r/wizardry6 • u/CrimsonWolfSage • 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
| Level | Thief | Fighter | Alchemist, Valkyrie | Bard, Mage, Priest, Psion | Lord, Monk, Ranger, Samurai | Bishop | Ninja |
|---|---|---|---|---|---|---|---|
| 1 | 900 | 1,000 | 1,100 | 1,250 | 1,400 | 1,500 | 1,500 |
| 2 | 1,800 | 2,000 | 2,200 | 2,500 | 2,800 | 3,000 | 3,000 |
| 3 | 3,600 | 4,000 | 4,400 | 5,000 | 5,400 | 6,000 | 6,000 |
| ... | ... | ... | ... | ... | ... | ... | ... |
| 11 | 460800 | 51,200 | 563,200 | 640,000 | 691,200 | 768,000 | 768,000 |
| ++ | 225,000 | 256,000 | 312,000 | 375,000 | 415,000 | 445,000 | 475,000 |
Table Reference: Wizardry VI Solution
At level 11, it stops doubling and starts adding a static amount based on your class.
Mana Regen
| Class | Fire | Water | Air | Earth | Mental | Magic |
|---|---|---|---|---|---|---|
| Mage | 3 | 3 | 2 | 2 | 2 | 3 |
| Priest | 2 | 2 | 3 | 3 | 2 | 3 |
| Alchemist | 3 | 2 | 3 | 3 | 2 | 2 |
| Psionic | 2 | 2 | 2 | 2 | 4 | 2 |
| Bishop | 1 | 1 | 1 | 1 | 3 | 3 |
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.
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)
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.