Statistics & Skills

Statistics and Abilities are the core of everything you do in Wizardry 6. Each character has eight statistics and different skills depending on the profession chosen.

Hit Points (HP)

These points represent the amount of damage the character to take before they die. These points decrease when they take physical or magical damage, and healing potions or spells restore them.

Vitality, Race and Profession changes how much of an increase each character gets per level.

Stamina (STA)

These points are the measurement of the character's endurance. The more stamina they have, the more actions they can do before they become asleep due to exhaustion. The percent of stamina remaining also affects physical damage output.

Vitality, Sex, Race, and Profession all changes the total stamina provided.

Armor Class (AC)

The Armour rating describes how well protected the character is from physical attacks. The lower the number, the less damage they receive. You will receive a penalty if you are carrying too much.

Wearing better armour, spells, or some abilities will improve or hinder this statistic.

Carrying Capacity (CC)

The amount of items each character can carry depends on this statistic. When you are overburdened, your AC will be impacted, and each action will use more stamina.

Strength, Stamina, and Vitality changes the total CC provided.

Strength (STR)

All physical actions are affected by the character's strength. Everything from physical damage to carrying capacity and stamina will improve with more strength.

Intelligence (INT)

Abilities, magic and trap disarming are all improved with additional intelligence. This also affects the ability to learn new skills.

Piety (PIE)

New skills, spells and power levels are affected by the devotion to the character's level of study. High piety can even offset poor intelligence.

Vitality (VIT)

The character's lifeforce affects the number of hit points, stamina, and ability to heal. Higher levels also improve your resistance to death, paralysis and poison.

Dexterity (DEX)

The ability to avoid missile attacks, disarm traps, or dodge physical attacks, are based on Dexterity. This also affects your chances to hit with physical attacks.

Speed (SPD)

The higher the speed of a character, the less time it takes to accomplish any task. This increases the attacks per round, and the character's natural Armor Class.

Personality (PER)

The personality amount can hinder or improve the character's interaction with NPCs.

Karma (KAR)

Karma affects everything the character does and how others perceive them.


Weaponry Skills

All weapon skills provide for the effective use of specific types of weaponry and are naturally developed by using them repetitively.


This ability allows battle or hand axes to be used effectively in combat.


The handling of a bow, and firing arrows, requires grace and skill provided by this ability.

Hand & Feet

The talent of using hands and feet to deal damage to an apponent.

Mace & Flail

Mace-like items, including flails and hammers, require the use of this skill.

Pole & Staff

This mastery in this skill allows the use of weapons such as halberds, bo and staves.


The practical ability to block an opponent's strikes by employing a shield requires practice and experience.


The art of pulling the elastic cord to hurl bullets of various materials takes practice and ability.


Any blade, katanas are skillfully utilized with practice in this ability.


The precision of throwing weapons, including shurikens, darts and potions, is governed by this skill.

Wand & Dagger

The talent of brandishing small weapons, such as wands and daggers, are controlled by this one training path.


Physical Skills

Physical skills aren't as simple to build as weaponry but can be grown by regular use. Basic training is required before anyone can practice these specific artforms.


Pickpocketing items from an NPC requires a genuine skill in Legerdemain to be successful, and significantly more practice to be effective.


This ability allows a character to play instruments. A minimum of one point is needed to play, but the more experienced musicians will play with more power.


This legendary skill has been passed down for generations, allowing skilled rogues to hide in plain sight. This also improves the Armor Class for Ninjas and Monks.


This vocal exercise allows spellcasters to precisely annunciate their spells. Magic casters with a high Oratory will successfully cast more spells.


Trained Scouts gain the ability to spot hidden objects and entrances with little effort.


The art of lockpicking and disarming traps takes years of practice and skill to achieve. Some locks will ever only be pickable by true masters.


Academia Skills

Academia skills can never be increased through practice and must be increased manually when the character gains a level.


The capability to learn and combine alchemical ingredients to use in spells


This skill is required to use the abilities of enchanted items and weapons successfully.


This deadly ability provides the knowledge of where to strike to kill with a single hit.


Characters trained in this vocation can recognize the names of their adversaries.


This skill allows the character to read incantations from scrolls properly.


The divine training that grants priest spells in both the light and dark schools


Theosophy represents the mental and spiritual discipline that imparts psionic spells on the possessor.


The arcane knowledge that is sought after by mages and wizards, which allows them to cast a wide range of spells.



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