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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