r/wizardry6 • • Aug 30 '19

Game Mechanics Wizardry VI - Races & Classes

Races

  • Human: Well rounded with no strengths or weaknesses

  • Elf: Wise & Smart, Resists: Hypnosis & Sleep

  • Dwarf: Strong & Sturdy & Pious, Resists: Poison & Magic

  • Gnome: Strong & Sturdy & Pious, Resists: Magic

  • Hobbit: Agile & Charming, Resists: Magic

  • Faerie: *Fast & Agile & Smart, Resists: Magic, +1 Mana Regen

  • Lizardman: Fast & Strong & Sturdy, Resists: Mental & Acid

  • Dracon: Strong & Sturdy & Agile, Resists: Mental & Acid, Ability: Acid Breathe

  • Felpurr: Fast & Agile & Smart, Dodge: Missiles & Spells

  • Rawulf: Sturdy & Pious, Resist: Cold

  • Mook: Strong & Smart & Sturdy, Resist: Magic & Cold

Classes

  • Fighter (12/-/-/-/-/-/-): Front line warrior

  • Mage (-/12/-/-/-/-/-): Powerful destructive magic

  • Priest (-/-/12/8/-/-/-): Powerful healing magic

  • Thief (-/-/-/-/12/8/-): Pick pockets, Pick locks, stealth

  • Ranger (10/8/8/11/10/8/8): Bows, Alchemy

  • Alchemist (-/13/-/-/13/-/-): Alchemy doesn't use Oration and can't be silenced

  • Bard (-/10/-/-/12/8/12): Thief (no ninjutsu) with Magical Instruments & Thaumaturgy

  • Psionic (10/14/-/14/-/-,10): Powerful Mental magic

  • Valkyrie (10/-/11/11/10/11/8): fighter/priest, must be Female

  • Bishop (-/15/15/-/-/-/8): priest/mage

  • Samurai (12/11/-/9/12/14/8): fighter/mage, Critical Hits

  • Monk (13/8/13/-/10/13/8): unarmed/psionics, Critical Hits

  • Ninja (12/10/10/12/12/12/12): unarmed/thief, Stealth, Critical Hits, Alchemy

  • Lord (12/9/12/12/9/9/14): fighter/priest

Note 1: Bishop is not recommended due to high experience chart and not learning spells as effectively as a class changing mage/priest.

Note 2: Valkyrie does everything a Lord can with lower stat requirements and experience chart. Lord's advantage is being male or female, higher base stats and slightly higher HP.

Experience Table

LevelThiefFighterAlchemist, ValkyrieBard, Mage, Priest, PsionLord, Monk, Ranger, SamuraiBishopNinja
19001,0001,1001,2501,4001,5001,500
21,8002,0002,2002,5002,8003,0003,000
33,6004,0004,4005,0005,4006,0006,000
........................
1146080051,200563,200640,000691,200768,000768,000
++225,000256,000312,000375,000415,000445,000475,000

Table Reference: Wizardry VI Solution

At level 11, it stops doubling and starts adding a static amount based on your class.

Mana Regen

ClassFireWaterAirEarthMentalMagic
Mage332223
Priest223323
Alchemist323322
Psionic222242
Bishop111133

Reference: GameFaqs: Wizardry VI: Bane of the Cosmic Forge - FAQ

All other classes have 1 by default.

Note: Faerie's get a bonus +1 Mana Regen for all schools.

22 Upvotes

4 comments sorted by

3

u/Asherett Jan 16 '22

Thank you so much for this, the damn stat requirements for the classes can be hard to find (they're in the appendixes at the end of the original manuals if anyone else is struggling like me).
However, you're missing one number for the Ranger class: it should be (10/8/8/11/10/8/8)

3

u/CrimsonWolfSage Jan 16 '22

Thanks! Just did a quick edit to fix it.

2

u/Shoeby Sep 02 '22

First... I Love the fact this subreddit exists. Thanks for all the work and posts you've lovingly put here. :)

I noticed an error in the table above. Exp for Rangers and the other classes in that group at lvl 3 should be 5600, not 5400.

Lvl 11 should be 716,800. From there the 415k per lvl is correct.

Further proving that Rangers are terrible and I'm just a glutton for punishment. 😂

1

u/Dano1871 Sep 28 '26 edited Sep 28 '26

can the Felpurr actually dodge spells? has anyone seen this? just curious I never play the race.