SECONDARY STATISTICS
Aside from a character’s base statistics, many other facets weave together
to make your character whole. Determining how far she can travel before
resting or how much damage he can endure before death, your character’s
secondary attributes are directly related to and affected by your character’s
base statistics.
HIT POINTS (HP): Hit points represent the amount of damage your
character can endure before death. For example, let’s say your character
has 10 hit points when in full health. In combat, a monster bashes the
character and causes eight points of damage! You character’s hit points
would now show 2/10, the “2” reflecting the amount of damage the
character can now endure before death, and the “10” to remind you of the
character’s hit points when he or she was in full health. Hit points are
represented by the red bar in your character’s icon.
STAMINA (STM): Stamina is a measurement of your characters’
endurance. They can only walk so far or fight so much before they fall flat
on their faces from exhaustion - and that’s what happens if stamina reaches
zero. A fully rested character can fight harder and hit for more damage
than a tired character. When any character’s stamina becomes low, it’s time
for a rest. Stamina is represented by the yellow bar in your character’s icon.
EXPERIENCE POINTS (EXP): As your characters slay monsters and
perform special tasks, they become more experienced in their trade and
their art. To reflect this experience, Wizardry awards experience points. As
these experience points build up, your characters will gain experience
levels (LVL).
LEVEL (LVL): Lear ning the ways of Wizardry, your character becomes
more experienced. To reflect this experience, the character earns
experience levels which in turn give him or her 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.
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 sent to the Grim Reaper.
Wizardry Gold
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399
Wizardry Gold
VITALITY (VIT): A character’s life force, it affects the amount of hit
points and stamina a character receives. Vitality also affects the ability to
heal and be resurrected, and helps to protect characters from the effects of
poison, disease, paralysis, and death. Some of these maladies in turn affect
vitality. For example, each time your character is cured of stoning or death,
he or she loses a point of vitality. When a character’s vitality reaches zero,
he or she cannot be resurrected at all.
DEXTERITY (DEX): The ability to dodge a missile, pop a trap on a
treasure chest, and avoid a lance. Overall, it is the ability to move the body,
hands, and feet in response to any situation. Since dexterity is so important
to movement, it is directly related to the character’s natural armor class (the
ability to dodge a monster’s hit). In combat, dexterity affects the amount of
times a character can hit a monster within a single attack.
SPEED (SPD): Is the length of time a character needs to perform any
given action. The higher the speed, the faster he or she moves or
accomplishes a task. In combat, speed determines how many times a
character can attack a monster in one round. Because speed is important to
movement, like dexterity, it also directly affects the character’s natural
armor class.
PERSONALITY (PER): The friendliness of a character, it affects the way
he or she interacts with NPCs. Characters with high personality tend to be
extroverted and charismatic. Low personality characters are more
introverted, laid back, and shy. A good blend of personalities will help your
party to get along with the many different creatures within Wizardry; while
some NPCs are candid and prone to shaking hands, others are more
reserved and will appreciate those with similar attitudes.
KARMA (KAR): Affects everything your character does and acts as a sort
of ethical meter. While its effects are somewhat mysterious, Karma is, in
general, the belief that what goes around comes around (or follows you
around). Characters with high karma are generally happy-go-lucky.
Characters with low karma tend to be less carefree, through no fault of
their own. In fact, a blend of karmas is useful for a party. NPCs with high
karmas tend to like characters also highly inclined. Characters with low
karma tend to appreciate their low-karma kin, and might even go so far as
to help them.
Wizardry Gold
™
398
Wizardry Gold