Here's some information about the Wizardry 6 game mechanics which should be in the manual but isn't:
I've attached a screenshot of the Cosmic Forge editor where you can see the class and race differences. You can see about the classes
- the hit points they get at creation and at each level up
- how much the hit chance improves at creation and at the next 19 level ups
- mana regeneration speed (the average mana regeneration in the 6 different spheres during 2 hours)
- class special features
- mana regeneration rate and carrying capacity are set at creation, gaining levels, improving stats or switching class afterwards won't change them
- you get +1 to all 6 mana regeneration rates if vitality is 16-18 at creation
- your carrying capacity is str*9 + vit*4.5, add + 24/25.5/54 if your starting str is 16/17/18.
- your starting stamina is 3*str + 6*vit, add + 16/17/36 if vit is 16/17/18, stamina is raised at each level up depending on str+vit
- all characters get 10-18 skillpoints at creation and 5-10 at level up independent of class or stats. Some of the skill points you get at creation and level up are put into favorite class skills automatically. Only fighters are free to spend all their skillpoints freely. Mage/priest/alchemist/psionic can put all their skill points into the casting skill, monk/lord/valkyrie only have to spend skill points to their weapon skill at creation and are free to put all their points into casting skills afterwards, other mixed casters have to waste more skillpoints.
- it's pointless wasting points for weapon skills, they'll improve to 100 just by using, the same applies to oratory, ninjitsu and music, so the only skills worth raising are the casting skill, kirijitsu and maybe scouting or thieving skills.
- characters with 16-17 vitality gain +1 HP, characters with 18 vitality gain +2 HP and characters with only 6-7 vitality get a -1 HP penalty at creation and level up
- fighter, ranger, lord, valkyrie, samurai, ninja, monk can get up to 4 * 1-4 swings per round
- priest, thief and bard can get up to 3 * 1-3 swings per round
- alchemist, psionic, bishop and mage can get up to 2 * 1-2 swings per round
- every class starts with 1 swing per attack and 1 attack per round, with 12+ dex they can get the maximum number of swings and with 12+ spe they can get the maximum number of attacks when they reach high enough levels
- you get additional attacks/swings faster with 12-17 spe/dex and much faster with 18 spe/dex (example: fighters with 18/12-17/7-11 spe (dex) get additional attacks (swings) at level 3,6,9/3,9,15/9,15 (3,6,12/5,12,19/12,19))
- you only get the second and fourth attack in the round with a secondary weapon (or unarmed as monk/ninja)
- XP needed for reaching the next level is doubled at each level up until level 11 and you need a fixed amount of XP for each level afterwards. The XP needed for reaching level 11 and each additional level afterwards:
thief: 460,800 + 225,000
fighter: 512,000 + 256,000
valkyrie/alchemist: 563,200 + 312,000
mage/priest/psionic/bard: 640,000 + 375,000
monk/ranger/lord/samurai: 716,800 + 415,000
bishop: 768,000 + 445,000
ninja: 768,000 + 475,000
- thieves/bards/ninjas can get their skullduggery skill raised by trying to pick a lock, rangers can't
- you get the "jammed" message at door locks only 1 attempt after jamming them, if you fail picking a lock you don't know if you've jammed it before you try a gain. So if you use save/reload for lockpicking don't save after an unsuccesful attempt, you don't know if you've jammed the lock.
- monks and ninjas get a -1 AC bonus for every 10 points ninjitsu skill and additional -1 to AC for every 2 levels (capped at -10), so they can have up to -20 bonus to AC added to their equipment, more than the best armor can offer. With 100 unarmed skill fists do 2-16 base damage (compare to 2-4 with low skill) and get a 5 percent bonus to critical chance, kicking can increase the damage (extra damage + extra strength damage) considerably. The off-hand does "only" 2-8 damage.
- in order to be able to pick level 2,3,4,5,6,7 spells at level up you need at least 18,36,54,72,90,98 in the corresponding academic skill
- the caster and target level relative to each other have an effect on spell success chance
- raising the spell power level by 1 reduces the monsters' chance to save by 3 percent
- the mana increase at level up is something like stat_bonus + spells_known*2 + regeneration + 1d(skill/20)-1, you get 1d(skill/20) + 2*spell_level extra mana in the pool you pick a spell for (stat bonus is 1 for 28<int+pie<36 and 2 for 36+). It might be capped at 15.
- learning spells from books doesn't add mana and an empty mana pool isn't raised at level up. So if you learn the direction spell from a book you also have to pick another earth spell to activate the mana pool.
- if you switch classes you only get +1 HP, +1 mana and no to bonus to hit at level up if you reach a level lower than the maximum previous level. For reaching the maximum previous level (not max prev level +1 like in AD&D dualclassing) you'll get the full benefits. So if you keep on switching a fairy between rogue and bard at level 3 often enough you'll have a better hit chance than any pure warrior class. Miss chance starts at 100 and is capped at 0.