to lower their virtue by their in-game actions, such as selecting a bragging response in a dialog with certain characters (lowers Humility). While most actions have a minor effect on a Virtue's progress, certain actions can have an immediate and devastating effect on a player's progress on multiple Virtues. Technically, the game was very similar to Ultima III: Exodus, although much larger. It is the first Ultima to feature a dynamic conversation system; whereas NPCs in earlier games would only give one canned answer when talked to, now players could interact with them by specifying a subject of conversation, the subject determined either by a standard set of questions (name, job, health) or by information gleaned from the previous answers, or from other characters. Many sub-quests were arranged around this. Users playing the game a second time could save considerable time by knowing the answers to key questions which frequently required travel to another city to talk with another NPC. In at least one case, a player is asked "Who sent you?", which may require yet another round trip between cities. Another addition were dungeon rooms, uniquely designed combat areas in the dungeons which supplemented the standard combat against randomly appearing enemies. Ultima IV is an open world game; most quests can be completed in any order. There are no fetch quests. Although it is a turn-based game, the clock runs while the game was running. If a player does not act for a while, NPCs and monsters may move and time passes. Time is an important aspect to the game, as certain actions can only be performed at certain times. The world of Britannia was first introduced here in full, and the world map in the series did not greatly change in later games. The player may travel about Britannia by foot, on horseback, across the sea in a ship or by air in a "lighter than air device". Speed and ease of travel is affected by the mode of travel as well as terrain and wind. Virtues The Eight Virtues of the Avatar, their relationship to the Three Principles of Truth, Love, and Courage, and how gameplay has been designed around them are as follows: Honesty: TruthWhen purchasing goods from blind merchants, the player is required to enter the amount of gold they wish to pay. Although the player has the option of paying less than the merchant