Ultima IX - Tidbits #27: Spellbinding Mayhem II (+ wall clip info)
Originally I was just noting that lighting a spellbinding circle lit all objects placed on it, but when I tried to experiment with if the circle could affect other objects, I found not only that an active circle lights any incendable objects placed on it, but also that shuffling the items around randomly brings up the "this circle isn't open yet" message, also sometimes the "give words" formular.
Since it sometimes also happens when I _remove_ an object, it's suspiciously like the glyph/sigil duplication, checking certain movement actions instead of the net position of all involved items.
It's top interesting, because normally one would require a scroll and the fitting reagents for the circle to react actively. So I hoped I would finally find how bind to a higher circle (and/or without scroll), but as you see, when I input "vas lor" for an open circle, it just states these are the wrong words. Same happens if the reagents are in place.
I don't know if the game has a particular spell in mind when asking for its words, since anything I input (I tried an as of yet closed circle, too) it just says it's wrong. I thought it was maybe about a linear spell (after all, they don't have scrolls, so maybe a no-scroll binding counts as trying to bind a linear spell), but using "in lor" (linear incendiation) also does nothing.
Putting other objects on the circle doesn't seem to have real effects on the long run.
BONUS: wall clip info
While experimenting, when I was moving the candle of love and the camera, the latter panned through the tent to outside and in a moment the Avatar was out there, too, like if the candle pushed me through the wall, exactly how the crystal wall spell can do it.
I don't know if it works only with tents or just this tent in particular (after all, there are very small opens sections, maybe the camera panned through those), but if it worked with any wall (just standing at them facing away, one step forward and move the camera around), that would be big.
Even off-camera could I do it only once (and totally accidentally), but there was something more reliable: when the camera panned out without character clipping, I could pick up objects inside (one certain camera angle) and put them down outside (when the camera was panned out). Well, being able to get items from or place them to the other side of a wall would be great, too. I tried to do it with a bag when experimenting with converting HUD items into icons in bags and I could not do it.
BONUS 2:
When experimenting with the agressive state of Raxos in Minoc, I led him to the water close to the moongate circle. At first it seemed he couldn't swim, but then he entered the deep water and came out immediately, staying in swimming animation until I clicked him.
Then I tried if it worked with the Avatar, too. After all, passing the "swim/walk" border without the intended transition is an important part of speedruns in games. However, I could not make the Avatar swim through air.
If the wall clip is possible through not only tent walls or this swim glitch is possible, just they require pixel precision, then it won't be me who puts down the details.
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