Ultima III: Exodus/Enemies

In the table below, The characters can only get to lv. 5, unless they find the Mark of Kings in a dungeon.

The NES version features less enemies than the other versions. "Lv." refers to the characters level at which the enemies start appearing.

General tips
The enemies are always leveled to your party experience level. In other words, gaining levels increases the characters HP only, but it also makes stronger enemies appear, and they have stronger overall attributes. In order to gain levels, characters have to gain experience and then talk to Lord British. You can choose to gain experience and wait before talking to the King.

At the beginning of the game, raise experience and gold using the rank A spells, that wipe out weak enemies, but don't raise level. Keep doing this until you collect enough money for all the following:
 * Expensive ranged weapons (bows) from the shop in Dawn;
 * Enough offers to max out the WIS of your Cleric or the INT of your Wizard at the Shrines in Ambrosia;
 * A certain amount of Gems and Powder.

When you collect all this, talk to Lord British and he'll raise your characters to Level 5. This means 500 HP more for your characters and pirate ships sailing the seas. Now you can travel to Ambrosia and raise your other attributes.

Single battles
Put your characters in a vertical row and attack one enemy at a time with ranged weapons.

Capture a pirate ship, then fight the enemies along the coast: the water between the ship and the land will give you tactical advantage. In fact, enemies will queue on the plank, and attack you only one by one. Counter-attack with ranged weapons.

Flavor text
Orc, goblin, troll: These three creatures of evil are the result of long ago mutation wrought by magic. As they were created by magic, so can a Wizard's spell dispel them from this plane.

Skeleton, ghoul, zombie: All undead creatures are an abomination before the light of Truth. A Cleric with thy party can turn these undead creatures.

Thief, fighter, wizard: Any of the regular player types may have fallen under the spell of Darkness and now serve their evil Masters. Thieves can steal any weapon or armour that thou hadst, except for those which thou art equipped. The Brigands man the Pirate ships and fiercely control the oceans.

Giant, golem, titan: These creatures have no special attributes, but their huge size makes them very formidable opponents. Watch out for the force of their war hammers!

Daemon, mane, gargoyle: Be very careful dealing with these minor daemonic legions. They can hurl powerful magic attacks across the arena at thee, inflicting great damage.

Pirates: Be extremely cautions when one of these ships is sighted if thou art on land. A Pirate Ship can fire its cannons at thee three squares away. If the shot hits, all members of thy Party take damage. Most beginning Parties cannot sustain more than a few shots before the Party is wiped out. If the Pirate Ship stays offshore, shelling thee, nothing can be done to get him. If, however, he touches the coast, thou couldst then attack him.

Sea Serpents: Small cousins of the Great Earth Snake, these creatures can destroy an entire ship. In conflict mode, they can hurl magic across water, making it hard to fight them.

Man-O-War: These are the most feared of all the denizens of the oceans. Their long giant tentacles are poisonous, and they can hurl magic. Because of their nature, Man-O-Wars can take vast punishment without dying. A party attacked by such as these has a very slim chance for survival.

Bradle, snatch, pincher: Any bite from these creatures is poisonous. If a character is bitten, only a Prayer or a healer can cure the poison that is running in thy character's veins. Every step the character takes lowers the character's health level by one unit. If thou art far from a healer, thou dost travel with a walking dead man.

Griffon, wyvern, dragon: These creatures can hurl mystical fireballs at thy party from afar. They are the only creatures that can wreak havoc upon thee when not in Conflict Mode. Any party luckless enough to venture within three tiles of one of these creatures will be subject to an awesome attack. The Great Dragons can destroy a party before the latter even engages in combat with the Dragon!

Devil, balron, orcus: If thou attempts to overcome these mighty warriors of the Dark, then thou hadst best be protected by all means possible. Anything less will mean thy instant destruction. These archfoes are so filled with evil, that they can hurl poisoned magic bolts from across the arena. The slightest hit may poison thy characters and sap their vitality.