Stealing (concept)
This article is about a game concept throughout the series. For other uses, see Stealing (disambiguation).
Stealing is an act that the Stranger, NPCs and monsters can perform in all games. For the most part, this concerns acts the Stranger can elect to perpetrate, but in some cases, others can steal.
Age of Darkness[edit]
In this era, ending with Ultima III, stealing often comes with consequences, however, the benefits range from worthwhile to essential. In fact, the Stranger could adopt the “thief” profession. The consequences of stealing was guards (who make formidable foes) randomly becoming hostile and attacking the Stranger.
However, stealing has not always been the province of the Stranger. In Ultima II, for instance, the Stranger can frequently find crucial items gone missing after engaging in close combat.
The Eight Virtues[edit]
Starting with Ultima IV, Britannia instituted the Eight Virtues. These were intended to dissuade the player from engaging in a variety of nefarious behaviors, which includes stealing. As the series progresses, the result of stealing could vary among increased difficulty in relations with NPCs, a loss of karma (a point system, sometimes critical to the game's success), hostile NPCs, or even instant death. In some cases, however, stealing was also again necessary to completing games.
It should be noted, however, that engaging in various behaviors peripheral to stealing is usually tolerated, such as patronizing shops named with words like “Pirate” or “Thief” or using burglary equipment like lockpicks.
Stealing by NPCs and Monsters[edit]
- In Ultima II enemies would often steal the Stranger’s equipment, which could not be recovered regardless of the victor.
- In Ultima IV certain monsters, such as gremlins could steal players’ food when coming in close contact. The food could not be recovered regardless of the victor.