Ultima is my favorite computer game series of all time. In each game since Ultima IV, you are asked several questions to determine what type of character you play as.
Take it and post your score up! Please answer the questions the way you would normally answer them, and stray from meta-testing to get scores to be a certain character. Who gives a crap if you're a Shepherd with a subclass of Tinker. That's just who you are! :-D
Ultima Personality Test
My Results:
4 out of 7 Honesty (Mage)
4 out of 7 Compassion (Bard)
6 out of 7 Valor (Fighter)
4 out of 7 Justice (Druid)
2 out of 7 Sacrifice (Tinker)
4 out of 7 Honor (Paladin)
4 out of 7 Spirituality (Ranger)
0 out of 7 Humility (Shepherd)
16 out of 22 Truth
14 out of 22 Love
16 out of 22 Courage
Basically, your highest score determines your class. The other results indicate your priorities. In an event of a tie, just pick the class you like the most!
I scored highest in Valor and would become a fighter.
The Way of the Bard
The Bards of Britain entertain the people with their wonderful ballads and tales of heroic deeds, while they further themselves in the virtue of Compassion. Bards not only chronicle the deeds of valor, but perform them as well. The weapon of choice for a Bard is the sling, but they may use a crossbow at times. All armour save that of Leather is shunned by these minstrels, for they find metal harsh and too noisy for their sensitive ears. The Bard also dabbles in magic and makes a fine companion on a long journey.
Bards are often caught cheering up the dreary lives of poor and sick. They are also usually very knowledgeable about the current events of the world because they travel all around it. Their profession requires that they be skilled in almost every different trade imaginable including, but not demanding: singing, playing instruments, fighting, and even casting spells.
The Way of the Druid
The Druids are fierce fighters, especially when defending their beloved groves. They hold all trees to be sacred and their town of Yew lies deep in the woods. Druids are also impressive practitioners of the mystic arts and their knowledge of herbs is without peer. Deep within the woods, they further themselves in the virtue of Justice.They may fight with different types of bows, although their preferred weapon is the mace. They Druidic philosophy forbids the wearing of metal of any kind, so Leather is their armour of choice. The Druid's knowledge of the ways of the woodlands make them invaluable as fellow travelers.
The Way of the Mage
The Magi of Britannia gather in Moonglow, near the Lycaeum, where they can study the ancient mystical scrolls of the Library and further the virtue of Honesty. The strictures of their profession permit Magi to wear only cloth armour and carry either a staff, dagger, or sling. Unconfirmed rumors indicate that the highest Adepts have acquired the use of arcane magical weapons. The primary weapon of the Mage, of course, is magic. As the Mage becomes more advanced, more powerful spells can be woven. Some of the greatest spells have been known to literally shake the earth, or raise the dead!
The Way of the Fighter
From the town of Jhelom hail the mighty Fighters. They pass their lives in training and have the use of all weapons and armour, though most prefer the use of the double-edged Britannian sword, a devastating weapon in the hands of a skilled fencer. At the same time, they further themselves in the virtue of Valor. Fighters have little or no magical talents, for they believe only in the use of arms and fear that magical training saps the will and concentration of a true warrior. They posses a particular affinity for horses, and are most useful companions on travels to uncharted regions.
The Way of the Ranger
Off the western shore of the mainland lies the fair island of the Rangers. Venturing far from their retreat at Skara Brae, they strive to improve the conditions of people throughout the realm, guided by the virtue of Spirituality. Rangers are well-versed in woods lore and fight fiercely with most weapons, but shun all but leather armour. They are also proficient magic users and faultless trackers in any wilderness.
They are very similar to Druids in many respects, but are much more aggressive. They are often to be found visiting Empath Abbey, where they will pray for enlightenment. Rangers are also the protectors of the wild, and will fight anyone who looks to use nature for personal gain.
The Way of the Tinker
The Tinkers of Minoc are both highly skilled artisans and superb fighters. The work furthers them in the virtue of Sacrifice. They are generally suspicious of magic, believing that only hand-crafted artifacts possess true value, and thus seldom use it. A Tinker may use any weapon, however, the double-bladed war axe is preferred. Tinkers will use any non-magical armour. A traveling party with a Tinker aboard need never fear for repair of any metal or wooden items.
Being a good tinker involves sacrificing much of your time and energy so that you can fix broken articles of others. Tinkers are often skilled in several crafts including: blacksmithing, clock making, glass blowing, explosive devices, sculpting, carpentry, architecture, engineering, and many other forms of creation.
The Way of the Paladin
These great fighters live in the town of Trinsic in the southern part of Britannia. There, they live the way of the virtue of Honor. They are expert in all forms of combat and weapon use, and are one of the few professions that will make use of magical armour when it is available. Their deep beliefs in the value of good lend strength to their magic, which they wield with a certain flair. Paladins are thus very formidable opponents and highly valued allies.
Paladins have a very strict code in which they live by. They value this code above all things including their own life. Paladins never steal or start petty squabbles. Because a paladin is so skilled and trustworthy, they are respected by everyone, and doubted by no one.
The Way of the Shepherd
It is uncertain whether the Shepherds are skilled in any form of warfare or in the mystic arts. However, they are highly valued traveling companions for their humility and their knowledge of the ways of the land.
They are persons who herds livestock for a living, expressly sheep. Their job holds little reward and no grounds for improvement. It is very monotonous work, but it is the backbone of much of the industry of Britannia. Thus, the shepherd is the true epitome of the virtue Humility. Most shepherds live on the island of New Magincia where there is plenty of open land on the island for the sheep to graze.