Ultima IV: Quest of the Avatar/Companions

The attributes
Main attributes:
 * Dexterity is probably the most important attribute: it rules the probability of hitting enemies, the probability of avoiding traps and perhaps the probability of dodging enemy attacks.
 * Strength comes second: if the enemy is hit (and that depends on Dexterity), Strength determines the amount of damage dealt.
 * Intelligence rules the amount of MP that a character has, but the magic abilites in this video game are actually ruled by the amount of gold the player can spend on magic reagents. Therefore, Intelligence is probably the less important of the three attributes.

Other attibutes:
 * Health points (HP): The amount of hits the character can sustain before dying. Health can be replenished using healing spells or resting. They depend directly on the level, i.e. Max HP = 100x Lv. Every character starts at level 2 or 3,
 * Magic points (MP): Every spell cast consumes some MP, that are replenished by walking. The maximum MP depend on Intelligence and profession, as per the table in the next section.
 * Experience: It is gained by defeating enemies, it is halved whenever all your party is wiped out. At set amounts, the character gains a level, as per the table below.
 * Level: It rules the maximum health points as well as the number of companions in your party. Whenever a character advances in level, his/her attributes are increased too, according to his/her class.

Anyway, the Stranger always starts the game at level a level from 1 to 3, depending on the video game version.

Creating the Stranger from Another World
At the beginning of the game, you'll have to answer seven questions to create the Stranger. Every question implies a choice between two virtues. Whenever you choose a virtue, the character gains a specific bonus in his attributes, and the other virtue is "discarded", i.e. it will not appear in subsequent questions. Depending on the game versions, some virtues can give a different bonus. Before the casting, all attributes of the Stranger are equal to 15.

The seventh (and last) question determines the class of the character.

In the dungeons that correspond to each virtue there are Magic Spheres that when touched increase your attributes which are related to the virtue. (i.e. Covetous = Sacrifice = +5 to STR, DEX). They do 200/400/800 points of damage depending on how many attributes it increases 1/2/3. The spheres respawn each time you re-enter the dungeon. Thus, any character you choose can get each stat to maximum.

Companions
In the course of the game, the Stranger will have to recruit the characters who embody every one of the eight virtues, but he cannot recruit the character with his same profession.


 * Legend:
 * A/ST: sprite for the Amiga and Atari ST ports
 * SMS: sprite for the Sega Master System port
 * NES: sprite for the Nintendo Entertainment System port

For a quick reference, the eight professions can be summarized in the diagram below, taken from the NES port.

The only differences between original and NES port are: (1) in the NES port Julia the Tinker is replaced by Julius, although their attributes are the same; (2) in the NES (and SMS) port the abbreviations of Dexterity and Intelligence are swapped.




 * Top: Characters with limited magic powers;
 * Bottom: Characters with great magic powers;
 * Left: Characters with great strength;
 * Right: Characters with great dexterity.

Suggested teams (NES)
In the NES version, you can only have a maximum of four characters in your party at the same time, while the others are left at the Hostel in Lord British's Castle. A team smaller than four offers some advantages:
 * 1) Faster battles, because the number of enemies depends on the number of Companions;
 * 2) Faster gold earning, because the gold earned does not depend on the number of enemies or Companions;
 * 3) Same experience growth, for the same reasons.

An optimal party consists of two characters alone, especially if they are opposed in the character class triangle, for example:
 * Mage and Tinker
 * Fighter and Druid
 * Bard and Ranger
 * Shepherd and Paladin