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Attributes and Skills

Attributes Expert Skills Combat and Weapon Skills
Building the right attributes and skills can determine whether a character is a the bane of Rapax or the one who just can't seem to do anything right. It helps to know what these attributes and skills do specifically. Note: I do not know who contributed this information, but its some of the most useful information I have come across. If you have any comments or additions, email them to shau185@icqmail.com

Attributes

Attributes determine alot of things. They increase just about everything. If an attribute is the Primary Attribute for a skill, it is the main determining factor for how quickly that skill will increase through use. The following is a list of what increasing an attribute does, on a per point basis. CC is Carrying Capacity. A "?" is listed for Intelligence and Piety concerning spell points because your total spell points is also affected by level, current spells, and your skills in both the schools of magic and the individual realms.

Strength 2.5 cc, .7 stamina
Melee: .1 to Hit, .1 Attack Rating, 2%/1% damage above/below 50
Ranged: 1%/.5% damage above/below 50
Note: Strength increase weapon damage for all but Modern Weapons

Intelligence ? spell points

Piety .7 stamina, ? spell points

Vitality 1.25 cc, .7 stamina, .125 HP/Level

Dexterity Melee: .1 to Hit, .083 Attack Rating
Ranged: .1 to Hit, .125 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 .2 Initiative
Melee: .05 to Hit, .05 Attack Rating
Ranged: .05 to Hit, .05 Attack Rating


Expert Skills

Power Strike Melee: .05 to Hit, .05 Attack Rating
Power Cast ?
Iron Will .2 all magic resistances
Iron Skin .25 damage resistance
Reflextion .06 AC
Snake Speed .1 Initiative
Eagle Eye Ranged: .0625 to Hit, .0625 Attack Rating

Combat and Weapon Skills

Close Combat
Melee: .05 Attack Rating, .01 # of attacks
Ranged Combat
Ranged: .05 Attack Rating; skill 100 gives 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 secondary weapon starts off at 1/4

Sword .1 Attack Rating, .01 # of swings
Axe .1 Attack Rating, .01 # of swings
Polearm .1 Attack Rating, .01 # of swings
Mace and Flail .1 Attack Rating, .01 # of swings
Dagger .1 Attack Rating, .01 # of swings
Staff and Wand .1 Attack Rating, .01 # of swings
Shield .01 * shield AC, capped at 4 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 and Sling .1 Attack Rating
Martial Arts .1 Attack Rating, .085 damage

Stealth .1 AC