Karma

From Ultima Codex
Jump to navigation Jump to search

In the Ultima series, karma is a running summation of the player's ethical (or unethical) behavior as a numerical value. First implemented in Ultima IV, this karma score is raised by certain actions and dialogue responses predetermined to exemplify the Eight Virtues, while lowered by those considered antithetical. Although not openly available for the player's reference as other character attributes are, the net total affects gameplay in a variety of ways, ranging from relatively inconsequential to plot-critical, in which case a mandatory level must be attained before the game can be completed. Following its introduction, karma would continue to feature in Ultima V, Ultima VI, and Ultima IX.

Implementations[edit]

Ultima IV[edit]

In Ultima IV, karma is the metric by which the seer Hawkwind is able to provide feedback regarding the Stranger's progress in the Quest of the Avatar. As completion of the game requires enlightenment in all eight Virtues, each is tracked by its own discrete karma level affected only by positive and negative karmic actions relevant to that Virtue's tenets (for example, fleeing battle with an evil opponent subtracts from the Valor and Sacrifice scores, while giving gold coins to a beggar raises the Compassion and Honor scores). Repetition of many such acts will indefinitely continue to modify, where applicable, the corresponding karma level, while some events, such as the retrieval of certain items, may only reap a single karma bonus.

Enlightenment in a particular Virtue is achieved once its score is maintained at the maximum of 100. All scores begin the game no lower than 50; however, certain Virtues will begin somewhat higher depending on the player's answers given during character creation, with the favored Virtue beginning at 65.

Ultima V and Ultima VI[edit]

Ultima V and Ultima VI each feature one generalized karma score, beginning at 75, that is modified by all karmic actions; like Ultima IV, some of these are repeatable whereas others may be performed only once. In these games, particularly Ultima VI, the player's score influences the behavior of certain characters toward the Avatar, while preventing progress beyond compulsory plot milestones, such as seeking counsel from the Shrine of Singularity, if it is not of a sufficient level.

Additionally, the karma score determines the percentage of experience points retained upon dying.

Ultima VII and Ultima VII Part Two[edit]

While Ultima VII and Ultima VII Part Two do not feature a karma score as such, immediate consequences can nonetheless arise from certain actions, such as repeatedly stealing to the point that companions are driven to leave the Avatar's party in disgust or other characters summon the guards.

Ultima IX[edit]

Main article: Karma list for Ultima IX

In Ultima IX, karma returns as a general score; however, its only consequence on this occasion is to determine the Avatar's mana capacity for spellcasting.

Unlike earlier installments, almost all karma modifiers are triggered by unique, unrepeatable events. Similar to Ultima IV, the starting karma total in Ultima IX is dependent upon the Avatar's character class as determined by the gypsy at the beginning of the game, with the ranger class yielding the lowest score and the shepherd the highest.

See Also[edit]