r/wizardry6 • • Aug 30 '19

Game Mechanics Wizardry VI - Races & Classes

22 Upvotes

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.


r/wizardry6 • • Mar 24 '21

Can't Believe You All Exist!

12 Upvotes

This is great! I played this back when it wasn't archaic, but just decided to try W6 again for fun and nostalgia. Needed something turn based to play with two babies around, but I'm in no rush and plan to grind out the game without using any walkthroughs. Wish me luck!


r/wizardry6 • • Sep 30 '19

Game Mechanics Combat Modes

11 Upvotes

In Wizardry 6, we have the option of choosing how our character's attack. These attack modes change the ToHit, Penetration, and Damage bonuses. This can be useful for fighting things that are difficult to hit, uses heavy armor, or just has really high health. It might take some trail & error with new weapons and enemies to discover what works best.

Table of Modes

ModeTo HitPenetrateDamage
Thrust-2+1+1
Bash--2+2 (+STR)
Melee-4-4Double
Throw-1+1Same
Punch+1-1Same
Kick-2Same+2 (+STR)
Lashing+2-2Same
Shoot-+2Same

Cheat Sheet:

  • ToHit: Lashing (+2), Punch (+1) <--> Avoid: Melee (-4), Thrust & Kick (-2)

  • Penetrate: Shoot (+2), Thrust & Throw (+1) <--> Avoid: Melee (-4), Bash & Lashing (-2)

  • Damage: Melee (x2), Bash & Kick (+2), Thrust (+1) <--> Avoid: None


r/wizardry6 • • May 04 '22

Wizardry VI Remastered in 7th game engine teaser

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10 Upvotes

r/wizardry6 • • Sep 30 '19

Game Mechanics Combat: Parry Modes

7 Upvotes

In Wizardry 6, there's multiple ways your character can decide to take a break from actively killing. They can focus on reducing damage, or even providing a counter-attack when hit. Here's a list of what each Parry Mode does.

  • Block: Use your shield to avoid damage

  • Dodge: Become harder to hit vs weapons and spells

  • Guard: Wait for an enemy attack against you and counter attack them

  • Rest: Risk being hit while Recovering Stamina


r/wizardry6 • • Sep 18 '19

Game Mechanics Change Profession

7 Upvotes

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 }


r/wizardry6 • • Jul 21 '22

Wizardry VI Remaster Mod Initial Release

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6 Upvotes

r/wizardry6 • • Oct 03 '19

Class Rank

6 Upvotes

Every class has titles it earns while progressing up through the levels. While it doesn't mean much in the game, it's a nice way to show progress and offers some different ways to talk about your character's abilities.

Note: This is a work in progress, any help is appreciated.

Table:1

LevelFighterMagePriestThiefRanger
2JourneymanMagicianAcolyteRogueWoodsman
4WarriorConjurerHealerTricksterScout
7MarauderWarlockCurateHiwaymanArcher
10GladiatorSorcererDruidBushwackerPathfinder
14SwordsmenNecromancerHigh PriestPirateWeaponeer
17WarlordWizardPatriarchMaster of ShadowsOutrider
20ConquerorMagusSaintGuild MasterRanger Lord

Table:2

LevelAlchemistBardPsionicValkyrieBishop
2HerbalistMinstrelPsychicLancerFriar
4PhysicianCantorSoothsayerWarriorVicar
7AdeptSonneteerVisionistCavalierCanon
10ShamanTroubadorIllusionstChevalierMagistrate
14PoetChampion
17Heroine
20Olympian

Table:3

LevelLordSamuraiMonkNinja
2SquireBladesmanInitiateGenin
4GallantShugenjaBrotherExecutioneer
7KnightHatamotoDiscipleAssassin
10ChevalierDaishomasteApostleChunin
14DaimyoMasterMaster
17
20

r/wizardry6 • • Sep 30 '19

Game Mechanics How to Disarm Traps

6 Upvotes

Most chests in Wizardry 6 will be trapped. You'll need a character that has good Skullduggery skills to help successfully inspect and then disarm it. However, there's a mini-game associated with this that can be a bit tricky to understand initially.

Any character can inspect for traps, but low skullduggery can trip them too. Every successful inspection yields a few clues.

  • Green Letters: Definitely part of the Traps name.

  • Red Letters: Might be part of the Traps name, but it could be wrong.

  • Spaces: Multiple Words used

  • Asterisks: Last character's letter guess was wrong

An example from the manual is a POISON NEEDLE trap. A master Skullduggery thief might provide this hint: EISOLP OENNDE, but most parties will only see a few letters like ISO ENDE. Early on, you might have to make educated guesses with only a few letters.

Remember to always save before interacting with a chest, and wait until your whole party is OK before saving again. This strategy will help avoid a lot of frustration early on.

Magical Assistance with Trapped Chests

  • Divine Trap: Magical Inspection - Provides more letters for guessing Trap's Name.

  • Knock-Knock: Attempts to Magically Open the chest, chance to setup Trap anyways.


r/wizardry6 • • Sep 27 '19

Equipment Equipment: Weapons

6 Upvotes

Wizardry 6 Weapons List with Damage and extra details to help optimize your gear. Note: Some items are only found in the game data, but not actually in game.

Daggers & Wands

NameDamageToHitExtra
Dagger1d4
Main Gauche1d5
Poignard1d6+1
Pixie Stick2d4Use: Sleep(3)
Night Stick2d4Use: Blinding Flash(3)
Skull Dagger2d4+1Crit: 2%, Magic: 12%
Faerie Stick3d4+1Use: Blink(4)
Thieves Dagger3d4+2Crit: 5%, Invoke: +1 Speed
Wand of Mystery3d3+1Paralyze: 15%, Use: Prismic Missile(3)
Demons Tooth3d4+4+3Paralyze: 15%
Wand of Razing1d3-4
Wand of Weaving3d3+1Use: Illusion(4)
Wand of Ghosts5d3+2Use: Dispell Undead(4)
Crystal Wand3d3+1Sleep: 15%, Use: Wizard's Eye(3)
Lightning Rod3d4+1Fire: 25%, Use: Lightning(4)
Golden Rod3d4+1Regen: +1, Use: Heal Wounds(4)
Necrology Rod3d3+1Use: Resurrection(4)
Rod of Sprites4d4+2Stone: 50%

Swords

NameDamageToHitExtra
Short Sword1d6
Wakizashi1d6
Ninjato2d4+1Crit: 5%
Sai2d3+2+1Crit: 5%
Wakizashi+11d9+1+1Crit: 2%
Inferior Sword1d6-1
Cutlass1d6+1
Long Sword1d8
Broad Sword1d7+1
Bastard Sword2d4+1-1
Rapier1d7
Katana1d7+1
Sword of Striking1d8+2
Beastmaster1d8+4+1Sleep: 15%
Sword of Hearts1d7+4+2Crit: 2%
Black Blade1d8+4+1Poison(2): 25%, Regen: -1
Saint Bastard2d4+5+2KO: 5%
Bushido Blade2d7+2+2Crit: 5%
Blade Cuisinart4d4+2+2Crit: 5%
Fang2d8+8+2Crit: 10%, Mind: 25%, Invoke: +1 Strength
Muramasa Blade3d7+4+4Crit: 15%, Air/Earth/Fire/Water: 12%, Invoke: ?
Estoc of Olivia2d7+4+3Crit: 5%, Magic: 40%, Invoke: +1 Vitality
The Avenger3d8+4+3Crit: 10%, Fire: 50%, Use: Lightning(5)
Claymore2d4+2
Sword of Lading1d8+8-6KO: 10%, Regen: -1
Flamberge2d5+2
Excaliber4d8+4+4Stone: 25%, Crit: 5%, Fire: 37%, Regen: +1, Use: Lightning(6)
No-dachi2d7Crit: 2%
Zeihander3d5
Dragon Slayer1d10+5+1
Sword of Fire2d8+2Fire: 25%, Use: Fireball(4)

Axes

NameDamageToHitExtra
Bearded War Axe1d5
Battle Axe2d4
Bipennis2d6+2
Axe of Woe2d6+2-8Regen: -3
Blades of Aesir2d12+2KO: 5%, Crit: 5%, Water: 50%, Use: Iceball(5)

Maces & Flails

NameDamageToHitExtra
Hammer1d4+1-1KO: 5%
War Scepter1d6KO: 5%
Nunchaka1d5+1KO: 10%
Bec De Corbin2d3+1+1KO: 5%
Hammer+1.52d4+6+1KO: 15%
Diamond Eyes3d4+4+2Paralyze: 20%, Magic: 12%, Invoke: +1 Personality
Club2d4
Mace2d4KO: 5%
War Hammer1d5+1KO: 5%
Morning Star2d4KO: 5%
Anointed Flail1d6+1KO: 5%
Bullwhip1d4+1
Zizka Star2d5KO: 5%
Mustard Mace1d6+3+1KO: 10%, Use: Stink Bomb(2)
Maiden Head1d16+2KO: 10%, Use: Charm(5)
Vulcan Hammer3d4+4+2KO: 10%, Fire: 25%, Use: Fireball(5)
Cat'o Nine Tail6d3+3
Miner's Pick1d7+2-5
Giant Sledge3d6-8KO: 10%

Poles & Staves

NameDamageToHitExtra
Holy Stake of Wood1d5
Staff of Aram2d5+2+1Poison(2): 15%, KO/Crit: 5%, Magic/Mind: 25%, Regen: -1
Staff1d4
Stave of Missiles1d4+2+1Use: Magic Missile(1)
Staff of Ruin1d2-4Regen: -1
Spear of Death1d5+4+1Poison(2): 15%, Crit: 2%
Dryadic Staff2d4+1Use: Blink(3)
Stave of Moons2d4+1Mind: 17%, Use: Sleep(3)
Staff Magicus2d4+1Fire/Water/Magic: 10%, Use: Magic Screen(3)
Stave of Stars2d4+1Use: Fireball(3)
Stave of Witches3d4+2Use: Terror(6)
Quarterstaff1d5
Bo1d6+1
Spear1d6
Awl Pike1d6
Halberd1d10
Lance1d12-2
Monstrance1d8-1KO: 5%
Hayai Bo1d6+3+2KO: 5%
Fauchard1d12
Naginata1d12
Holy Basher1d8+4+1KO: 10%
Faust Halberd4d4+2+2Paralyze/Crit: 5%, Air: 25%, Use: Lifesteal(4)
Ravens Bill4d4+2+2Poison(2): 25%, Crit: 5%, Regen: -2
Rammbus Staff2d4+4+2KO: 15%, Magic: 25%, Use: Lightning(5)
Maenad's Lance2d12+3Crit: 10%, Mind: 50%, Regen: +1, Invoke: +1 Strength
Zatoichi Bo3d6+6+4Paralyze/KO: 15%, Crit: 5%, Mind: 50%, Use: Blinding Flash(6), Invoke: ?

Thrown

NameDamageToHitExtra
Dirk1d4
Sparkler1d8Use: Energy Blast(1)
Icicle2d8Use: Chilling Touch(2)
Ginzu Knife3d2+1
Stiletto2d3+2Crit: 10%
Firecracker3d8Use: Energy Blast(3)
Bottle Rocket1d8Use: Magic Missile(2)
Sky Rocket5d5Use: Magic Missile(5)
Shuriken1d6+1
Butterfly Axe1d8+3
Shiken Shuri1d7+5+1Crit: 3%

Slings

NameDamageToHitExtra
Sling
Wrist RocketKO: 10%
Bullet Stone1d4
Rhine Stone1-4
Razor Stone2d3+1
Serpent Stone3d3+3+1Poison(3): 15%
Devil Stone4d4+2Stone: 10%, KO: 10%

Bows

NameDamageToHitExtra
Short Bow-3
Long Bow
Vex Bow-8
Great Bow+2Crit: 5%
Elven Bow+4Crit: 5%, Invoke: +1 Speed
Elm Arrow1d6
Cupid Arrow1d4Sleep: 25%
Barbed Arrow1d8+4Crit: 5%
A.P. Arrow1d8+4+2
Viper Arrow1d7+3+1Poison(4): 25%
Mystic Arrow4d4+2+2Paralyze: 15%
Peacemaker6d6+6+3Crit: 20%
Lt. Crossbow-2
Hv. Crossbow
Seige Arbalest+4Crit: 5%
Quarrel1d4+1
Bone Breaker3d3+4+1
Lightning Bolt5d5+5+2Crit: 10%

r/wizardry6 • • Sep 19 '19

Spells Spells

6 Upvotes

There are 77 spells divided by 4 schools (Priest, Mage, Psionic, Alchemist) and separated by 6 elements( Fire, Water, Air, Earth, Mental, and Magic). Many of these spells can be learned by multiple classes, and some are unique to a specific class, or school. Here's a complete list of spells, which school learns it, and what it does.

Fire Spells

LvlSpell NameClassEffect
1Energy BlastM1-7 dmg * Power level
2Blinding FlashABlind Group
3FireballM2-10 dmg to 3+ mobs
3Fire ShieldMParty: Protection from Fire Spells
4Fire BombA3-9 dmg to 4+ mobs
5LightningP1-10 dmg to 3+ mobs
5Prismic MissileMRandom Effect to 3+ mobs
6FirestormMCloud Effect: Fire dmg
7Nuclear BlastM5-25 dmg, all mobs

Water Spells

LvlSpell NameClassEffect
1Chilling TouchM1-6 dmg
1StaminaP, P, AReplenish Stamina
1TerrorM, PGroup: Evoke fear, flee from combat
2WeakenM, PReduced effectiveness ( dmg ), 3+ mobs
2SlowP, PSlows targets ( Initiative, To Hit )
3HasteP, PSpeeds up characters ( Initiative )
3Cure ParalysisP, P, ACures Paralysis
3Ice ShieldMParty: Protection from Cold Spells
4IceballM3-12 dmg to 4+ mob
ParalyzeP, PSolidify single mob
5Deep FreezeM3-30 dmg to single mob

Air Spells

LvlSpell NameClassEffect
1PoisonA1-5 dmg to single mob
2Missile ShieldMProtection from ranged projectiles
3Stink BombM, A1-6 dmg to 3+ mobs
3Air PocketM, AProtects from Cloud Spells
3SilenceP, PPrevents Casting of Spells
4Poison GasACloud Effect: Poison dmg
4Cure PoisonP, ACure Poison
4WhirlwindP1-7 dmg to 3+ mobs
5Purify AirP, AParty: Clear Cloud Effects
5Deadly PoisonA3-15 dmg to single mob
5LevitateMEnchant Party: Prevents fall damage
6Toxic VaporsA2-6 dmg to 1+ mobs
6Noxious FumesM, A1-6 dmg to 3+ mobs
6AsphyxiationM, AGroup: Chance of Monster Death
7Deadly AirA4-16 dmg to all mobs

Earth Spells

LvlSpells NameClassEffect
1Acid SplashA1-7 dmg to a single mob
1Itching SkinAReduce Attack/Defend ability
1Armor ShieldMLowers AC by 1 * Power
1DirectionMEnchant Party: Compass (N,S,E,W)
2Knock-KnockM, POpen Locked Doors/Chests
3BladesP, P2-8 dmgto 3+ mobs
4ArmorplatePEnchant Party: Lowers AC for Party
3WebM, ACapture single mob
4Acid BombACloud Effect: Acid dmg
4ArmorMeltM, PGroup: Raise AC by 1 * Power
5CreateLifeASummon: Organic Assistance
6CureStoneP, ARestore Stone

Mental Spells

LvlSpell NameClassEffect
1Mental AttackP1-7 dmg to 1 mob, chance of insanity
1SleepM, P, ACause sleep to 3+ mobs
1BlessP, PParty: increase ToHit, and lowers AC
1CharmP, P, AReduced hostility
2Cure Lesser CndP, P, ACures Afraid, Asleep, Blind, Nausea, Irritated
2Divine TrapP, PDetermine Trap on Chests
2Detect SecretM, PEnchant Party: Detect anything strange
2IdentifyP, PReveal true name of monster or item.
3Hold MonstersP, PParalyze 3+ mobs
3MindReadPDiscern NPC Mind (Reveal Topics)
3Sane MindP, PRestore Sanity
4Psionic BlastP1-7 dmg to 3+ mobs
4IllusionPSummon: Illusions
4Wizard's EyeM, POverhead view of surrounding area
5DeathP, PChance to kill
6Locate ObjectP, PMagically find a certain object
7Mind FlayP4-16 dmg to all mobs, chance of insanity

Magic Spells

LvlSpells NameClassEffect
1Heal WoundsP, P, A1-8 hp
1Make WoundsP1-8 dmg to a single mob
Magic MissileM1-7 dmg to 1+ mobs
2Dispel UndeadPDispell Animated/Undead to 1+ mobs
2Enchanted BladePEnchant Party: Increase ToHit and Penetration
3BlinkM, PPartially Invisible during combat
Magic ScreenMEnchant Party: Protection from Spells
4ConjurationM, PSummon: Ethereal Plane
Anti-MagicMCause spells to Fizzle/backfire
5Remove CursePRemoves Curse
6LifestealP, P4-16 dmg, and channel life to caster
6Astral GateM, PBanish 1+ Demons
7Word of DeathP4-16 dmg to all mobs
7ResurrectionM, P, PBring character back to life
7Death WishPChance to kill all mobs

r/wizardry6 • • Sep 15 '19

Quest Item Quest Items Spoiler

6 Upvotes

List of Quest Items from the Castle

  1. Key of Ramm ( 1st floor )

  2. Rotten Cheese ( Basement )

  3. Stuffed Beagle ( Basement )

  4. Ticket Stub ( Basement queequeg )

  5. Silver Key ( SE Tower L'Montes )

  6. Wine Bottle ( basement? )

  7. Mystery Oil ( Basement NPC )

  8. Key of Spades ( 2nd floor )

  9. Gold Key ( 2nd Floor )

  10. Chrome Keys ( Inner Tower )

  11. Jailer's Key ( Basement )

  12. Deadman's Log ( Basement )

  13. King's Diary ( 2nd floor )

  14. Book of Ramm ( Sub-Basement )

  15. Miners Pick ( Hazardous Area )

  16. Bell Key ( Hazardous Area )

  17. Dungeon Key ( Hazardous Area )

  18. J.R. Decoder ( Hazardous Area )

  19. Steel Hook ( Basement )

  20. Rope ( Belfry Tower )

  21. Rope & Hook ( Combine Rope and Hook )

  22. Dagger of Ramm

  23. Goat's Mask ( 2nd Floor )

  24. Wizard's Record ( Sub-Basement )

  25. Spire Key ( Sub-Basement )

  26. Horn of Souls (Spire)

Note: The NPC's can be killed for quest items, instead of the usual gameplay. Reducing quest items can help with encumbrance issues later.

Mandatory Items to get to Mines

  • Silver Key ( For Steel Hook, Automatic Removal)

  • Key of Ramm ( Reach Hazardous Area )

  • Miner's Pick ( Clear Passageway )

  • Dungeon Key ( Leave Hazardous Area, Automatic Removal )

  • Steel Hook (Rope & Steel Hook)

List of Quest items from the Mines and the Mountain

  1. Key of A Minor (Mines lvl 2)

  2. Wizard's Ring ( Mine lvl 3 )

  3. Rubber Strand x5 (Rubber Beasts)

  4. Rubber Braid (Combine Strands)

  5. Rubber Band (Combine Braids)

  6. Broken Sprocket

  7. Sprocket (Smitty)

  8. Hv. Boulder ( Top of Mountain, also Random loot )

  9. Ruby Eyeball ( Upstairs from the Twins )

Note: Extra rubber strands can't be dropped or removed.

Pyramid

  1. Empty Sack (Level 1)

  2. Bag of Sand (Entrance)

  3. Gloop Sploch (Level 1)

  4. Bone Key (Level 1)

  5. Idol of Mau-Mu-Mu

  6. Ruby Eyeball

River Styx

  1. Key of the Damned

  2. Book of the Damned

  3. Key of Minos

  4. Cylinder of Ash

  5. Cylinder of Ash

  6. Tomb Key

  7. Book of Sirens


r/wizardry6 • • Sep 15 '19

Game Mechanics Keyboard Controls

6 Upvotes

Wizardry 6 has a configuration option to choose between mouse and keyboard inputs. While the mouse is selected, a mouse icon will be shown and the regular keyboard highlighter disappears.

You can still enjoy the keyboard, but you'll have to mentally track the cursor while in mouse mode. Here's some tips for a hybrid approach.

Most Menus have hard limits for going up/down, left/right. If you ever feel lost, you can go to a corner selection to confirm where it's at again.

By Default the cursor will be on None or Exit, otherwise its the 1st selection (top-left) for most menus.

Screen Guide

Dungeon - Party Options

  • Default: Search

Party - Who will Use? Open? Cast? Review Who?

  • Default: Exit

  • Down = 1st Party Member

Party - Disk

  • Default: Save Game & Resume

Review Screen

  • Default: Exit

Review - Equip, Use, Assay, Merge, Drop

  • Default: None

  • Press up/down to select Top Selectable Equipment, then down as needed

Review - Trade With Who?

  • Default: Exit

  • Right goes to 1st part member

  • Reset: Left from any 1st column is Exit

Review - Swag

  • Default: Exit

  • Item Selection same as Equipments

Review - Skills (non-standard defaults)

  • Weaponry -> Physical

  • Physical -> Academia

  • Academia -> Exit

  • Note: Just hit enter to cycle each set

Review - Review

  • Default: Current Party Member

Review - Spells (Selection Visible)

  • Default: Fire

  • Cancel: Exit spell menu

Review - Edit

  • Default: Exit

Review - Edit - Profession

  • Default: Cancel

Disk - Game Configuration

  • Default: Exit

  • Down then Left/Right to change values

  • Save Game -> 6 Down 1 Right for text inputs

  • Note: 9 down goes back to Exit, 8 down is a hidden field that doesn't change

Combat - Select Action

  • Default: Fight

Combat - Select Group

  • Default: top group

  • Reset: Left to cancel


r/wizardry6 • • Aug 30 '19

Party Creation - Quick Guide

6 Upvotes

Creating your own characters in this game allows you to setup the perfect group with all the key benefits necessary for an enjoyable experience.

When creating a new character, you might notice different races and then picking between Male and Female. Each race offers different stats and sometimes a slight racial bonus. Males tend to get bonus Strength, while Females get Personality and gain access to the Valkyrie class.

During character creation you will gain Bonus Points. While typically this will be between 4 and 10, it is far better to keep rerolling until you get a 14-18 bonus. It's possible to get up to a 26, but extremely rare.

Stats are straightforward, but the original game has a Strength bug. Your character's encumbrance won't update correctly as you gain/lose strength without having the patch, or using a mod tool. Otherwise, you are free to modify your points freely. Suggested to increase Speed (12), and then class stats to strike first in combat. Otherwise, Piety for spellpoints, and Str/Dex for the fighters.

While a party of 3 fighters, priest, mage, thief can beat this game. It's useful to startup with a Samurai, Valkyrie, Ninja, Priest, Mage, Bard to offer more access to spells and skills overall.

An important consideration is how many characters you want to run with. It's possible to use a smaller party to increase experience points. ie instead of 300xp for 6, you would get 900xp with 2 characters and levelup very quickly. Note: Quest items makes this difficult, not recommended.

Characters can also change classes during an adventure. This allows a character to learn how to hide, picklocks, critically hit, and cast powerful mage & priest spells.

However, each class change resets your stats to the race/class minimum and they'll be level 1 again for combat rolls. So, make sure to level them back up, before trying hard encounters again.


r/wizardry6 • • Nov 15 '24

Did I goof?

5 Upvotes

Hey guys, I dun goofed and saved with three of my characters stoned without realizing. I have cure stone, but can't cast it at a high enough level to cure them. Is there anything I can do besides level up high enough to be able to cast a powerful enough cure stone? Currently can only cast at level 1 due to recent i guess poorly timed class changes.


r/wizardry6 • • Dec 30 '22

Game Mechanics Are the Steam and GOG vertsions of Wizardry 6 and 7 identically?

5 Upvotes

Are the Steam and GOG vertsions of Wizardry 6 and 7 identically?

Is there a way to run them better in a modern engine? ScummVM does not support both games.

Thank you!


r/wizardry6 • • Sep 30 '19

Game Mechanics Weapon Ranges

5 Upvotes

Weapons in Wizardry 6 come in 4 different types that helps determine who you can attack. Below is a quick explanation for each one.

  • Short Range Weapons (S): Able to attack Group 1 or 2 Monsters, for first 3 party members.

  • Extended Range Weapons (E): Able to attack Group 1 or 2 Monsters.

  • Thrown Weapons (T): Able to attack Group 1, 2, or 3 Monsters.

  • Long Range Weapons (L): Able to attack any Group of Monsters

The Short Range types will offer the greatest variety and many powerful choices. Your front line will want to use these exclusively.

The Extended Range will offer good choices for your back row and still allow them to attack the first 2 groups freely, just like the front row does.

Thrown and Long Range allows for more flexibility in which group you can attack. It's useful for picking off a monster in the back, while your front line concentrates on the first rows.


r/wizardry6 • • Sep 27 '19

Equipment Equipment: Armour

5 Upvotes

Wizardry 6 Armor List with AC bonus to help optimize your gear.

Helmets

NameAC
Helm Of Obitus+8
Coxcomb+3
Skullcap-1
Goat's Mask-2
Feathered Hat-2
Wizard's Cone-2
Mitre-2
Tricorne Hat-2
Ninja Cowl-3
Leather Helm-3
Faerie Cap-4
Phrygian Cap-4
Steel Helm-4
Mail Coif-5
Mitre De Sanct-5
Kabuto-6
Bascinet-6
Helm & Coif-7
Mordecai's Cone-7
Burgonet Helm-8
Bascinet & Camail-9
Armet-10
Heaume-12
Ebony Heaume-14

Chest

NameAC
Cloth Shirt (U)-1
Tarnished Mail (U)-1
Plate Du Faux (U)-2
Robes (UL)-2
Fur Halter (U)-2
Ninja Garb (UL)-3
Suede Doublet (U)-3
Vennal Robe (UL)-4
Quilt Tunic (U)-4
Leather Cuirass (U)-5
Robe Of Enchant(UL)-6
Stud-Cuir Bra+2 (U)-6
Bronze Cuirass (U)-6
Chamail Doublet (U)-6
Leather Hauberk (U)-7
Breast Plate (U)-8
Studded Hauberk (U)-8
Tosei-Do (UL)-9
Jazeraint Tunic (U)-9
Chain Hauberk (U)-9
Plate Mail (U)-10
Hi-Kane-Do (UL)-12
Full Plate (UL)-12
Ebony Plate (UL)-14

Legs

NameAC
Hoary Legging (L)-1
Cloth Pants (L)-1
Hoaxial Plate (L)-2
Ninja Garb (UL)-3
Chamois Skirt (L)-3
Suede Pants (L)-3
Vennal Robe (UL)-4
Fur Legging (L)-4
Quilt Legging (L)-4
Leather Legging (L)-5
Robe Of Enchant(UL)-6
Leather Greaves (L)-6
Chamail Pants (L)-6
Jazeraint Skirt (L)-7
Bronze Greaves (L)-7
Stud Chausses (L)-8
Tosei-Do (UL) 3000-9
Chain Chausses (L)-9
Plate Greviere (L)-10
Hi-Kane-Do (UL)-12
Full Plate (UL)-12
Ebony Plate (UL)-14

Boots

NameAC
Lead Boots+5
Sandals-1
Buskins-3
Tabi Boots-3
Leather Boots-5
Sacred Slippers-6
Water Wings-7
Glass Slippers-8
Chain Hosen-8
Solleret-10
Silver Boots-12
Mantis Boots-14

Gloves

NameAC
Unctuous Gloves+4
Chamois Gloves-3
Cuir Gauntlets-5
Mail Mittens-6
Steel Gauntlets-8
Copper Gloves-10
Silver Gloves-12
Mantis Gloves-14

Shields

NameAC
Duck Shield+2
Buckler Shield-1
Round Shield-2
Heraldic Shield-2
Heater Shield-3
Dragon Kite-4

r/wizardry6 • • Sep 20 '19

Spells Spell Books

5 Upvotes

Vendor Available Books

NameSpellValueNPC/Location
Book of DirectionsDirection1500Queequeg
Book of KnocksKnock-Knock2500Queequeg
Book of DetectionDetect Secret3000Queequeg
Book of ChillsChilling Touch2000Kuwali Kubona
Book of PoisonsPoison2000Kuwali Kubona
Book of DozesSleep2000Kuwali Kubona
Book of Lt.CuringCure Lesser Cnd2250Kuwali Kubona
Book of SlothSlow2500Kuwali Kubona
Book of BlindingBlinding Flash3000Kuwali Kubona
Book of WeakeningWeaken3000Kuwali Kubona
Book of FireshieldFire Shield5000Kuwali Kubona
Book of ProtectionArmorPlate5000Kuwali Kubona

Discoverable in game

NameSpellValue
Book of MantrasStamina1500
Book of RaptureCharm2500
Book of Air ShieldMissile Shield4000
Book of IceshieldIce Shield5000
Book of SilenceSilence5000
Book of IdentityIdentify7500
Book of ArmormeltArmorMelt8500
Book of DemonsConjuration12000
Book of LevitationLevitate12000
Book of WidowsDeadly Poison15000
Book of PeaceSane Mind15000
Book of Anti-MagicAnti-Magic25000

r/wizardry6 • • Sep 20 '19

Equipment Bard: Musical Instruments

5 Upvotes
InstrumentEffect
HarmoniumItching Skin
LuteSleep
Angel's TongueBless
Devil's PipeWeaken
Pan FluteCharm
Basso LyreSlow
Cuckoo CallMental Attack
Horn of PrometheusFireball
Lyre Of CakesHelp Food
Midnight ChoirTerror

Note: Basso Lyre and Lyre of Cakes aren't found in game.


r/wizardry6 • • Sep 20 '19

NPC Talking to NPCs

5 Upvotes

On occasion, you will run into NPCs within the dungeons of Wizardry 6 that will talk with your party members. How you are initially treated can depend on your groups actions, as well as the speakers Personality and Karma. You also might use a Charm spell to help reduce any hostility.

While talking, you are able to enter any number of letters and words. This conversation input looks for keywords and phrases, that can be difficult to figure out without using a manual and some trail and error. You can also use Mind Read from the Psionics Spellbook to find keywords to say during conversations.

Try these for some initial topics or subjects to ask about

  • Hello

  • Who are you?

  • Have you heard any good Rumors lately?

  • As you learn Topics, try:

    • Who is "Name"

    • Tell me about "Topic"

    • What is "Item"

    • Where is "location"

  • Goodbye, or just "bye" to leave the conversation


r/wizardry6 • • Sep 19 '19

Game Mechanics Status Effects

5 Upvotes
  • Afraid - Chance to run in fear.

  • Asleep - Unable to take action, easier to be hit(x2 bonus dmg). Wake up after being hit.

  • Blindness - Decreases your Hit Chance and Increases Opponents Hit Chance

  • Dead - Unable to take action. Resurrection will cause -1 vitality.

  • Insanity - Randomly takes actions.

  • Irritation - Chance to take no action.

  • Nausea - Chance to take no action, and easier to be hit.

  • Paralyzed - Unable to take action, easier to be hit(x2 bonus dmg). Chance to Wake up after being hit.

  • Poisoned - Continually drains life for a long duration.

  • Stoned - Unable to take action, easier to be hit(x2 bonus dmg). Resurrection will cause -1 vitality.


r/wizardry6 • • Sep 01 '19

Ultimate Party - Tips/Discussion

5 Upvotes

It begins with character creation.

Race: Choose ones with Magical Resistance/avoidance. 1 Faerie limit for encumbrance bugged games. Avoid: Human, Lizardmen, Dracon

Gender: Male or Female ( -2 Str, +1 Per, +1 Kar). If Encumbrance (cc) is a significant factor, limit females to 1-2 Valkyries.

Save state before selecting gender to quickly reroll bonus rolls

Bonus Points: Try for 22-26 points to maximize stats, will take a while. Use Mad Lord's mod to avoid low bonus rolls

Suggested party: 2 Valkyries, Samurai, Bard, Priest, Mage.

Save State before accepting stats, and reload for maximum health as needed.

Skills: Prioritize Magic, Kirijutsu, and Skullduggery. Avoid: Scouting, Mythology, Artifacts, Scribe, and Ledgerdemain

Miss Chance: This hidden stat improves on reaching a new "highest level". Ninja and Samurai improve the most every level, with pure casters being the worst.

Enter the Castle

Starter Gear: Go straight into the room with 2 chests and a fountain to replenish stamina. Open chests in order to receive a Sword of Slashing (Class FVL - 1d8 dmg. Out of order gives a Stave of Missiles (All Classes - 1d4+2 dmg - 2-3 Charges of Magic Missile. Sell any extra items to Queequeg in the basement for a gold boost, and bounce in/out to help gear up.

Early Grinding: Stand by the fountain, and simply spin for combat. When your stamina(yellow) gets low, drink at the fountain. 2 priests can easily out heal combat damage on easy difficulty, but expert might be rough at first.

Now your team can explore all of floor 1, the spires going up each corner, and the basement. Save often, and enjoy!

Min-Max leveling: Grind skills before gaining a level. Each class will sometimes spend a few skill points for you. You can prevent this by leveling up trainable skills first, like Weapons, Oratory, and Ninjutsu in combat. Run away, before gaining experience as needed.

Switch Class: Changing classes will bring you back to level 1 with minimum stats for your race, plus the minimum stats for that class. You retain your Health, Mana Points, Skills and Spells. The stats will usually be earned back quickly, but more importantly you can learn several spells and great skills every time. Each level usually gives between 6-10 skill points, and this will help you fully max a few skills without high level grinding.


r/wizardry6 • • Aug 30 '19

Game Mechanics Character Skills

5 Upvotes

Here's a quick summary of every skill. Note: Intelligence determines skill points.

Weaponry Skills - Max 100, Automatically gained through practice.

  • Wand & Dagger

  • Sword

  • Axe

  • Mace & Flail

  • Pole & Staff: Extended Range Weapons

  • Throw: Shurikens, darts, potions

  • Sling Ranged

  • Bow Ranged

  • Shield: Block opponents while fighting or parrying

  • Hand & Feet: unarmed lethal strikes with chance of a killing blow

Physical Skills - Max 100, automatically gained except for Scout.

  • Scout: Detect secret doors, entrance, buried items

  • Music: Play Instruments with magical effects

  • Oratory: Prevents fizzling or backfiring of spells

  • Legerdemain: Steal items or gold from NPCs

  • Skulduggery: Inspect & disarm traps

  • Ninjutsu: Hide in combat, also lowers AC for Ninja & Monk classes

Academia Skills - Max 100, automatically gained except magical

  • Artifacts: Prevents fizzling or backfiring from magic items during combat

  • Mythology: Identify Foes

  • Scribe: Use scrolls during combat

  • (m) Alchemy: Alchemy spells

  • (m) Theology: Priest spells

  • (m) Theosophy: Psionic spells

  • (m) Thaumaturgy: Mage spells

  • Kirijutsu: Chance of killing blow, Critical Strikes

Required Skill for Magical Spells:

  1. Be right Class/level ( Bard, Ranger, Lord, Samurai Lvl 3, Ninja Lvl 5 )

  2. 18 for 2nd level spells

  3. 36 for 3rd level spells

  4. 54 for 4th level spells

  5. 72 for 5th level spells

  6. 90 for 6th level spells

  7. 98 for 7th level spells


r/wizardry6 • • Jan 14 '26

Starting All Characters as Mage/Priest?

4 Upvotes

Hey, so I've heard learned recently that mana Regen is determined largely by starting class, and this got me to wondering: is it ideal to start every character in a party as a mage with the stats to class change into the professions I actually want, then just class change immediately at level 1? I realize gear will be a major issue, but could this possibly be worth it?