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Alternate Titles

"巫術7：失落的迦地亞" -- Chinese spelling (traditional)

"ウィザードリィⅦ ガーディアの宝珠" -- Japanese spelling

"Wizardry VII: Gadeia no Houshu" -- Japanese title

"Wizardry VII: Crusaders of the Dark Savant" -- Ultimate Wizardry Archives title

"Wizardry 7: Crusaders of the Dark Savant" -- Steam/German tewi budget release title

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is the seventh installment of theseries and a direct sequel to Bane of the Cosmic Forge . In the end of the previous game, the party of heroes finally acquired the Cosmic Forge. However, before they were able to decide what to do with it, it was taken away by a servant of the Cosmic Lords, the cyborg Aletheides. It appears that the Cosmic Forge was in fact a clue to the location of the Astral Dominae, the artifact of life, somewhere on the planet Guardia, which has now been revealed to the universe.The heroes then travel to Guardia, which is populated by many races and organizations with their own agendas, including the rhinoceros-like Imperial Umpani Federation and the spidery T'Rang affiliated with a malevolent being known as the Dark Savant, whose goal is to get rid of the Cosmic Lords. All these factions are looking for the Astral Dominae, finding which is the primary goal of the game. Depending on the decisions made by the player in the previous game (should he opt to import the party from there), the game will have different openings and begin in different locations. However, regardless of the initial premise, the player is free to follow or betray whatever faction he was supposed to be allied with.The gameplay system is very similar to that of its predecessor, retaining the races, the classes, the skills and the magic system it introduced to the series. The trademark first-person exploration and turn-based combat are present as well. Unlike the previous games,allows the player to explore towns and vast forest areas between them, in addition to several large dungeons situated in different areas of the game world. Many NPCs have their own agendas and may move between locations as well, and even obtain crucial items themselves if the player-controlled party is not quick enough, forcing the player to change plans. The exotic setting contains elements of science fiction on top of the traditional fantasy background. Like in the previous game, encounters, events, as well as the heroes' reflections upon them are described through text messages.A few skills have been added, including swimming and climbing, as well as diplomacy. The latter reflects the more important role dialogues and interaction with NPCs play in the game compared to the previous installments of the series. A mapping skill has been added, which, if learned, displays - for the first time in the computer releases of Wizardry games - an automap on top of the exploration screen. Skills are increased with repeated usage and the characters now receive separate bonus points for each category (weapon, physical, and academia). Like before, magic is divided into four schools (Psionics, Alchemy, Theology, and Thaumaturgy) and six elemental categories.

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Trivia

Starting locations

Awards

Computer Gaming World October 1993 (Issue #111) – Role-Playing Game of the Year November 1996 (15th anniversary issue) – #105 in the “150 Best Games of All Time” list

GameStar (Germany) Issue 12/1999 - #67 in the "100 Most Important PC Games of the Nineties" ranking

PC Games (Germany) Issue 01/1993– #3 Best RPG in 1992

Power Play Issue 02/1993 – Best RPG in 1992



Related Web Sites

The Wizardry Webring (The Wizardry Webring lists some of the best Wizardry-related Websites.)

Wizardry Realms (A great resource site for Wizardry 7 as well as Wizardry 8)

features four different starting locations. One for a newly created party, and three additional ones for imported characters from Wizardry: Bane of the Cosmic Forge , depending on how that game was finished (there were three possible endings).