Wizardry 7 Party Planning

Wizardry 7 party looks a lot like the party in Wizardry 6, in fact you even have the option to import a party from 6. The Race list and Profession list are identical in both games however there are a few new skills. If decide you want to start in Wizardry 6 instead, check out Party Planning.

“There are things you must know.”

Wizard

What is new?

There are now 4 distinct Skill Categories: Weaponry, Physical, Academia, and Elite. All professions now have Swimming and Climbing in the Physical category. All professions now have Mapping in Academia category. Diplomacy is also a new Academia skill but only Clerics, Bishops, and Lords have it.

Elite skills are brand new in Wizardry 7 and no professions start with any skills from this category. All elite skills are found during gameplay and often times can only be learned by a one character in the party. For example, the party may find a potion that grants an elite skill.. and you only have 1 potion. See the Skills Database for the full list.

Character Generation

You can take a few paths to reach your character and party goals.

Path 1: Play the starter party of six characters that is already created.

Path 2: Import your party from Wizardry 6. To do this, you need to find your SAVEGAME.DBS in your Wizardry 6 folder and copy it then rename is SAVEGAME.BCF then move it into the Wizardry 7 folder — if you are playing the DOS version then put it into the DSAVANT subfolder. In Wizardry 7 you select the Import(BANE) option.

Path 3: Make 6 of your own characters with Race and Gender of your choosing. Each character will get a random number of Bonus Points that you can allocate to to obtain access to one of the 14 professions. You may or may not get the professions you want due to minimum statistic requirements for each profession.

Path 4: Spend some time making multiple versions of each of your characters until you get enough Bonus Points to access the starting professions that you may want. It IS possible to make all profressions but with a max of 18 bonus points, you are not able to make any race/profession combination.

Path 5: Start with a profession that you have enough bonus points to qualify for and allocate the leftover points on statistics in preparation for a profession change later in your career. As you level up, hope that you get the right statistic raises to quality for the next profession you want.

Statistics

Statistics cap at 18 during character creation and during level-up. The real maximum value is 20 but the only way to reach it is using items that permanently boost a statistic. While these items can be used to help reach statistic minimums for a profession change, it is more efficient to use them only on a final profession after a natual 18 is reached, then you can push it to 20.

Strength affects Weapon Damage Bonus, Stamina, Carry Capacity.
Intelligence affects skill bonus in Thaumaturgy, Alchemy, Theosophy.
Piety affects skill bonus in Theology, Theosophy.
Vitality affects Hit Points, Stamina, Carry Capacity, Mana Regen, and Scouting skill bonus for a Ranger.
Dexterity affects Weapon Hit Bonus, Max Swings per Attack, and Skulduggery skill bonus for a Theif.
Speed affects Base Armor Class, Max Attacks per Round, Initiative
Personality affects reactions with NPCs
Karma affects more than you think, don’t settle for a extremely low karma.

Gender effects little but does have some impacts to know about. Female characters will have STR-2, PIE+1, KAR+1 and only Females can be Valkyries. Gender adjustments may impact the amount of Bonus Points required to reach professions you desire.

Race effects Starting Statistics and therfore the amount of Bonus Points required to reach professions you desire. Race affects Resistances and also imparts Special Features for a few select races.

Design your Party

The initial profession defines starting equipment and mana regeneration. While it is possible to upgrade your equipment, it is not possible to drastically change your mana regeneration after starting a character. A character that starts as a Mage will always have more mana regeneration than a character that starts as a Fighter regardless of the current profession. Any character can boost their mana regeneration by +1 if they have a Vitality of at least 16.

Profession Change

A character’s profession can change during the playthrough, find the option in the (E)dit menu while viewing the character. Profession change becomes possible when a character meets the minimum statistic requirements for the new profession. It is possible to change to a profession that you were in the past. You can build some robust characters like a Theosophy casting Thief with Music skill, a Kirijutsu infused Ranger, or a Ninja that knows every spell, or a Hide to Backstab Fighter wielding a 2-hander.

Profession Change does NOT modify:

  • Hit Points (HP)
  • Stamina
  • Already Known Spells
  • Realm Spell Point (SP) totals
  • SP Regeneration
  • Already Known Skills
  • Inventory
  • Karma
  • Gold
  • Age

Profession Change DOES modify:

  • Statistics are reset to minimums for new Profession
  • New Profession Skills are learned at 0 level
  • Resistances are recalculated per new Profession
  • Finally, Character Level is reset to 1

It may seem like a throat punch to have your level reset to 1 but it is a boon actually. Consider that you will zoom through the early levels in just a few fights and each level raise is another opportunity to allocate skill points and to pick new spells. Just don’t change profession for the whole party at once, stagger them so that the high level party members can carry the low levels through the initial fights.

Character Builder

This simplified character builder incorporates only Vitality to caculate starting Hit Point and Mana Regeneration during character creation. It is possible to adjust your Vitality over time in order to estimate career Hit Point total. You can also add additonal Professions, which will union new Skills and refactor Resistances. Build your whole party and switch between them to plan it out before you spend time grinding for a high bonus roll. (it is a work in progress)

Wizardry VII Character Builder Saved ✓

Character Transfer

It is possible to transfer your Wizardry 6 characters into Wizardry 7 and then into Wizardry 8. The result of these transfer often times will strip some gear, stats, experience levels, and spells. The purpose of this power reduction is to balance with new parties starting at level 1. The results of transfering characters can also vary based on the endings that you receive in the previous game.

Some but not all gear will transfer to Wizardry 8, see the Gear Database to know exactly which gear can successfully transfer to the next adventure. As for Skills, you will retain all known skills that you learned through Profession Change with only a few exceptions! Music and Scouting skills will only trasnfer along with a Bard and Ranger respectively. If you transfer a Mage that has Locks & Traps skill from a previous profession the Locks & Traps skill will transfer. This preserves the excitment of developing robust multi-profession characters that stay robust when transfered to the next game.

Attribution

  • Official Classic Manual is here.
  • Cosmic Forge is a great resource. It can be found here.

Buy this game:

Buy Wizardry 7 at gog.com
Wizardry 7 Party
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