Wizardry 6 party looks quite a bit different than in previous games. Wizardry 6 marks a new generation with new races, new professions, a new magic system, and a new skill system.
“There are things you must know.”
XORPHITUS
What is new?
Mouse support is ON by default but you can turn this off and use the keyboard exclusively as well. You will also find a hot-togglable difficulty setting in Game Configuration. Use the Level setting to scale difficulty and XP gain per your needs.
There are now 11 Races with unique resistances and some with abilities. There are 14 Professions with varying access to skills and weapons. Each Profession has statistic requirements and each Race has specific starting statistics. It is possible to make any race profession combination at charcater creation if you are awarded enough Bonus Points.
The new Skill System consists of 10 Weaponry Skills that raise by using the weapon but you must have at least 1 point to equip. There are 6 Physical Skills and most raise with use as well. Scouting and all 8 Academia Skills only raise by spending bonus skill points when leveling up.
The new Magic System consists of 4 Spellbooks each associated wih an Academia Skill. Raising the skill gives access to higher level spells in that Spellbook. Each Profession has access to 1 or 0 Spellbooks and if you change Professions you will remember spells you have learned.
Character Generation
You can take a few paths to reach your character and party goals.
Path 1: Play the starter party of six characters that is already created.
Path 2: Make 6 of your own characters with Race and Gender of your choosing. Each character will get a random number of Bonus Points that you can allocate to to obtain access to one of the 14 professions. You may or may not get the professions you want due to minimum statistic requirements for each profession.
Path 3: Spend some time making multiple versions of each of your characters until you get enough Bonus Points to access the starting professions that you may want. The maximum bonus points appears to be 18.
Path 4: Design a party as six careers each with a progression of professions to collect specific skills and spells as you play through this game and the next games in the trilogy.
Statistics
Statistics cap at 18 during character creation and during level-up. The real maximum value is 20 but the only way to reach it is using items that permanently boost a statistic. While these items can be used to help reach statistic minimums for a profession change, it is more efficient to use them only on a final profession after a natual 18 is reached.
Strength affects Weapon Damage Bonus, Stamina, Carry Capacity.
Intelligence affects skill bonus in Thaumaturgy, Alchemy, Theosophy.
Piety affects skill bonus in Theology, Theosophy.
Vitality affects Hit Points, Stamina, Carry Capacity, Mana Regen, and Scouting skill bonus for a Ranger.
Dexterity affects Weapon Hit Bonus, Max Swings per Attack, and Skulduggery skill bonus for a Theif.
Speed affects Base Armor Class, Max Attacks per Round, Initiative
Personality affects reactions with NPCs
Karma affects more than you think, don’t settle for a extremely low karma.
Gender affects little but does have some impacts to know about. Female characters will have STR-2, PIE+1, KAR+1 and only Females can be Valkyries. Gender adjustments may impact the amount of Bonus Points required to reach professions you desire.
Race affects Starting Statistics and therfore the amount of Bonus Points required to reach professions you desire. Race affects Resistances and also imparts Special Features for a few select races. When changing profession, statistics reset to the minimum required for the Profession but when a Profession does not have a minimum value then the statistic resets to the base value for the Race.
Design your Party
The initial profession defines starting equipment and mana regeneration. While it is possible to upgrade your equipment, it is not possible to drastically change your mana regeneration after starting a character. A character that starts as a Mage will always have more mana regeneration than a character that starts as a Fighter regardless of the current profession. Any character can boost their mana regeneration by +1 if they have a Vitality of at least 16.
Profession Change
A character’s profession can change during the playthrough, find the option in the Edit menu item while viewing the character. Profession change becomes possible when a character meets the minimum statistic requirements for the new profession. It is possible to change to a profession that you were in the past. You can build some robust characters like a Theosophy casting Thief with Music skill, a Dual Weilding Kirijutsu infused Lord, a Theosophy casting Ranger with Mind Flay, or a Hide to Backstab Fighter wielding a 2-hander.
Profession Change does NOT modify:
- Hit Points (HP)
- Stamina
- Already Known Spells
- Realm Spell Point (SP) totals
- SP Regeneration
- Already Known Skills
- Inventory, Karma, Gold, Age
Profession Change DOES modify:
- Each statistic is reset to minimum for new Profession or the base value for the Race
- Any new Profession Skills are learned at 0 level
- Resistances are recalculated per new Profession
- Character Level is reset to 1
It may seem like a kick in the elbow to have your Level Reset but it is a boon actually. Consider that you will zoom through the early levels in just a few fights and each level raise is another opportunity to allocate skill points and to pick new spells. Just don’t change profession for the whole party at once, stagger them so that the high level party members can carry the low levels through the initial fights.
One risk to consider is statistics that raise during level up are randomly chosen therefore you can get stuck in a profession if the bonus point stride to the next profession is too great. The max gain for any statistic is 1 per level so consider a Gnome Fighter to Samurai has a Speed stride of 6 to 14! That means you need to roll a Speed raise 8 times for a Gnome Fighter to become a Samurai, that is a lot as level gains take longer as you get higher.
The very first profession change can be more predictable because the extra bonus points during character creation can be selectively allocated. It can be helpful to use this boon for large strides.
Profession Goals
Decide what you want from each profession stop in the career. Spells are only learned from the spellbook of the current profession so be sure to focus level-up skill points in Acedemia for spell goals.
My recent party
I enjoy playing through all three games with a single party and even more I enjoy thinking about the design idea for the party up front. My most recent party:
M-Dracon Samurai
Mage 10~
Thaumaturgy 10
Oratory practice
Pole&Staff practice
Samurai 16+
Kirijutsu 100
Artifacts 30+
Sword practice
Skill/Spell Notes:
First turn role is typically a standard attack, Fireball, Iceball, or Magic Missile depending on the encounter. Get Knock-Knock early as you have no squishy Thief. Mage start seeds best spell point regeneration in Fire, Water, and Magic (divine) realms.
Optimal End Game Gear:
Muramasa Blade
Hammer+1.5
Hi-Kane-Do (U)
Hi-Kane-Do (L)
Cuir Gauntlets
Kabuto
Water Wings
Ring of Speed
Optimal Transfer Gear:
Muramasa Blade
Wakizashi
Studded Hauberk
Stud Chausses
Cuir Gauntlets
Kabuto
Buskins
Ring of Stars
Potion of Hv. Heal
Transfer Notes:
Take a great weapon and decent armor. Stock up on Potions of Hv. Heal in spare spots.
M-Hobbit Lord
Mage 10~
Thaumaturgy 100
Oratory practice
Ninja 11~
Kirijutsu 100
Mace&Flail practice
Lord 16+
Theology 100
Mace&Flail practice
Sword practice
Skill/Spell Notes:
First turn role is typically a standard attack, Fireball, Iceball, or Magic Missile depending on the encounter. Get Knock-Knock early as you have no squishy Thief. Mage start seeds best spell point regeneration in Fire, Water, and Magic (divine) realms.
Everyone heals but you are a primary healer and condition curer.
Optimal End Game Gear:
The Avenger
Diamond Eyes
Ebony Plate (U)
Ebony Plate (L)
Mantis Gloves
Ebony Heaume
Mantis Boots
Ring of Speed
Optimal Transfer Gear:
The Avenger
Bec De Corbin
Plate Mail
Plate Greviere
Copper Gloves
Helm&Coif
Solleret
Cameo Locket
Potion of Hv. Heal
Transfer Notes:
Take a great weapon and decent armor. Stock up on Potions of Hv. Heal in spare spots. Bring the Cameo Locket if you have it.
M-Dracon Samurai
Mage 10~
Thaumaturgy 100
Oratory practice
Pole&Staff practice
Samurai 16+
Kirijutsu 100
Mythology 30+
Sword practice
Skill/Spell Notes:
First turn role is typically a standard attack, Fireball, Iceball, or Magic Missile depending on the encounter. Get Knock-Knock early as you have no squishy Thief. Mage start seeds best spell point regeneration in Fire, Water, and Magic (divine) realms.
Optimal End Game Gear:
Bushido Blade
Wakizashi+1
Hi-Kane-Do (U)
Hi-Kane-Do (L)
Cuir Gauntlets
Kabuto
Buskins
Ring of Speed
Optimal Transfer Gear:
Bushido Blade
Wakizashi
Studded Hauberk
Stud Chausses
Cuir Gauntlets
Kabuto
Buskins
Potion of Hv. Heal
Transfer Notes:
Take a great weapon and decent armor. Stock up on Potions of Hv. Heal in spare spots.
F-Dwarf Valkyrie
Priest 11~
Theology 100
Oratory practice
Pole&Staff practice
Ninja 11~
Kirijutsu 100
Pole&Staff practice
Skulduggery seed 1 point
Valkyrie 16+
Pole&Staff practice
Build Notes:
First turn role is typically a Kirijutsu laced extended attack or control with Sleep, Silence, or Anti-Magic depending on the encounter. Priest start seeds best spell point regeneration in Air, Earth and Magic (divine) realms.
Everyone heals but you are a primary healer and condition curer. I put 1 point into Skulduggery while a Ninja just in case you want to raise it in Wiz7 after transfer.
Optimal End Game Gear:
Menad’s Lance
—
Full Plate (U)
Full Plate (L)
Silver Gloves
Armet
Solleret
Bone Necklace
Optimal Transfer Gear:
Menad’s Lance
—
Plate Mail
Plate Greviere
Copper Gloves
Helm&Coif
Solleret
Diamond Ring
Potion of Hv. Heal
Transfer Notes:
Take a great weapon and decent armor. Stock up on Potions of Hv. Heal in spare spots.
F-Felpurr Bard
Alchemist 10~
Alchemy 54
Mace&Flail practice
Samurai 11~
Thaumaturgy 100
Kirijutsu seed 1 point
Oratory practice
Dagger practice
Bard 16+
Music 100
Kirijutsu 100
Mace&Flail practice
Dagger practice
Skill/Spell Notes:
First turn role is typically a Kirijutsu laced extended attack, Blinding Flash, Music or Asphyxiation depending on the encounter. Alchemist start seeds the best spell point regeneration in Fire, Earth and Air realms.
Optimal End Game Gear:
Cat'O Nine Tail
Skull Dagger
Jazeraint Tunic
Jazeraint Skirt
Chamois Gloves
Phrygian Cap
Leather Boots
Ring of Speed
Optimal Transfer Gear:
Cat'O Nine Tail
Poignard
Studded Hauberk
Leather Legging
Chamois Gloves
Phrygian Cap
Leather Boots
Lute
Angel's Tongue
Potion of Hv. Heal
Transfer Notes:
Take a great weapon and decent armor. Bring these 2 instruments which can help out early in 7.
F-Elf Ranger
Psionic 15~
Theosophy 100
Oratory practice
Pole&Staff practice
Ninja 11~
Alchemy 54
Oratory practice
Pole&Staff practice
Bow practice
Ranger 11+
Scouting 100
Bow practice
Skill/Spell Notes:
First turn role is almost always Mind Flay.. but Illusion or even Bless is a solid start if you are not worried about the opponent's abilities.
Optimal End Game Gear:
Elven Bow
Barbed Arrow
Suede Doublet
Suede Pants
Chamois Gloves
Feather Hat
Leather Boots
Forest Cape
Optimal Transfer Gear:
Elven Bow
Barbed Arrow
Suede Doublet
Suede Pants
Chamois Gloves
Feather Hat
Leather Boots
Potion of Hv. Heal
Transfer Notes:
Take a great weapon and decent armor. Stock Barbed Arrows in spare spots.
Character Transfer
It is possible to transfer your Wizardry 6 characters into Wizardry 7 and then into Wizardry 8. The result of these transfer often times will strip some gear, stats, experience levels, and spells. The purpose of this power reduction is to balance with new parties starting at level 1. The results of transfering characters can also vary based on the endings that you receive in the previous game.
Some but not all gear will transfer to Wizardry 7, see the Gear Database to know exactly which gear can successfully transfer to the next adventure. You will retain all known skills that you learned through Profession Change! So your Lord that used to be a Ninja will still have the Kirijutsu skill, albiet with a reduced starting value. As you level up in the next game you will be able to add skill points to Kirijutsu skill even though you are not still a Ninja. SP Regen in the next game will be based on the transfered profession NOT the starting profession.
Attribution
Buy this game:


