Wizardry 8 Statistics & Formulas Chart by ???
I wrote this up after getting tired of restarting the game to try different
character types. All testing was done with level one characters. I'm still
looking for information on how leveling up changes your attacks and swings,
and whether it differs between character classes. All the statistics are
on a per-point basis; that is, the .04 AC that each point of speed gives
you means that a character with 100 dexterity will have 100 * .04 = 4 more
points of AC than a character with 0 dexterity. For the character class
comparisions, I only added up the statistics the class actually uses, listed
in the suggested order for increasing at level up.
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Gaining Levels: Other than points for statistics and skills, you get extra
swings, extra attacks, spell points, and a little attack rating.
No idea how it all works, exactly.
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Strength 2.5 lbs carry weight, .7 stamina
Melee: .1 to Hit, .1 Attack Rating, 2%/1% damage above/below 50
Ranged: 1%/.5% damage above/below 50
Intelligence ? spell points
Piety .7 stamina, ? spell points
Vitality 1.25 lbs carry weight, .7 stamina, .125 HP/Level
Dexterity Ranged: .1 to Hit, .125 Attack Rating
Melee: .1 to Hit, .083 Attack Rating
Adds extra attacks as you level up, although slower than speed
Speed .04 AC, .2 Initiative
Adds extra attacks and swings as you level up
Senses Melee: .05 to Hit, .05 Attack Rating
Ranged: .05 to Hit, .05 Attack Rating
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Power Strike Melee: .05 to Hit, .05 Attack Rating
Iron Will .2 all magic resistances
Iron Skin .25 damage resistance
Reflection .06 AC
Snake Speed .1 Initiative
Eagle Eye Ranged: .0625 to Hit, .0625 Attack Rating
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Close Combat Melee: .05 Attack Rating, .01 # of attacks
Ranged Combat Ranged: .05 Attack Rating; maxing this gives you an extra swing
Dual Weapons .005 of weapon skill Attack Rating bonus for primary weapon
.0025 of weapon skill Attack Rating bonus for secondary weapon
note: percentage-wise enables all the extra attacks, swings,
and attack rating you'd receive from weapon skills
note: 0 skill gives 1/2 weapon skill bonuses for primary
1/4 weapon skill bonuses for secondary
note: strength damage bonus for second weapon starts off 1/4
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Sword .1 Attack Rating, .01 # of swings
Axe .1 Attack Rating, .01 # of swings
Polearm .1 Attack Rating, .01 # of swings
Mace .1 Attack Rating, .01 # of swings
Dagger .1 Attack Rating, .01 # of swings
Staff .1 Attack Rating, .01 # of swings
Shield .01 * shield AC
Modern Weapon .1 Attack Rating, no extra swings, no strength damage bonus
Bow .1 Attack Rating; maxing this gives you an extra attack
Throwing/Sling .1 Attack Rating
Martial Arts .1 Attack Rating, .085 damage
Stealth .1 AC
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Fighter
Dual-wielding appears to increase your damage between 25% and 50%, so I'd
recommend it over the small boost in AC a shield will give.
Suggested order for maxing statistics at level up:
Strength, speed, dexterity, vitality, senses
Lizardman 310, +15 magic resist
Mook 285, +40 magic resist
Dwarf 280, +12 magic resist, +7 damage resist
Dracon 295, +10 magic resist, breathes acid
Hobbit 300, +10 magic resist
Felpurr 295, +15 magic resist
Rawulf 275, +30 magic resist
Elf 265, +30 magic resist
Gnome 275, +20 magic resist
Human 285
Faerie 270, +60 magic resist, +2 ac, 2/3rds carrying capacity
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Lord
The fighter is better as a duel-wielder (the extra 25 points in dual wield
doesn't do squat), so only use this class if you want the magic.
The health regeneration isn't fast enough to notice in combat, which is
the only time it would matter.
Suggested order for increasing statistics at level up:
Strength, speed, dexterity, vitality, piety, senses
Rawulf 335, +30 magic resist
Dwarf 305, +12 magic resist, +7 damage resist
Dracon 325, +10 magic resist, breathes acid
Hobbit 330, +10 magic resist
Felpurr 325, +15 magic resist
Human 330
Elf 315, +30 magic resist
Gnome 315, +20 magic resist
Mook 300, +40 magic resist
Lizardman 335, +15 magic resist, slower mana regeneration
Faerie 290, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
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Valkyrie
Like the lord, only use if you want the magic. She's almost as good as a
non-lizard fighter at polearms, though.
Suggested order for increasing statistics at level up:
Strength, speed, dexterity, vitality, piety, senses
Dwarf 330, +12 magic resist, +7 damage resist
Rawulf 335, +30 magic resist
Dracon 325, +10 magic resist, breathes acid
Felpurr 325, +15 magic resist
Elf 315, +30 magic resist
Hobbit 330, +10 magic resist
Human 330
Mook 305, +40 magic resist
Gnome 315, +20 magic resist
Lizardman 335, +15 magic resist, slower mana regeneration
Faerie 295, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
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Ranger
Only useful as a bow specialist, or possibly for the auto-scouting, depending
on your play style. Items appear to be in obvious locations so far.
Suggested order for increasing statistics at level up:
Senses, speed, dexterity, strength, vitality, piety
Faerie 305, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Mook 310, +40 magic resist
Elf 315, +30 magic resist
Rawulf 315, +30 magic resist
Gnome 315, +20 magic resist
Hobbit 320, +10 magic resist
Human 325
Dwarf 310, +12 magic resist, +7 damage resist
Dracon 310, +10 magic resist, breathes acid
Felpurr 315, +15 magic resist
Lizardman 307, +15 magic resist, slower mana regeneration
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Samurai
Fighters with critical strike, a bonus to swords, and mage spells. Dual wield
looks good, as the increased number of attacks should give more criticals.
Suggested order for increasing statistics at level up:
Strength, speed, dexterity, vitality, piety, intelligence, senses
Dwarf 355, +12 magic resist, +7 damage resist
Mook 360, +40 magic resist
Elf 365, +30 magic resist
Rawulf 360, +30 magic resist
Gnome 365, +20 magic resist
Hobbit 370, +10 magic resist
Human 375
Dracon 360, +10 magic resist, breathes acid
Felpurr 365, +15 magic resist
Lizardman 360, +15 magic resist, slower mana regeneration
Faerie 360, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
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Gadgeteer
Stick with your gun. Anyone know the maximum engineering you need for gadgets?
Suggested order for increasing statistics at level up:
Senses, speed, dexterity, vitality, strength
Mook 280, +40 magic resist
Faerie 270, +60 magic resist, +2 ac, 2/3rds carrying capacity
Hobbit 285, +10 magic resist
Dracon 275, +10 magic resist, breathes acid
Felpurr 280, +15 magic resist
Elf 260, +30 magic resist
Gnome 270, +20 magic resist
Lizardman 270, +15 magic resist
Human 275
Rawulf 255, +30 magic resist
Dwarf 249, +12 magic resist, +7 damage resist
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Ninja
Best used as a thrown weapons specialist for the thrown criticals and
penetration bonuses. If you want martial arts, go with a monk.
Faeries apparently can use all ninja armor and weapons; can anyone confirm?
Suggested order for increasing statistics at level up:
Senses, speed, dexterity, vitality, strength, piety
Faerie 305, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Mook 310, +40 magic resist
Elf 315, +30 magic resist
Rawulf 315, +30 magic resist
Dwarf 299, +12 magic resist, +7 damage resist
Gnome 315, +20 magic resist
Hobbit 320, +10 magic resist
Human 325
Felpurr 315, +15 magic resist
Dracon 310, +10 magic resist, breathes acid
Lizardman 307, +15 magic resist, slower mana regeneration
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Monk
The martial arts specialist; regular weapons with this one is a waste. Max
your stealth, critical strike, martial arts, and close combat. Stealth is
absolutely necessary to stay alive; you need that AC.
Faeries apparently can use all monk armor; can anyone confirm?
Suggested order for increasing statistics at level up:
Strength, speed, dexterity, vitality, piety, senses
Faerie 305, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Mook 310, +40 magic resist
Dwarf 299, +12 magic resist, +7 damage resist
Rawulf 315, +30 magic resist
Gnome 315, +20 magic resist
Hobbit 320, +10 magic resist
Felpurr 315, +15 magic resist
Human 325
Dracon 298, +10 magic resist, breathes acid
Lizardman 287, +15 magic resist, slower mana regeneration
Elf 265, +30 magic resist
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Rogue
Dual-wielding two daggers looks like the way to go. Then again, if you can
backstab with other weapons (can you?), using swords would be a lot better.
Suggested order for maxing statistics at level up:
Strength, speed, dexterity, vitality, senses
Lizardman 310, +15 magic resist
(Yes, this isn't a misprint. Intelligence isn't used for
anything but the secondary statistic for lockpicking.)
Dracon 295, +10 magic resist, breathes acid
Felpurr 295, +15 magic resist
Hobbit 300, +10 magic resist
Mook 285, +40 magic resist
Dwarf 280, +12 magic resist, +7 damage resist
Rawulf 280, +30 magic resist
Gnome 275, +20 magic resist
Human 285
Elf 265, +30 magic resist
Faerie 270, +60 magic resist, +2 ac, 2/3rds carrying capacity
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Bard
A versatile class, as you can go ranged, dual wield, or sword and shield with
equal effectiveness.
Suggested order for maxing statistics at level up:
Strength, speed, dexterity, vitality, senses, int
Hobbit 340, +10 magic resist
Mook 335, +40 magic resist
Faerie 325, +60 magic resist, +2 ac, 2/3rds carrying capacity
Felpurr 335, +15 magic resist
Elf 315, +30 magic resist
Dracon 330, +10 magic resist, breathes acid
Dwarf 310, +12 magic resist, +7 damage resist
Lizardman 330, +15 magic resist
Gnome 325, +20 magic resist
Human 330
Rawulf 310, +30 magic resist
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Priest
Depending on whether you want to emphasis fighting or power-casting, add points
to vitality or intelligence.
Suggested order for increasing statistics at level up:
Piety, intelligence, speed, vitality, dexterity, strength, senses
Faerie 360, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Mook 360, +40 magic resist
Elf 365, +30 magic resist
Rawulf 365, +30 magic resist
Gnome 365, +20 magic resist
Felpurr 365, +15 magic resist
Dwarf 360, +12 magic resist, +7 damage resist
Dracon 360, +10 magic resist, breathes acid
Hobbit 370, +10 magic resist
Human 375
Lizardman 360, +15 magic resist, slower mana regeneration
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Alchemist
Stock up on those sling bullets.
Suggested order for increasing statistics at level up:
Intelligence, piety, speed, vitality, dexterity, senses
Faerie 335, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Elf 330, +30 magic resist
Rawulf 325, +30 magic resist
Gnome 330, +20 magic resist
Hobbit 330, +10 magic resist
Felpurr 325, +15 magic resist
Mook 310, +40 magic resist
Human 330
Dwarf 305, +12 magic resist, +7 damage resist
Dracon 305, +10 magic resist, breathes acid
Lizardman 300, +15 magic resist, slower mana regeneration
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Bishop
I'd almost not bother with weapons at all for this one.
Suggested order for increasing statistics at level up:
Piety, intelligence, speed, vitality, dexterity, senses
Faerie 335, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Elf 330, +30 magic resist
Rawulf 325, +30 magic resist
Gnome 330, +20 magic resist
Mook 310, +40 magic resist
Felpurr 325, +15 magic resist
Hobbit 330, +10 magic resist
Human 330
Dwarf 295, +12 magic resist, +7 damage resist
Dracon 290, +10 magic resist, breathes acid
Lizardman 260, +15 magic resist, slower mana regeneration
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Psionic
Slings once more.
Suggested order for increasing statistics at level up:
Senses, piety, speed, intelligence, dexterity, vitality
Faerie 335, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Elf 330, +30 magic resist
Rawulf 325, +30 magic resist
Gnome 330, +20 magic resist
Hobbit 330, +10 magic resist
Felpurr 325, +15 magic resist
Mook 310, +40 magic resist
Human 330
Dwarf 305, +12 magic resist, +7 damage resist
Dracon 305, +10 magic resist, breathes acid
Lizardman 300, +15 magic resist, slower mana regeneration
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Mage
Slings, as if you have a choice.
Suggested order for increasing statistics at level up:
Intelligence, piety, speed, vitality, dexterity, senses
Faerie 335, +60 magic resist, +2 ac, 2/3rds carrying capacity,
faster mana regeneration
Elf 330, +30 magic resist
Rawulf 325, +30 magic resist
Gnome 330, +20 magic resist
Hobbit 330, +10 magic resist
Felpurr 325, +15 magic resist
Mook 310, +40 magic resist
Dwarf 305, +12 magic resist, +7 damage resist
Human 330
Dracon 305, +10 magic resist, breathes acid
Lizardman 330, +15 magic resist, slower mana regeneration
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