkMass CurseRecallRevealSeanceUnlock Magic
5th Circle CharmDanceDispel FieldExplosionFire FieldGreat HealInvisibilityMass Sleep
6th Circle Cause FearCloneFire RingFlame StrikeMagic StormPoison FieldSleep FieldTremor
7th Circle Create GoldDeath BoltDelayed BlastEnergy FieldEnergy MistMass CharmMass MightRestoration
8th Circle ArmageddonDeath VortexInvisibility AllMass DeathResurrectSummonSwordstrikeTime Stop
Ultima Underworld II Spells
1st Circle BounceCreate FoodDetect TrapLightLocateLuckMagic ArrowResist Blows
2nd Circle Cause FearDeadly SeekerJumpLesser HealFlame RuneSlow Fall
3rd Circle BleedingCure PoisonDispel RuneLightningNegate HungerNight VisionRepel UndeadSpeedValorWater Walk
4th Circle FlameproofFrostHealMissile ProtectionPoison WeaponRemove TrapStudy MonsterThick Skin
5th Circle FireballLevitateMendingName EnchantmentOpenParalysis RuneSmite UndeadTelekinesis
6th Circle CharmDaylightGate TravelGreater HealInvisibilityMap AreaParalyzeSheet Lightning
7th Circle Enchant ItemMagic SatelliteMass ConfusionPortalRevealShockwave
8th Circle ArmageddonFlame WindFlyFreeze TimeIron FleshRestorationRoaming SightSmite Foe