The Avatar
The player-created hero who must embody all eight virtues and complete the quest.
Documented for this version
Arrow keys | Move the active character or party on the world and combat maps. |
|---|---|
A | Attack in combat. |
C | Cast a spell. |
E | Enter a location or use an entrance. |
G | Get or take an available object. |
K | Climb when a climbable feature is present. |
L | Look for information about the nearby area. |
M | Mix reagents for a spell. |
R | Ready or equip an item. |
S | Search the nearby area. |
T | Talk to a person. |
U | Use an item or context-sensitive object. |
The DOS release is primarily keyboard controlled.
Some commands are available only when their context is present.
How it plays
You create a character, choose an initial virtue, recruit companions, and travel through Britannia from an overhead perspective. Towns provide conversations, supplies, training, and clues; shrines, castles, and dungeons support the larger quest.
Combat switches to a tactical grid. Each party member can move, attack, cast spells, use equipment, or perform other context-sensitive actions. Progress comes from improving attributes, obtaining keys and quest items, learning the truth behind the virtues, and developing the Avatar rather than simply gaining levels.
Plan your run
Speak with everyone in every town and record the information they provide; many clues and recruitment opportunities are easy to miss.
Build a balanced party, keep several weapon types and healing supplies, and use the world map carefully. Virtue progress is central to advancement, so avoid treating every encounter as a simple fight.
Meet the cast
The player-created hero who must embody all eight virtues and complete the quest.
The ruler of Britannia and the Avatar’s principal patron.
The seer who evaluates the hero’s conduct and spiritual progress.
A ranger and one of the Avatar’s recruitable companions.
Before you begin
Talk to townspeople repeatedly after major discoveries; new dialogue can reveal useful clues.
Carry food, reagents, keys, and healing supplies before entering a dungeon.
Use terrain and distance in tactical combat instead of moving the whole party into a single cluster.
Ultima IV: Quest of the Avatar is a fantasy role-playing game developed and published by Origin Systems for DOS in 1986. Rather than centering on a final evil overlord, it asks the player to become an Avatar by mastering eight virtues and inspiring the people of Britannia. Exploration takes place across an overhead world, while combat uses a separate tactical view on a grid. The game combines open-ended travel, town conversations, dungeon expeditions, party management, and turn-based battles. Its moral framework, unusually broad world, and emphasis on player choice were widely praised, establishing it as a landmark in computer role-playing design. The DOS edition retains the large-scale structure and keyboard-driven presentation of the original adventure.
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