Ultima Underworld special items

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Technical Details Warning

While the encyclopedic nature of the codex means that many articles will have information that could spoil some minor aspects of the game for newer players, this article is known to contain technical information about the game, game engine, data files, logic, etc. This information is not generally useful to the typical game players.

Continue reading at your own discretion.

This page lists all the inventory items in Ultima Underworld: The Stygian Abyss with special properties.

Description[edit]

The Ultima Underworld game engine has 512 slots for in-game objects. Less than 461 of those slots are used for are actual in-game objects. Every base object has 11 bytes of data stored in FILEcomobj.dat, this is considered the common object data and can be found in Ultima Underworld common items. Certain objects have additional data stored in tables in FILEobjects.dat, this is considered the special objects data. This page is a repository of most of those tables. The notable exception is for the critters (all creatures are called critters in the engine, they may be called monsters or NPCs by the players), which get their own page.

Notes[edit]

  • Data on this page was retrieved from the game engine's data files. Data has not officially been published and has been deciphered by observation. Information may have been read or interpreted incorrectly.
  • The object id numbers in the left column are the game's object number, ie the entry indicies in comobjs.dat, not the entry indicies in object.dat.
  • Some objects have 2 id numbers. For containers these are the opened and closed states, for light items these are the lit and unlit states.
  • The value parameter is not understood. This is not the value at which Shak appraises items. It may be an internal value used for NPCs bartering items.
  • An object with a durability of 255 is indestructible. (But only in combat? Need to test this and verify)
TODO test objects with durability of 255

Melee Weapons[edit]

The melee weapons table contains 16 entries and each entry is 8 bytes long

# Icon Name Mass Value Damage Charge Skill Durability
Slash Bash Stab Best Min Speed Max
0
Single bladed axe icon
hand axe 2.4 20 6 4 2 6 90 25 160 axe 10
1
Double bladed axe icon
battle axe 4.0 60 14 7 2 14 70 5 220 axe 34
2
Single bladed axe icon
axe 3.2 100 10 6 8 10 80 13 190 axe 25
3
Dagger icon
dagger 0.8 20 4 2 5 5 100 30 145 sword 5
4
Shortsword icon
shortsword 1.6 50 6 3 6 6 90 20 170 sword 18
5
Longsword icon
longsword 2.4 80 10 4 8 10 80 15 190 sword 28
6
Broadsword icon
broadsword 3.2 100 13 6 10 13 70 9 205 sword 34
7
Cudgel icon
cudgel 1.6 15 3 6 2 6 95 20 145 mace 2
8
Light mace icon
light mace 2.4 55 6 10 4 10 85 15 175 mace 15
9
Anointed mace icon
mace 3.2 90 8 16 5 16 75 9 190 mace 25
10
Sword icon
shiny sword 3.4 0 14 7 11 14 70 11 190 sword 255
11
Single bladed icon
jeweled axe 3.2 250 13 8 5 13 75 8 200 axe 255
12
Black sword icon
black sword 3.6 200 15 7 12 15 60 5 200 sword 255
13
Jeweled sword icon
jeweled sword 2.8 250 14 7 11 14 70 11 190 sword 255
14
Anointed mace icon
jeweled mace 2.8 250 9 17 5 17 65 6 220 mace 255
15
The word “fist”
fist 0.0 0 2 4 3 4 90 15 140 unarmed 255

Notes[edit]

  • The fist has a graphic that is used internally but never shown in-game
  • The Best Damage column isn't in the game, it is here to show the best of the three damage types for easy comparison of weapons
  • The exact calculation for weapon charge speed isn't known, but generally the higher the value the faster the charge. Notice the battle axe at 5 and dagger at 30

Takeaways[edit]

  • The dagger's strongest attack is stab, the shortsword's slash and stab are its equally strongest attacks. No other weapon has stab as its strongest attack.
  • The fist does indeed have all three attack types, although the POV animations are the same for all three.
  • Slash is the strongest attack for all axes and all swords except the dagger.
  • Bash is the strongest attack for all the maces and the fist.
  • The artifact sword is the same as the jeweled sword, just heavier.
  • The jeweled mace is the top tier of the maces and the highest damaging weapon of the game, but the jeweled sword and axe are not the the highest of their categories.
  • If starting the game with a character without a weapon skill, which weapon to pick? The tier one weapons (cudgel, hand axe, shortsword) all can do 6 points of damage, but the hand axe is the fastest. The tier two weapons (axe, light mace, longsword) can all do 10 points of damage, but the axe is the slowest.
  • The jeweled sword is arguably the best weapon in the game. It does just slightly less damage than the black sword, but it's slightly lighter and more than twice as fast. The mace does slightly more damage at almost the same speed, but the jeweled sword is both lighter and indestructible. The jeweled mace does the most damage but it's nearly twice as slow.
  • The jeweled sword has a durability of 255, but it is damageable when used against doors. Perhaps 255 just means indestructible in normal combat? Some more testing is required to make some conclusions.

Ranged Weapons & Projectiles[edit]

The ranged weapons table contains 16 entries and each entry is 3 bytes long

# Icon Name Mass Value Ammo Durability
16
Sling stone icon
sling stone 0.1 1 ?
17
Crossbow bolt icon
crossbow bolt 0.2 4 ?
18
Arrow icon
arrow 0.1 2 ?
19
Large stone icon
stone 0.4 0 ?
24
Sling icon
sling 0.4 10 sling stone ?
25
Bow icon
bow 1.2 50 arrow ?
26
Crossbow icon
crossbow 2.4 70 crossbow bolt ?
31
Bow icon
jeweled bow 1.6 150 arrow ?

Notes[edit]

  • As of this writing the file formats document contains missing and incorrect information on how to read data about this item category, thus the data present here is limited
  • All projectiles (such as fireballs and acid blobs) are listed in this table but since they aren't obtainable by the player they are not included in this article.

Takeaways[edit]

  • The stone item is declared in this table but doesn't appear to be used anywhere in the game. Perhaps this was once going to be a tossed projectile of the trolls, as the snowball of the yeti in Ultima Underworld II. Interestingly, the stone is defined in both the object tables and the icon table in each of Ultima Underworld. the PSX-port of Ultima Underworld, and Ultima Underworld II, but the object is not used in any of these games.

Armour & Wearables[edit]

The armours table contains 32 entries and each entry is 4 bytes long

# Icon Name Mass Value Protection Durability Slot
32
Leather vest icon
leather vest 2.0 20 2 8 chest
33
Mail shirt icon
mail shirt 4.0 45 4 22 chest
34
Brestplat icon
breastplate 8.0 70 6 34 chest
35
Leather legging icon
leather leggings 1.6 15 2 4 legs
36
Mail leggings icon
mail leggings 3.2 35 4 12 legs
37
Plate leggings icon
plate leggings 6.4 60 6 20 legs
38
Leather gloves icon
leather gloves 0.8 10 1 2 hands
39
Chain gauntlets icon
chain gauntlets 1.2 20 3 9 hands
40
Plate gauntlets icon
plate gauntlets 1.6 30 5 15 hands
41
Leather boots icon
leather boots 1.2 12 1 3 feet
42
Chain boots icon
chain boots 1.6 25 3 10 feet
43
Plate boots icon
plate boots 2.0 40 5 17 feet
44
Leather cap icon
leather cap 0.8 15 2 6 head
45
Chain cowl icon
chain cowl 1.2 30 4 15 head
46
Helmet icon
helmet 1.6 50 6 24 head
47
Dragon skin boots icon
pair of dragon skin boots 3.2 150 3 255 feet
48
Crown icon
crown 0.4 90 0 255 head
49
Crown icon
crown 1.6 120 0 255 head
50
Crown icon
crown 1.6 120 0 255 head
54
Ring icon
iron ring 0.1 0 0 255 ring
55
Shield icon w/ankh
shiny shield 4.8 0 3 255 none
56
Ring icon
gold ring 0.1 60 0 255 ring
57
Ring icon
silver ring 0.1 40 0 255 ring
58
Ring icon
red ring 0.1 25 0 255 ring
59
Triangular metal shield icon
tower shield 4.8 50 3 30 none
60
Triangular wooden shield icon
wooden shield 2.8 35 1 5 none
61
Round wooden shield icon
small shield 2.2 20 2 17 none
62
Buckler icon
buckler 2.8 15 1 9 none
63
Triangular shield icon
jeweled shield 5.2 150 2 255 none

The following are the aggregate values for each set of materials:

Material Mass Protection
Leather 6.4 8
Chain 11.2 18
Plate 19.6 28
TODO list average or median values for armor set, totalling the values is useless information

Notes[edit]

  • The value in the Slot column tells where on the paper doll to equip the item. Since shields don't go on the paper doll, they go in an equipment slot alongside the doll, their slot is "none"

Takeaways[edit]

  • There are 2 points of protection of difference between the leather, chain, and plate armour pieces.
  • Unenchanted rings and crowns offer no armor protection.
  • Dragonskin boots are much heavier than plate boots but offer only chain boots level of protection.
  • The buckler offers the same protection as the wooden shield and the same weight, but almost twice the durability and less than half the value.
  • Ths small shield not only offers better protection than the wooden shield and the buckler, but it's also lighter than them.
  • The jeweled shield is not the highest tier shield.
  • The jeweled shield offers the same protection as the small shield but with more than double the weight.
  • The artifact shield is the same as the tower shield, just indestructible.

Critters[edit]

The next entry in objects.dat is the critters table. It has 64 entries and each entry is 48 bytes long. It is not currently included in this article nor on any other article. This spot is being saved for future use.

TODO Create critters table and either place it here or link it here

Containers[edit]

The containers table contains 16 entries and each entry is 3 bytes long

# Icon Name Mass Value Capacity Cap/Mass Restriction
128
129
Sack icon
sack 0.2 4 12.5 62.500
130
131
Backpack icon
pack 0.4 8 25 62.500
132
133
Box icon
box 0.6 6 12.5 20.833
134
135
Small bag icon
pouch 0.1 3 2 20.000
136
137
Cylindrical case icon
map case 0.1 3 3 30.000 scrolls
138
139
Chest icon
gold coffer 1.2 40 12.5 10.417
140
Urn icon
urn 1.2 5 20 16.667
141
Quiver icon
quiver 0.8 10 0 ammo
142
Bowl icon
bowl 0.4 3 5 12.500 food
143
Bag w/rune on side icon
rune bag 0.4 0 0 rune stones

Notes[edit]

  • The capacity/Mass ratio isn't stored in-game, it's provided in this table for the reader's convenience
  • The urn is defined in this table although it can't be picked up. The other containers that can't be picked up are the chest, barrel, and cauldron, and they are not defined in this table.

Takeaways[edit]

  • The pack has the best capacity and also the best ratio of capacity to weight.
  • The sack, box, and gold coffer have the same capacity, but different weights.
  • If the value field is for bartering, it's strange that these items have values, as containers can't be bartered.

Light Sources[edit]

The lights table contains 16 entries and each entry is 2 bytes long

# Icon Name Mass Value Duration Brightness
144
148
Lantern icon
lantern 0.6 30 10 4
145
149
Torch icon
torch 0.2 5 3 2
146
150
Candle icon
candle 0.1 2 12 1
147
151
Wide candle icon
taper 0.4 1 0 3
Light Spells Brightness
Name Brightness
Light 3
Magic Lantern 4
Night Vision 5
Daylight 7

Notes[edit]

  • Light spells’ brightnesses are provided here for convenient comparison. For more information see: Light (concept)

Takeaways[edit]

  • Although documentation says the the Light spell emits lights similar to a torch, it is actually a step brighter, similar to the taper.
  • The torch emits light brightness less than the Light spell even thought the spell's icon is a lit torch.

Food Items[edit]

The foods table contains 16 entries and each entry is 1 byte long

# Name Mass Value Nutrition Nut/Mass
176
Mutton icon
piece of meat 0.7 4 64 91
177
Loaf of bread icon
loaf of bread 0.5 3 16 32
178
Cheese icon
piece of cheese 0.2 2 12 60
179
Red apple icon
apple 0.1 2 6 60
180
Ear of corn icon
ear of corn 0.1 2 25 250
181
Baguette icon
loaf of bread 0.4 2 12 30
182
Fish icon
fish 1.0 3 48 48
183
Popcorn icon
bunch of popcorn 0.1 1 2 20
184
Mushroom icon
mushroom 0.2 1 0 0
185
Toadstool icon
toadstool 0.2 1 6 30
186
Tall, green bottle icon
bottle of ale 0.4 5 253 ?
187
Round bottom flask icon
red potion 0.3 20 129 ?
188
Canonical flask icon
green potion 0.3 20 129 ?
189
Blue bottle icon
bottle of water 0.4 3 255 ?
190
Brown bottle icon
flask of port 0.4 5 248 ?
191
Red bottle icon
bottle of wine 0.4 0 0 ?

Notes[edit]

  • The nutrition/mass ratio isn't stored in game, it's provided in this table for convenience of comparison. Ratios for beverages weren't provided because the numbers don't seem to be correct.
  • The beverages all have a high nutrition value, over 128. It's possible that the high bit of this byte is a flag for some special handling.
  • There are a few more editable items, such as the plants (with and without red berries), the rotworm corpse, rotworm stew, candles, leeches, etc, that are not in this table. Their nutrition values are unknown at this time.

Takeaways[edit]

  • The ear of corn has by far the highest nutrition to weight ratio, and loses it significantly when changed to popcorn

Treasure Items[edit]

The treasures table contains 16 entries and each entry is 1 byte long

# Name Mass Value Value
160
Mass of coins icon
coin 0.1 3 0
161
Single coin icon
gold coin 0.4 3 2
162
Large gem icon
ruby 0.1 25 4
163
Small gem icon
red gem 0.1 15 5
164
Small gem icon
small blue gem 0.1 20 1
165
Gem icon
large blue gem 0.1 30 7
166
Large gem icon
sapphire 0.1 40 6
167
Large gem icon
emerald 0.1 35 0
168
Amulet w/neck chain icon
amulet 0.4 60 0
169
Goblet icon
goblet 0.8 50 0
170
Sceptre icon
sceptre 1.2 50 0
171
Gold neck chain icon
gold chain 0.8 75 0
172
Gold plate icon
gold plate 1.6 100 0
173
Ankh w/neck chain icon
ankh pendant 0.0 25 0
174
Goblet icon
shiny cup 0.0 0 0
175
Large gold nugget icon
large gold nugget 1.6 50 0

Notes[edit]

  • It is unclear what this new value category is used for

Takeaways[edit]

  • It's interesting that the coin and gold coin have the same value, and the gold coin is 4x as heavy

Animations[edit]

The animations table contains 16 entries and each entry is 4 bytes long. It is not currently included in this article.

Each object in the game can be assigned an icon (stored in FILEobjects.gr), or a 3d model or texture, but an object cannot have multiple icons. That's why for for example opened and closed containers are separate objects, and lit and unlit lights are separate objects. This table is for linking animation frames (stored in FILEanimo.gr) to objects. This is how animations such as the flowing water fountain or glowing Silver Sapling are handled.

See Also[edit]