AurelianDragon: especially if they were imported from Ultima IV and thus begin at level 5 instead of 3).
dtgreene: Actually, not quite true: You start Ultima 5 at 1/10th the XP you had in Ultima 4. If you had less than 1000 XP, you will be level 1. To start at level 5, you need to have had at least 800 XP at the end of Ultima 4.
Yeah, I was pretty much assuming that if you transfer after completing Ultima IV, you're going to have enough XP to be level 5. You will certainly have enough to be level 4, because IV is one of the four Ultimas that actually has an inherent minimum level requirement on completion, you HAVE TO be level 8 and thus have 6400+ XP. (The others are Ultima I as you need to reach level 8 in addition to Space Ace to get the time machines; Ultima VI as you need to cast a 5th circle spell at one point IIRC so you need to be level 5; and Serpent Isle, where technically there is a level requirement of 4 as Dispel Field - a 5th Circle spell there - is mandatory and you can only cast spells up to 1 circle above your level, although unlike the other three cases in this case finishing the game at at least level 8 is basically unavoidable due to quest XP, indeed in SI I found I would usually finish at level 9 and even about halfway to level 10). Level 5 is very likely, since the snowballing inequality the Ultima IV experience system leads to makes it that much more likely you're going to get the extra 1600 XP needed to reach 8000.
Going into Ultima VI on the other hand you could be lower level, but unlikely to be below level 3 (the game has been finished as low as level 5, meaning you'd go to Ultima VI at level 2, but realistically it is exceedingly difficult to finish the final dungeon below level 7 = 320 transfer XP).
AurelianDragon: since only the character that delivers killing blows gets any XP ... it isn't till UVII that there is any other way for XP to be gained
dtgreene: Again, not quite true.
In Ultima 1, rescuing a princess would give you a lot of XP.
In Ultima 4, collecting quest items would give the main character (only) some extra XP.
Ah, forgot about these. Been aeons since I played UI; and the note about UIV means it's only that much more likely that you won't avoid getting at least 8000 XP before you finish the game :)
AurelianDragon: The problem with Shamino is more to do with the general game mechanics of Ultima V, which are rather biased against the Fighter class.
dtgreene: Ultima 4 is also rather biased against the Fighter class. In addition to not being able to use magic, they get no ranged magical weapons. This is particularly bad as only magic weapons will work in the final dungeon. making them incapable of ranged attacks and the second worst class in the game (worst is Shepherd, but that seems to be intentional). Even a Mage is better at ranged attacks late game (not counting spells).
It's really sad that the class system was at its best (and most balanced, for some definition of "balanced") in Ultima 3 and was basically neglected in later games in the series.
This is true, although it's mitigated in Ultima IV by a few factors.
- the party class array is not optional, so you can not simply load up on advantaged classes as you could in 5 (where you can quite readily load up on spell casters only, or even just go solo Avatar which has as I've noted some major advantages here).
- melee characters had a good bit more opportunity to have contact with enemies in IV's cramped dungeon rooms. Put Geoffrey and Katrina in 2 and 3 (if they aren't already; they fare best when you recruit them early so they get a lot more XP by dint of having been in a smaller party initially) and they'll have plenty of swings of the Mystic Sword.
- ranged characters were held in check fairly significantly in IV; for one, there were no dropped or found weapons except the melee-only Mystic Sword, all ranged weapons had to be purchased and most were pricey. For two, in Ultima V, ranged equipped characters usually threaten the entire board from the get go (barring LoS blocking obstacles) thanks to Magic Axes; in IV, the fact that you can only attack orthogonally means a lot more enemies survive to the point where the melee battle is joined. Spellcasters are similarly limited for the most part (the Tremor spell is the only player accessible source of damage that can affect enemies not orthogonal to the attacker).
FWIW, in practise, I found that in IV, character level inequality was more strongly tied to how late a given party member joined than to their class. (I also tended to take weaker classes like Katrina earlier, mind you; the fact that all 8 party members need to be alive when you reach the finale strongly incentivises this. Leave Katrina for last, for instance, and indeed you discover some problems with the class balance ...)