Character attributes

(UNDER CONSTRUCTION)

Stats is shorts for statistics, a term used since the early installments. Stats decided on the abilities of a party member, but each game handles them slightly different. Here therefore first an explanation of the three main stats since Ultima IV and then the differences in each game.

Strength
Strength (STR) determines two things:
 * First and foremost, STR determines how hard a weapon can be used against an enemy. Only high strength allows full damage, otherwise a penalty is applied. Several weapons also have a minimum STR needed before they can be used in the first place.


 * Second, STR determines how much the character can carry around, the exact calculations differing from game to game. It also determines the minimum strength needed to carry certain armours.

Dexterity
Dexterity (DEX) determines two things:


 * The chance to hit an enemy and the frequency of attacks. This is especially important for ranged weapons, which far more rely on the warrior having a good aim with high DEX.


 * The chances of evading an enemy's blow entirely.

Intelligence
Intelligence (INT) is solely responsible (among other things) to determine the mana pool of the character. The exact formula how this is accomplished differs from game to game. There is no penalty for low INT to actual spellcasting.

Ultima IV
These stats were used forthe first time in this way in Ultima IV. In this game, the stats can still go as up to 50.


 * STR determines if there is a damage penalty, weight is not yet of an concern.


 * DEX determines the hit chances of the character and the enemies.


 * INT calculation for the mana pool is done with the following formula: (INT * X = MP) X stands for the magic ability modificator of the various classes and goes as follows:
 * Fighter and Shepherd: 0
 * Tinker: 1/4
 * Bard, Paladin and Ranger: 1/2
 * Druid: 3/4
 * Mage: 1

Ultima V
Starting with Ultima V, some modifications were done. Stats now can only go as high as 30 and have some of their calculations changed.


 * STR now also determines if a character can wear a certain armour or use a certain weapon, with a minimum requirement needed for some of them.


 * DEX now not only determines the hit and evade chances, but high DEX also ensures that a character has several turns in a combat round befor ethe enemy can act.


 * The INT-modificators were changed, but the lower overall mana pool is compensated by the generally lower mana consumption form now on. The magic modificators are now as follows:
 * Fighter: 0
 * Bard: 1/2
 * Mage: 1
 * Avatar: 1

Ultima VI
Some important changes were made to the stats in Ultima VI:


 * STR no long hinders equipping something, instead it now determines how much can be carried around. There is a distiction between equipped items and inventory. Items (like weapons and armour) can be equipped to the weight equal the STR-stat, while the inventory can hold items the weight double the STR.


 * DEX was not modified in any way.


 * INT modifatorcs were radically simplified. Besides the Avatar, only Rangers and Bards still have magic. While all other classes have mana qual to INT (rounded down to an even number), the Avatar has double the mana of the INT stat. This was pobably done to make the Avatar the main spellcaster.

World of Ultima
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Ultima Underworld I + II
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Ultima VII + Part Two
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Ultima VIII
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Ultima IX
Here the system was completely changed. All three stats now have four levels, which can be pushed to the maximum over the course of the game (with exception of the Shepherd). Also, who they work was changed significantly compared to previous installments.


 * STR still determines the amount of health available. Each level of STR gives the Avatar 30 HP, the maximum being 120. Also, the higher levels give damage bonuses of +2, +4 and +8 damage done.


 * DEX only determines the number of combat techniques the Avatar can learn for each weapon, the number equivalent to the current level.


 * INT gives 10 Karma per level, 5% spell resistance per level and damage bonuses of +2, +4 and +8 for spells on the higher levels


 * The mana pool is determined by the Karma, which is measured on a scale from 0 to 200 and is not bound at the stats.