Older Professions



Some of the professions from before the Age of Enlightenment are no longer counted among the eight Major Professions, as first catalogued in Ultima IV. Some still exist today, but have changed significantly from their Sosarian incarnations.

One major difference amongst the spell-casting professions was the classification of their spells into two categories: Sorcery and Prayers.

Spells of the Sorcery category were complied in the The Book of Amber Runes. Enchantments of the so-called Sixth Circle tended to focus on damaging or life-ending effects -- some calling upon sources of infernal power few would tamper with today. With little ability to stave off death for others, a few highly skilled Sorcerers learned the secrets of dipping into the realm of low-level Prayers.

Prayers, found in the Ancient Liturgy of Truth, were oriented more towards curing and healing. Experienced members of the now-defunct Cult of Truth possessed unparalleled power over life and death, even when compared to the awesome might of the highest-level Sorcerous enchantments.

Both forms of magic required different words of power (in the form of phrases unique to each spell), and some had extremely rare and exotic components (even compared to Nightshade or Mandrake Root!) needed to bring about their effects. Very little of these old ways survived the transition into the Age of Enlightenment.

The full list of available professions (and which installments they appeared in) at the end of the Age of Darkness is as follows:


 * Alchemist (U3) - Dabblers in Sorcery, their skill was about half that of other Wizards. They also had a tendency towards skullduggery, but not as great as the Thief. Post-Exodus, many of them likely either became full-blown Mages or staffed the Apothecary/Reagent Shops.
 * Barbarian (U3) - Primitive warriors, they could use any weapon but scorned armor heavier than leather. They also knew a thing or two about avoiding traps and thievery. Most either went into seclusion or found themselves forced to quickly adapt to civilization as Fighters.
 * Cleric (U1, U2, U3) - These living spiritual conduits could literally return life to those turned to ashes. They were known to carry Maces and usually wore chain mail. Clerics eventually lent their considerable knowledge of Prayers towards the greater study of Magic, either as Mages or Druids. A few gave up the life of the clergy entirely to become humble Shepherds.
 * Druid (U3) - Prior to the Age of Enlightenment, Druids studied both Prayers and Sorcery, and were known to recover more quickly from extended periods of spellcasting. Their weapons and armor choices were much more strict, limited to Mace and Cloth armor at best.
 * Fighter (U1, U2, U3) - The valliant fighters of the lands have changed little, adapting well to uncertain times.
 * Illusionist (U3) - These somewhat odd casters studied Clerical magic and the thiefly arts as well. Many developed into Tinkers or Bards in the Age of Enlightenment.
 * Lark (U3) - The predecessors of Bards, Larks studied Sorcery and were known to pick the odd pocket or loot an unguarded chest. Some moonlit as jesters.
 * Paladin (U3) - Another profession that escaped the Age of Darkness relatively unscathed, Paladins changed their ways very little.
 * Ranger (U1, U3) - Rangers once added Thievery to their repertoire, in addition to both Prayers and Sorcery. They changed their focus in the Age of Enlightenment to Spirituality, ending their occasionally larcenous ways. Evil Rangers were first seen as an enemy in Ultima I, but disappeared until Ultima III.
 * Thief (U1, U2, U3) - Once highly-sought out masters of stealth, rumors have it that at least one Thief participated in bringing Exodus to justice. Even so, their ways did not fit with the new thinking that came with the widespread promotion of the Eight Virtues. The Guild of Thieves was driven from the new Britannia as a result, but those who know where to look can still find a thief if they need one.
 * Wizard (U1, U2, U3) - The pinnacle of training in the Sorcerous arts, Wizards probably gained the most from the new ways of Magic, adding many new enchantments to their lists once those schooled in Prayer began pooling their knowledge for the good of all. They otherwise function today much as they did in the past, only following newer, more-refined rules.