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Sir-Tech, InterPlay, Capcom U.S.A., Nintendo
Wizardry 1-5 Character Info
ALIGNMENT /
RACE /
CLASS
Natural Alignment Chart |
GOOD | Neutral | Evil |
Fighter | Fighter | Fighter |
Mage | Mage | Mage |
Priest | | Priest |
| Thief | Thief |
Bishop/Wizard | | Bishop/Wizard |
Samurai | Samurai | |
Lord | | |
| | Ninja |
Note 1:
Alignment: can be changed by the following:
When presented the option Fight/Leave:
Choosing Fight is a Evil act.
Choosing Leave is a Good act.
Enough of either will change:
Good --> Evil or Evil --> Good
Neutral characters can do either and will not change.
Note 2:
Class: In some Wizardry scenarios there are certain
items that allow a Class change regardless.
|
Character Race Chart |
Race | Starting Statistics |
Resistances (not applicable to IBM and Apple II versions) |
Proficiency |
| Str | Int | Pie/Dev | Vit | Agi | Luc | | |
Dwarf | 10 | 7 | 10 | 10 | 5 | 6 | Magic/Poison +1 vs Goblins/Orcs/Hobgoblins -4 vs Ogres/Trolls/Giants | 25% Axe/25% Sword 25% Hammer/25% Spear |
Elf | 7 | 10 | 10 | 6 | 9 | 6 | Charm/Sleep | 30% Spear/20% Sword |
Gnome | 7 | 7 | 10 | 8 | 10 | 7 | Magic/Poison +1 vs Kobolds/Goblins -4 vs Gnolls/Bugbears/Ogres/Trolls/Giants | 40% Club/30% Spear 20% Short Sword |
Hobbit | 5 | 7 | 7 | 6 | 10 | 15 | | |
|
Human | 8 | 8 | 5 | 8 | 8 | 9 | | |
|
Character Class Chart |
Class | Alignment | Str | Int | Pie/Dev | Vit | Agi | Luc |
Fighter | Any | 11 | | | | | |
Mage | Any | | 11 | | | | |
Priest | No Neutral | | | 11 | | | |
Thief | No Good | | | | | 11 | |
Bishop/Wizard | No Neutral | | 12 | 12 | | | |
Samurai (Wiz 1-3) | No Evil | 13 | 13 | 14 | 14 | | |
Samurai (Wiz 5) | No Evil | 15 | 11 | 10 | 14 | 10 | |
Lord (Wiz 1-3) | Good | 13 | 13 | 11 | 11 | 13 | 12 |
Lord (Wiz 5) | Good | 12 | 12 | 12 | 15 | 14 | 15 |
Ninja (Wiz 1-3) | Evil | 15 | | 15 | 11 | 15 | |
Ninja (Wiz 5) | Evil | 15 | 17 | 15 | 16 | 15 | 16 |
Wizardry Character Info
For the Following
Wizardry VI: Bane of the Cosmic Forge
Wizardry VII: Crusaders of the Dark Savant
Wizardry IV: Throb of the Demon's Heart (Japanese Super Famicon)
Character Races
All told, there are eleven different races that your character can choose from.
Each race has its own advantages and shortcomings.
A character's race determines his or her base statistics, such as strength and intelligence, and affects the ability to resist sickness, magic or a monster's attack.
Ultimately, a character's race influences which professions he or she may enter.
A complete description of all Wizardry's races follows:
|
|
Race Image |
Race Species |
Str |
Int |
Pie |
Vit |
Dex |
Spe |
Per |
Description and Resistances.
This is the format to which each Race will be displayed.
Legend:
Strength Intelligence Piety Vitality Dexerity Speed Personality
|
|
![Race Symbol](images-w/images/symbol-human.gif) |
Human |
9 |
8 |
8 |
9 |
9 |
8 |
8 |
Humans are the race to which all others in Wizardry are compared. Perfectly balanced in its statistics, having
no particular strengths and no decided weaknesses, the human serves as a stable and dependable creature
regardless of the profession a Human character eventually enters.
Resistances: Although a Human has no natural resistances, it has no particular shortcomings either.
|
![Race Symbol](images-w/images/symbol-elf.gif) |
Elf |
7 |
10 |
10 |
7 |
9 |
9 |
8 |
Elves are smallish creatures, with pointed ears and a broad smile. They excel at intellectual pursuits, loving
not only what they learn but the study that comes with it as well. Armed with these smarts, Elves make
excellent magic users. Elves are also nimble creatures, moving their small bodies with an above-average ease
and speed.
Resistances: Elves, because of their high intelligence, have a natural resistance to hypnosis and
sleep spells.
|
![Race Symbol](images-w/images/symbol-dwarf.gif) |
Dwarf |
11 |
6 |
10 |
12 |
7 |
7 |
7 |
Coming from a long line of forest and cave-dwelling folk, Dwarfs also have a taste for any adventure. They are
small beings, but display a remarkable amount of strength. Their hearty stance and high vitality make them a
natural for combat-related professions. Also pious creatures, Dwarfs make great Priests.
Resistances: The Dwarfs' robust body provides poison resistance, while its heredity provides for magic
spell protection.
|
![Race Symbol](images-w/images/symbol-gnome.gif) |
Gnome |
10 |
7 |
13 |
10 |
8 |
6 |
6 |
In the underground caves of Wizardry, one might just find whole groups of Gnomes in their natural habitat.
Typically keeping to themselves, Gnomes are sturdy, strong and agile creatures; their small stance can easily
fool opponents in combat. Gnomes are also extremely pious individuals whose zest for learning is virtually
unequalled by any other race.
Resistances: Because of their high piety and ancestry, Gnomes posess a resistance to magic spells.
|
![Race Symbol](images-w/images/symbol-hobbit.gif) |
Hobbit |
8 |
7 |
6 |
9 |
10 |
7 |
13 |
A sleek and tiny race, the Hobbit is a dexterious and busy type able to maneuver its body ( and especially its
fingers) into and out of the tightest situations. The Hobbit is also well known as a charming conversationalist
and for its amazing friendliness and hospitality. Hobbits with lesser inclinations frequently use their silver
-tongues and quick fingers to help themselves to goods and information.
Resistances: The Hobbit has resistance to Magic-realm spells.
|
![Race Symbol](images-w/images/symbol-faerie.gif) |
Faerie |
5 |
11 |
6 |
6 |
10 |
14 |
12 |
The tiniest and most agile race in all of Wizardry, Faeries are delicate and beautiful beings. Their small
size and lightning speed give them a naturally low armor class. The Faerie is also one of the smartest and
friendliest creatures in Wizardry. Although not much of a fighter, the Faerie can make an excellent Magic
-User or Thief.
Resistances: The Faerie's long kinship with nature provides resistance to magic spells.
|
![Race Symbol](images-w/images/symbol-lizardman.gif) |
Lizardman |
12 |
5 |
5 |
14 |
8 |
10 |
3 |
The Lizardman is a serpentine-type creature whose origins are somewhat uncertain. Although it is human-like in
its ability to talk and walk upright, the Lizardman is not intelligent or personale (actually, others tend to
avoid them). Its strengths lie in its natural ability ti fight...and win. Strong, fast and hearty, with a
mind that thinks "Kill, Kill, Kill", the Lizardman can be the perfect combatant.
Resistances: A lack of intelligence provides resistance to mental spells, while its skin resists acid.
|
![Race Symbol](images-w/images/symbol-dracon.gif) |
Dracon |
10 |
7 |
6 |
12 |
10 |
8 |
6 |
A mixture of blood between Human and the Dragon created this wondrous race with incredibly unique abilities.
While remaining private, the Dracon occasionally ventures out and will accompany another group for reasons of
its own. It is strong, dexterious, and hearty, and can make a great Ranger, Thief, or Fighter. The Dracon
also has a limited ability to breathe acid upon its opponents!
Resistances: Their Dragon ancestry gives Dracons resistance to acid and mental spells.
|
![Race Symbol](images-w/images/symbol-rawulf.gif) |
Rawulf |
8 |
6 |
12 |
10 |
8 |
8 |
10 |
Rawulf's are devoted and hearty creatures. Descending from a race of intelligent, bipedal canines, they share
their ancestor's caring personality and thick coat as well as an indication of their Speed, Strength, and
Dexterity. The Rawulf's desire to learn, coupled with high Piety also help it to become an excellent Priest.
Resistances: The Rawulf's thick hair provides great cold protection.
|
![Race Symbol](images-w/images/symbol-felpurr.gif) |
Felpurr |
7 |
10 |
7 |
7 |
10 |
12 |
10 |
Like their distant relative, the Cat, Felpurrs are fast, smart, and personable. They walk on their hind feet,
and are beautiful creatures with a full mane of hair covering their bodies. Felpurrs are also Intelligent
and Dexterious. Throughout their evolution, they have relied on their sleek body styling and speed more than
actual physical strength, and have the ability to move their bodies with a grace unknown to virtually any
other race.
Resistances: Quick reflexes help the Felpurr to dodge missiles and spells.
|
![Race Symbol](images-w/images/symbol-mook.gif) |
Mook |
10 |
10 |
6 |
10 |
7 |
7 |
9 |
Very magical in nature, the Mook's exact origins are entirely unknown. Those skilled in Wizardry's
mythology have gone so far as to speculate the Mook may even be of Alien origin! Mooks are extremely
intelligent and strong creatures, and have a personality sure to charm the likes of most they encounter.
Resistances: The Mook's magical nature gives it resistance to magical spells. Its fur provides
resistance to cold.
|
Character Classes
A total of fourteen traditional fields of study are available to your character, and each of these professions
follows. By meeting the minimum qualifications of a profession, characters can begin to train in the
profession's skills, magic, and conduct. Along with a description of the profession, you will see its
Spellbooks (if any), Primary Skills and Basic Equipment:
- Spellbooks: If the profession has the ability to learn magic, the spellbook will be
listed here.
- Primary Skills: Fresh out of training, your characters have become somewhat proficient
in certain aspects of their profession. The Primary Skills reflect this training.
- Basic Equipment: It would be pretty unkind, not to mention rude, to send your
characters into the world naked, without weapons or shoes on their feet. Listed here is your
character's basic, beginning inventory.
|
Class Image |
Profession |
Str |
Int |
Pie |
Vit |
Dex |
Spe |
Per |
Description
This is the format to which each Character Class will be displayed.
Legend:
Strength Intelligence Piety Vitality Dexerity Speed Personality
|
Spellbooks |
Primary Skills |
Basic Equipment may vary between Wizardrys, example is from Wizardry VI. |
|
![Profession Image](images-w/images/6-fighter.gif) |
Fighter |
12 |
|
|
|
|
|
|
The general warrior class is one of the most time-honored professions in fantasy role-playing. Fighters
generally have high hit points, and relish their role as shock troops. They may specialize in a wide array
of weaponry skills, and often use these talents to dispose of monsters who stand in the way of adventure.
Fighters mainly concentrate on these combat skills, honing them to a deadly point. Fighters can wear almost
all armor and use most weapons.
|
None |
None |
Long Sword, Leather Cuirass, Fur Legging, Sandals, Buckler Shield |
![Profession Image](images-w/images/6-mage.gif) |
Mage |
|
12 |
|
|
|
|
|
The creators of the powerful Mage spells continue, to this day, to devote a life's work to their study.
Because they practice only the Mage spells and seek no other interests, Mages learn them quicker than any
other profession in Wizardry. They have poor hit points and are very limited in the armor and weapons they
can use. However, their powerful spellcasting makes them ideal for any party.
|
Mage |
Thaumaturgy |
Staff, Robes, Sandals, 1 Magic Missile scroll |
![Profession Image](images-w/images/6-priest.gif) |
Priest |
|
|
12 |
|
|
|
8 |
Long known for their healing powers, Priests are useful to any party hoping to live for more than a day in the
world of Wizardry. Dedicated individuals, Priests give all of their attention to study of divine Priest
spells. Their devotion allows them to learn Priest spells quicker than any other profession. Priests are also
skilled diplomats, able to negotiate with NPCs. Priests have fairly high hit points, must use specially
consecrated weapons, and can wear light armor.
|
Priest |
Theology |
Quarterstaff, Robes, Sandals, 3 Dios Potions |
![Profession Image](images-w/images/6-thief.gif) |
Thief |
|
|
|
|
12 |
8 |
|
For those who just couldn't resist a good temptation, thieving might just be the perfect career. Thieves are
very good at circumventing the noxious treasure chest traps which often lie between a party and their hard-
earned loot. They also have a skill to pick locked doors, and delight in the opportunities to pick a pocket.
Thieves can hide in combat, and if successfully hidden, they can launch a suprise attack...doing double
damage.
|
None |
Skulduggery |
Cutlass, Cloth Shirt, Cloth Pants, Buskins, 6 Bite Daggers |
![Profession Image](images-w/images/6-ranger.gif) |
Ranger |
10 |
8 |
8 |
11 |
10 |
8 |
8 |
The nature-lover of Wizardry, the Ranger enjoys a talent for scouting out such things as secret passages,
trick walls and other traps of this nature. Much like Robin Hood, a classic of this profession, Rangers are
excellent archers and have a deadly accurate aim. They receive a bonus when using all projectile weapons
including a chance to score a critical hit. Around the third level of experience, Rangers slowly begin to
learn Alchemists' spells. They also have fairly high hit points, and can hide during combat.
|
Alchemist |
Scout, Bow |
Short Bow, 100 Willow Arows, Suede Doublet, Suede Pants, Buskins |
![Profession Image](images-w/images/6-alchemist.gif) |
Alchemist |
|
13 |
|
|
13 |
|
|
The weavers of magical spells, Alchemists aspire to bend the laws of the universe. Although they are
spellcasters, their traditions show them to be the mixers of potions, and the diviners of spells. Using their
high intelligence, Alchemists concentrate their studies fully to this art allowing them to learn its spells
faster than any other profession. Additionally, due to the nature of their spells, they need no oratory and
therefore cannot be silenced.
|
Alchemist |
Alchemy |
Staff, Robes, Sandals, 1 Cherry Bomb Potion |
![Profession Image](images-w/images/6-bard.gif) |
Bard |
|
10 |
|
|
12 |
8 |
12 |
The silver-tongued adventurer, the Bard enjoys a talent for song, entertainment, and conversation.
Additionally, their musical talents allow them to play different enchanted instruments found within
Wizardry, casting a spell with each. Bards also begin to study powerful Mage spells around the third level of
experience. Bards have been known to pick a pocket or two as well, and learn in the ways of the Thief,
allowing them to pick locks, disarm traps and hide during combat.
|
Mage |
Music |
Sling, 25 Bullet Stones, Cloth Shirt, Cloth Pants, Poet's Lute |
![Profession Image](images-w/images/6-psionic.gif) |
Psionic |
10 |
14 |
|
14 |
|
|
10 |
Concentrating the wonders of the mind, the Psionic is a magic user who has developed mental powers to a level
no other profession can hope to possess. Their spells have the ability to alter the mind, read it and mess
with it in general. They are both clairvoyants and divinators, who focus all their energies on their mental
and magical abilities. Through this devotion, Psionics learn the mental spells faster than any other
profession.
|
Psionic |
Theosophy |
Dagger, Robes, Sandals, Shadow Cloak |
![Profession Image](images-w/images/6-valkyrie.gif) |
Valkyrie |
10 |
|
11 |
11 |
10 |
11 |
8 |
A profession open only to female characters, the Valkyrie is a first-rate lance warrior. Her knowledge of
weapons is vast and precise; her spirit for combat is great. She is strong, and has the ability to swing her
sword with a speed and accuracy admired by all. Around the third level of ability, the pious Valkyrie begins
the study of Priest spells, although she doesn't learn them as fast as a Priest.
|
Priest |
Pole & Staff |
Spear, Fur Halter, Chamois Skirt, Sandals, Leather Helm |
![Profession Image](images-w/images/6-bishop.gif) |
Bishop |
|
15 |
15 |
|
|
|
8 |
Extremely intelligent and pious individuals, Bishops devote a major portion of their time to the ancient
studies. Pooling the knowledge of the Mage and Priest, Bishops are well-studied characters who learn the
spells of both their counterparts. However, because of the time required to study both spellbooks, Bishops
learn spells more slowly then that of the Mage or Priest. Bishops, because of their great wisdom, are skilled
in the political art of diplomacy.
|
Mage, Priest |
Thaumaturgy, Theology |
Quarterstaff, Robes, Sandals, Mitre |
![Profession Image](images-w/images/6-lord.gif) |
Lord |
12 |
9 |
12 |
12 |
9 |
9 |
14 |
Both an excellent fighter, diplomat, and pious spellcaster, Lords are the true crusader knights in Wizardry.
While their combat skills are their primary concern, the Lord's interest in the divine Priest spells
develops around the third level of experience, and helps to provide the party with the additional healing
power it may need. Whether it be inflicting the damage or healing it or negotiating it, Lords are a great
addition to any party.
|
Priest |
Diplomacy |
Braodsword, Quilt Tunic, Quilt Legging, Buskins, Steel Helm |
![Profession Image](images-w/images/6-samurai.gif) |
Samurai |
12 |
11 |
|
9 |
12 |
14 |
8 |
The true swordsman of Wizardry, the Samurai has dedicated his or her life to the study of the sword. Their
lightning speed combined with their sword's accuracy help them fight their way through most any situation.
Samurai can learn the deadly skill of the critical kill, unleashing it upon their opponents in the heat of
battle. Their mystical side allows them to develope Mage spells around the third level of experience.
|
Mage |
Sword |
Katana, Wakazashi, Robes, Sandals |
![Profession Image](images-w/images/6-monk.gif) |
Monk |
13 |
8 |
13 |
|
10 |
13 |
8 |
A wandering person in search of inner and outer development, the Monk is a talented warrior, fighting most
with the hands and feet, who tops this ability with the knowledge of self defense. The Monk also possesses
keen insight into the ways of the mind, and begins to learn the Psionic spells at the third level of
experience. The Monk is also studied in the body, and may critical hit an opponent. He or she may also hide
in combat.
|
Psionic |
Hand & Feet, Theosophy |
Bo, 15 Shurikens, Robes, Sandals |
![Profession Image](images-w/images/6-ninja.gif) |
Ninja |
12 |
10 |
10 |
12 |
12 |
12 |
|
The ultimate assassin, the Ninja is a silent and devout killer with skills and talents admired, but known
little about, by all. They commonly fight with their hands and feet, wreaking havoc upon their unlucky
opponents. Ninja may also deliver a critical blow to whatever stands in their way. Sharing some of the Thief's
skills, the Ninja is able to hide in combat, in hopes of launching a deadly suprise attack. Much later in
their careers, Ninja begin to learn Alchemist spells.
|
Alchemist |
Hand & Feet, Ninjutsu |
15 Shurkens, Ninja Cowl, Ninja Garb, Tabi Boots |
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ULTIMATE WIZARDRY ARCHIVES: Proving Grounds of the Mad Overlord, Knight of Diamonds, Legacy of Llylgamyn, and The Return of Werdna c 1981 - 1998 Robert J. Woodhead, Andrew Greenberg, Inc. and Sir-tech Software, Inc. Heart of the Maelstrom copyright 1988 - 1998 Robert J. Woodhead and Sir-tech Software, Inc. Bane of the Cosmic Forge, Crusaders of the Dark Savant and Wizardry Gold copyright 1990 - 1998 1259190 Ontario Inc. All rights reserved. Wizardry is a registered trademark of 1259190 Ontario Inc. All Rights Reserved. Ultimate Wizardry Archives, Interplay, Interplay Productions, the Interplay logo, Black Isle Studios, the Black Isle Studios logo and "By Gamers. For Gamers" are trademarks of Interplay Productions. All Rights Reserved. Windows, Windows 95 and Windows 98 are trademarks or registered trademarks of Microsoft Corporation. All other trademarks and copyrights are properties of their respective owners.
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