Wizardry 7: Crusaders of the Dark Savant

Wizardry 7: Crusaders of the Dark Savant

Wiz7 info for noobs
Strength stat is largely worthless. It gives you +1 damage @ 16 and +2 @18 and nothing at 19/20.

For a melee fighter, the best thing you can do is pump DEX/SPD to 17 at creation.

Dex = +1 hit @ 16, +2 hit @ 18. Furthermore, high DEX will give extra attacks at level 3. If you have 18 dex/speed you"ll get 2 attacks per round at level 3 and up to 2 swings pet attack for a total of 4 possible attacks. SPD also gives -1 ac @ 16 and -2 AC @ 18.

Reason why 17 and not 18 is because you will eventually gain 1 point in dex/spd at level up. So this way you can add those 2 extra points elsewhere.

There is no real strength penalty with low STR. A fighter with 5 STR/18 DEX/18 SPD will fight exactly the same as 15 STR/18 DEX/18 SPD.

SPD is just as important for spellcasters. Each point of SPD raises your initiative (a hidden stat) by 1. You typically want to get spells off before the monsters can do anything plus -2 AC helps.

VIT gives -1 HP until 8. +1 HP at 16 and +2 at 18. Regardless of class. Thus VIT is worthless for Fighter/Lord etc and super useful on low hp classes. With 18 VIT a Mage's HP is nearly doubled.

Spell regen is based on PIE and VIT.

If you have 18 PIE and 15 VIT your spell regen will be crazy fast. Faeries spell regen stacks on this.

You get bonus skill points depending on your stats.

Weapon skills = STR/SPD
Physical skills = VIT/DEX
Academia skills = INT/PIE

A total of 30 = +1
A total of 36 = +2

So if you have a thief with 18 VIT/DEX he will get +2 physical skill points per level.

A mage with 18 INT/PIE can possibly obtain 2nd level spells at level 2.

PIE is absolutely essential for spellcasters. The amount of spell points 16+ PIE gives is just too good. Plus PIE boosts MP regen and helps boost Academia points.

If your mage has 6 VIT, pump his VIT to 8. This will reduce the -1 hp/level, increasing his HP by some 33% for just a few bonus points.

Magic screen is probably the best spell in the game. Mage spell, level 4 IIRC. Learn it ASAP and always have it on.

Blinding flash is insanely useful as it affects a ton of stuff and blind is like 95% miss chance. Also 50% stumble chance, making this act as a psuedo Silence for enemy casters.

Dazzling Lights is possibly one of the best PSI spells. It is functionally identical to the Mage spell "Prismatic Rays" except it is only level 3 instead of level 5, costs less mana and has a higher percent chance of instant death. Use on large groups of High HP monsters that your fighters will tear into for max effect.

PSI is actually better than people think as he not only has decent nukes, but heal wounds, and SILENCE which can be amazing in some fights. Weakness is also brutal against heavy physical damage dealers such as giants and bantari.

Spooks can be useful in panic situations. If you are facing a particularly large group midgame. If you have Mage + Psi, 2x spooks in a single round can be game changing. Provided the enemies are not immune to mind spells.

Best item to grab in Munkhara is possibly SWORD OF FOUR WINDS. Its damage is almost as good as endgame weapons and can cast Asphyxiate during panic situations. With this plus Crusaders 2H axe, you will have a formidable frontline by the start of early midgame. Monks can also use this weapon which is ridiculous.

Another good early weapon is Spear +2 which is often traded by Capt Boerigard.

Ninja/Monk, best race for them is Faerie as Faerie can wear all armor they can wear and Faerie has -1 AC bonus and +1 spell regen bonus.

Valkyrie is hands down the best melee fighter. A gnome or dwarf valkyrie can start with 17 dex/speed while being able to cast divinity spells at level 3. Plus she doesnt use Academia on Diplomacy like the Lord.

(Compare, a Rawulf Lord with 26 bonus points can only hit 17 DEX / 12 SPD at level one.)

Class switching is useful but NOT required. Your stats go back to normal and you could be stuck with 12-15 DEX/SPD for a very long time. Having your frontline with 18 dex/spd is super strong.

Faerie bard/thief can class switch forever. This allows you to have a character who is all about skills. Ie a single character could have high Skullduggery, Diplomacy, Artifacts, Mythology, etc. Their to-hit increases with each level up, so they will almost always hit. But they wont have multiple attacks until you level them up in just one class

Deep Freeze mage spell penetrates through enemy spell resistance making it one of the best direct damage spells in the game.

Hiding is super useful for spellcasters. Possible to level up to 7 or so as mage, switch to thief to learn ninjutsu, switch back to mage?

Spellcasters wont break hidden status upon casting spells.

Um... thats about it for now. More later. Hope it helps :p
Last edited by randompeasant12351; Apr 8, 2016 @ 6:19am
< >
Showing 1-9 of 9 comments
VorpalMace Jun 30, 2016 @ 12:44am 
Super useful, thanks!
kirill-busidow Jan 13, 2017 @ 1:05pm 
Can you post more? How Int works for example?
SYSTEM GLITCH Mar 16, 2017 @ 12:30am 
You should make this into a guide dude, I would totally refer to it when I play this next.
randompeasant12351 Jul 11, 2017 @ 10:02am 
Resistances are one of the more important aspects of a class. Each class has different resists. Some classes have higher overall resists than others. Resists go up slightly with each level. When multiclassing, the resists of the highest class are used.

The Monk has the best resists, with high resist to PARALYZE, LIFEFORCE -- that is, instant death spells -- and LIGHT -- blinding flash and dazzling lights as well as high PSIONIC and HYPNOSIS resist. (HYPNOSIS is only for sleep but it's such a common debut that it's really good).

The Ninja has great resists, similar to a monk, except with additional boost to AIR and POISON (useful) and almost no LIFEFORCE resist (very bad). Low Lifeforce means they will be easily killed by any random instant death spell thrown their way. A major weakness. However the Cane of Corpus does provide +50% Lifeforce so Ninja becomes amazing with this weapon.

The Lord/Valk/Ranger all have the best LIFEFORCE resist (40% + 2%\level) but low LIGHT, PARALYSIS. Still, Lifeforce resist is by far the best single resist to have.

Priests, Bishops, Psionics and Samurai have great overall resists, similar to Monk except not quite as good. Samurai have a somewhat low Lifeforce resist IIRC but not as bad as Ninja/Thief.

Thieves, Bards, Mages, Alchemists and fighters have terrible resists. Fighters have the highest poison resist which is not very useful. Thieves/Bards have great air and paralysis resists which are useful, but low Lifeforce which is more important.

Overall the most resilient party for weathering end game spell effects would be six Monks, but Ninja/PSI/SAM/LORD/VALK/BISHOP are all pretty decent.

Faerie is by far the best race as it has a 25% bonus resist to PARALYSIS PSIONICS HYPNOSIS LIFEFORCE and MAGIC (Magic resist is not so great -- only magic missiles and whipping rocks use this IIRC) but 25% bonus to PARALYSIS and LIFEFORCE is too good.

Human is the second best race as they get a 25% bonus resist to LIFEFORCE

The DEATH resistance is anti-KIA. Most bosses have high DEATH resist. That is why you'll never critically hit Godzylli and most bosses. Since boss monsters are the most significant threats, and are mostly immune to critical hits as well as spells, the best way to deal with them is through raw physicals DPS.

The weapons with the highest damage output that are easily attainable are the Crusaders 2H Axe and the Sword of 4 Winds. Both weapons have the melee ability which means double damage and their damage output is only slightly less than endgame weapons such as Excalibur that only have a slight chance of dropping from chests.

Cane of Corpus and Light Sword are also "100%" drops although they can only be obtained much later so their usefulness isn't as great.

ymmus paw is a wonderful secondary weapon because it can be obtained early AND has stone on-hit AND gives 30% PARALYSIS resist which is amazing.

A Ninja with Cane of Corpus and Ymmus Paw is the most resilient frontline combatant in the game and just below someone with a Light Sword in damage output.

Best possible party for resilience and overall power is probably Human Lord with 2H axe, Faerie Monk with 4 Winds, faerie Ninja with Bushido Blade / Ymmus Paw, and three Faerie spellcasters, one spell caster with access to Magic Screen, another with Armorplate and Enchanted Blade.

6 fairies would not be as efficient as 5 because you need a Lord/Valk to use 2H axe and possibly Excalibur or Aesir Blades later on.

Faeries are also by far the best race to multiclass with especially for casters as their speed is naturally high and in mid and end game you want casters with 16-18 speed.

A great caster is Faerie Bard -> Bishop -> Priest -> Mage. Ninjutsu from the start, high Wizardry/Theology, tons of spell picks and relatively high HP, although ending with Mage does lead to a character with poor resists -- staying at priest might be better if spell picks are carefully managed.

Best early game MISC item is the Cross which can be purchased for just 250 GP at the abbey in New City. 10% LIFEFORCE and PARALYSIS is so good, and extremely good for the Skull Lord fight in Old City. A Faerie Monk with the Cross will be extremely hard to shut down. An all-Faerie and Human party with crosses will pretty much shrug off the many many spells which use LIFEFORCE resist, and PARALYSIS is one of the most common and debilitating debuffs -- the party member may as well be dead until someone spends a valuable turn curing them.
dvn Dec 31, 2017 @ 1:12am 
Thanks for the guide -- saving it for later.
stevej018 Apr 2, 2018 @ 8:39pm 
replying so i can find this later
indowill Jul 31, 2023 @ 5:22pm 
awesome guide
buchecker Oct 8, 2023 @ 9:39pm 
Originally posted by randompeasant12351:
If you have 18 PIE and 15 VIT your spell regen will be crazy fast. Faeries spell regen stacks on this.

Mana regen is pretty much worthless in wiz7.
According to the CosmicForge editor which pulls it directly from the game files its:
MANA: 1d[SphereRegenValue + 1]-1 per 1 game hour of resting, that is an average of 4!! points of mana per 8 hours per regen point, that is absolutely pointless
Testing it with fairies and 6 mana regen (max) i can confirm these numbers.

Originally posted by randompeasant12351:
Plus PIE boosts MP regen and helps boost Academia points.

It matters only at character creation once you hit certain threshholds. However point above mana regen is useless in wiz7.

Originally posted by randompeasant12351:
Best item to grab in Munkhara is possibly SWORD OF FOUR WINDS. Its damage is almost as good as endgame weapons and can cast Asphyxiate during panic situations. With this plus Crusaders 2H axe, you will have a formidable frontline by the start of early midgame. Monks can also use this weapon which is ridiculous.

I would argue the amulet of healing is better. No other item gets +2 regen which would offset the -2 from Black Gown. Also considering large groups of enemies are more efficiently dealt with nukes, melee damage only matters in certain fights.

Originally posted by randompeasant12351:
Valkyrie is hands down the best melee fighter. A gnome or dwarf valkyrie can start with 17 dex/speed while being able to cast divinity spells at level 3. Plus she doesnt use Academia on Diplomacy like the Lord.

That would require a roll of 22+ which has 5/6 * 1/20 * 1/20 odds = 1:480 (unless applying the CosmicForge patch). A fairy fighter requires a much more reasonable roll of 17 and as a melee fighter is on par with Valk. One could even argue for a fairy Samurai which only needs 20 points (still requiring a roll of 21 since in vanilla 20 isnt possible). A dracon fighter would be much better in the beginning aswell with being able to use breath.

Nice list otherwise.

Some additional info not available in the manual

http://www.abandonia.com/vbullet/showthread.php?t=995&page=24

which is quite different from wiz6

http://www.abandonia.com/vbullet/showthread.php?p=430591#post430591
Last edited by buchecker; Oct 10, 2023 @ 1:08pm
Mana regen is worthless? Have you tried it? I just tested:

—a 7th level elf valkyrie with 1 mana regen in the mental realm

—a 7th level elf priest with max piety and vitality at creation, so 4 mana regen in the mental realm

With one full rest, the valkyrie regained 5 mana each time

The priest gained an average of 20 mana each time

5 mana isn’t even enough to cast a first level identify…

Also, keep in mind that regen applies to all six realms, each realm is restoring mana separately

So in the above example it would be as high as 5x6 (30) mana for the valkyrie and 20x6 (120) mana for the priest

Try it out in-game. The only other option for restoring mana would be walking all the way back to one of the fountains which aren’t exactly common
< >
Showing 1-9 of 9 comments
Per page: 1530 50