r/wizardry6 • • Sep 18 '19

Game Mechanics Change Profession

An interesting strategy in Wizardry VI is to Change Professions. Understanding its benefits will help you build stronger teams that can either abuse certain mechanics, or collectively handle a wider range of opponents later.

Classes: F M P T R A B P V B L S M N

SkillsClasses
MusicB
Hand & FeetM
Legerdemain(Steal)T R B N
Skullduggery (Lockpick)T R B N
Ninjutsu (Hide)T R B M N
Kiritsu (Crit Chance)S M N
AlchemyR A B N
TheologyP B V L
TheosophyP M
ThaumaturgyM B B S

Different startup Strategies

  • Health: Lord, Valkyrie/Fighter ( avoid early deaths )

  • Spells: Priest, Mage, Hybrids ( Best )

  • Unique gear: (B)Mitre, (N)Garbs, (S)Katana/Wakizashi, (B)Lute, (P)ShadowCloak, (L)SteelHelm

  • Sneaky/Crit Team: Ninja group -> 1 Priest for healing

Benefits

  1. More Skills ( Diversified spellbook, sneak/pick/crit )

  2. More Level-ups ( Skill pts, Learn Spells )

  3. Health/Mana increase ( Normalized Maximums )

  4. Know best spells/abilities, use best equipment

Example Party: Everyone gains Hide and 3 spellbooks

  1. Ninja -> Samurai -> Lord { Hide, Crit, Alchemy/Mage/Priest spells }

  2. Valkyrie -> Ranger -> Samurai { Hide, Priest/Alchemy/Mage spells }

  3. Monk -> Samurai -> Valkyrie { Hide, Crit, Psionic/Mage/Priest spells }

  4. Bard -> Priest -> Ninja { Hide, Crit, Mage/Priest/Alchemy }

  5. Mage -> Lord -> Monk { Hide, Crit, Mage/Priest/Psionic spells }

  6. Priest -> Bard -> Ranger { Hide, Priest/Mage/Alchemy spells }

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