Additional Character Statistics

Aside from the statistics and attributes you selected while creating your character, you will see others which you may not be familiar with. Each of these attributes is explained below.

Age: Adventure begins early for these youngsters. Its

  • symbol, the planets moving around the sun, represents • ^ ♦ the passage of time. Each occasion your characters
  • quot;Rest", they get a bit older (only by 8 hours, mind you).

Eventually, their vitality may lessen and they may, in general, start to show signs of their age. However, starting young, all of your characters have a good long life ahead of them.

Rebirths: It's an unfortunate fact, but even the best of

*the best fall prey to a monster's attack and die. When this happens, characters lose a point of vitality. However, your character can be reborn by magical and other means. The number you see next to the kneeling character's icon tells you which life he or she is currently enjoying.

Level (LVL): As your character learns the ways of Wizardry, he or she will become more experienced. To reflect this experience, the character earns experience levels which in turn give the character greater powers and abilities.

Rank (RNK): As your character becomes more experienced, he or she will earn ranks within his or her profession. The rank serves as a title of sorts, and helps to identify the character as an outstanding member of the profession.

Experience Points (EXP): As your characters slay monsters and perform special tasks, they are awarded experience points. As these experience points build up, your PCs will gain experience levels (LVL).

Monster Kill Statistic (MKS): For the hack-slasher this is the all important statistic. The number you see represents the number of monsters you have, in one way or another, sent to the Grim Reaper.

Condition (CND): Normally, a character will be "OK", suffering from no illness and generally healthy. However, your character may, at some point, become less than healthy. He or she may become Afraid, Asleep, Blinded, Dead, Insane, Irritated, Nauseous, Paralyzed, Poisoned or Stoned. For all of these maladies, except stoning and death, resting may eventually remedy the condition, although sometimes magical intervention is useful or required. See Combat Notes: Health-Related Maladies for more information.

Gold Pieces (GP): Just as it sounds, the number you see here represents the amount of gold the character currently holds. Gold is very important within the Wizardry world. Among other things, gold allows you to buy goodies, and since it's also used by monsters and NPCs, you don't have to worry about any currency exchange problems.

Carrying Capacity (CC): All characters, because of race, strength and other factors, have a limited amount of weight they can successfully carry without a lot of encumbrance. If your character is carrying too much weight, he or she is typically easier for the monsters to hit, and will likely have some trouble fighting well (See Combat Notes: Encumbrance for more information.) In general, it will take more stamina just to move around. However, Wizardry will let you know when your character is overloaded. In the character "Review" screen you will see Carrying Capacity's color has changed to:

  • light blue if they are carrying 66% to 74% of their total capacity
  • yellow if they are carrying 75% to 89% of their total capacity
  • red if they are carrying 90% or more of their total capacity.

It is possible for your character to carry more than his or her carrying capacity. However, any character who attempts this heroic feat of muscle will likely exhaust his stamina so quickly that he'll pass out from exhaustion a few steps later.

Armor Class (AC): A character's armor class describes how well he or she is protected from attack. Armor class ranges from a +10 (virtually naked) to a -10 (a sherman tank). Without question, the lower the armor class, the better. In Wizardry, there are several different armor classes:

Natural Armor Class

Encumbrance Penalty/ Shield Bonus

Magical

Head t Feet

Hands

Chest Legs

Natural AC reflects the character's ability to avoid being hit by a monster. Certain races, such as the Faerie, have a genetically low natural armor class. Characters who are fast and dexterous or those skilled in Ninjutsu also have a low natural armor class.

(Encumbrance Penalty/Shield Bonus) offsets your natural armor class and is consulted whenever your character is attacked. If your character is encumbered, he or she doesn't move well, and therefore is easier to hit. In this case, you would see an encumbrance penalty - a positive number reflecting an increase in your character's armor class. However, if the character is equipped with a shield, you would see a shield bonus - a negative number reflecting a decrease in your character's armor class. Should the character be both encumbered and wearing a shield, and average of the two would be displayed. When Wizardry needs information on your character's natural armor class, it adds the number in parentheses to the natural armor class to get an overall picture of how well protected the character is. In the case of a negative number, it's subtracted.

Magical Armor Class represents the armor class protection of any magical items your character equips. Magical protection covers the entire body.

Body Armor Classes show you how well a particular body part is protected against penetration by a monster's weapon once the character has already been hit. Even if a monster hits your character, its weapon may never penetrate the armor on that body part.

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