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.
Axe
This ability allows battle or hand axes to be used effectively in combat.
Bow
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.
Shield
The practical ability to block an opponent's strikes by employing a shield requires practice and experience.
Sling
The art of pulling the elastic cord to hurl bullets of various materials takes practice and ability.
Sword
Any blade, katanas are skillfully utilized with practice in this ability.
Throw
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.
Legerdemain
Pickpocketing items from an NPC requires a genuine skill in Legerdemain to be successful, and significantly more practice to be effective.
Music
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.
Ninjutsu
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.
Oratory
This vocal exercise allows spellcasters to precisely annunciate their spells. Magic casters with a high Oratory will successfully cast more spells.
Scout
Trained Scouts gain the ability to spot hidden objects and entrances with little effort.
Skulduggery
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.
Alchemy
The capability to learn and combine alchemical ingredients to use in spells
Artifacts
This skill is required to use the abilities of enchanted items and weapons successfully.
Kirijutsu
This deadly ability provides the knowledge of where to strike to kill with a single hit.
Mythology
Characters trained in this vocation can recognize the names of their adversaries.
Scribe
This skill allows the character to read incantations from scrolls properly.
Thaumaturgy
The divine training that grants priest spells in both the light and dark schools
Theology
Theosophy represents the mental and spiritual discipline that imparts psionic spells on the possessor.
Theosophy
The arcane knowledge that is sought after by mages and wizards, which allows them to cast a wide range of spells.