of containers, later employed in Ultima VIII and IX. For example, clicking on a drawer or backpack will show the contents of the container on screen, allowing the items within arranged freely with the mouse. Gumps are also used for books, scrolls, the spellbook, the status display, maps, and character equipment management; double-clicking on the Avatar opens his or her inventory, after which the inventories of other party characters can be opened by double-clicking them in turn. In Ultima VII Part Two: Serpent Isle, the inventory view uses a paper doll concept: equipping items will change the character inventory display to show the worn or held items in place. Another major change is that the game is now completely real-time, and only pauses when the inventory, the menu, or a dialogue is open, significantly affecting combat. The combat system was changed accordingly: every party character is controlled by artificial intelligence (AI), and the desired behavior can be chosen for each character (for example, stronger characters can be ordered to autonomously waylay your toughest opponents, while more vulnerable characters will keep their distance), and there is also the option to choose manual targeting for the Avatar. Even when the combat is real-time and AI-controlled, using items is still possible; for example, the game pauses while the player prepares to use an item from their backpack. The AI occasionally executes some self-defeating moves (such as firing a triple crossbow into a crowd of allies), but it saves the player the need to micromanage up to eight different characters in battle. The AI can decide on its own to change what weapon you have decided to equip the party member with, if there is a different weapon in their inventory. At times the AI will make a party member drop their weapon to the ground before retreating. Ultima VII: The Black Gate is the first game in the mainline Ultima series to use dialogue trees. The first trilogy only allowed simple interaction while the second trilogy used a keyword-based dialogue. Ultima VII retains the old keywords themselves, but uses a dialogue tree where dialogue options are picked with a mouse rather than entered on keyboard; previously, the players had to enter a keyword which instead of getting through dialogue they could just guess by randomly entering words to see which got the result they wanted. Now, the keywords only appear when they are