Character Stats of Wizardry 7

Knowing how the character statistics (stats) work in Wizardry 7: Crusaders of the Dark Savant can mean the difference between beating the game and not surviving your first battle. If you are familiar with RPGs, many of these will be familiar to you, but the Wizardry series often has its own spin on everything, making it quite confusing for newcomers. I recommend even players from earlier titles to glance through these as some have changed from Wizardry 6.

Learning the Basics

The ability of each player has eight primary stats. These represent the strengths and weaknesses of the character's physical body. Outside of items that magically enhance these, they do not change much once they begin their adventure. While a physically strong party member may be great in battle, they may not know the difference between a wall and a door if they have little intelligence. Know your characters well.

While you may expect these stats to have an instant bonus, most only influence the character's growth on each new character level. Of the following, dexterity and speed will have the most noticeable immediate effect.

Strength (STR)

Physical strength can determine the damage in melee combat, ease of knocking down a door, stamina, and carrying capacity. This stat is more important at the start since it adds more skills and stamina each time the character level increases. It is not worth increasing Strength above 18.

Strength adds the following:

  • +3 to Stamina Regeneration and +6 to Carrying Capacity per point.
  • 16+ STR: +1 Primary Hand Damage.
  • 18+ STR: +1 Primary Hand Damage.
  • Higher levels increase Stamina and Weaponry Skill Points growth depending on character class.

Intelligence (INT)

Each character's intelligence affects the capability to cast and learn new spells, detect traps and secrets, and learn new skills. Increasing above 16 has little effect.

Intelligence adds the following:

  • 14+ INT: Gives bonuses to Diplomacy and Skulduggery.
  • Higher levels increase Academia Skill Points growth, depending on character class.

Piety (PIE)

The devotion to a specific field or subject affects the ability to develop skills and spells plus boosts spell growth and regeneration. High Piety also increases magic spell protection. Piety above 17 has little effect.

Piety adds the following:

  • +17 PIE: +1 to Mana Regeneration.
  • Higher levels increase Academia Skill Points growth, depending on character class.

Vitality (VIT)

The character's life force affects hit points, stamina, and resistance. Vitality also limits resurrections as 1 point is lost each time. I recommend high Vitality for all characters.

Vitality adds the following:

  • +6 Stamina Regeneration and +4.5 Carrying Capacity per point.
  • Less than 8 VIT will reduce HP growth.
  • Higher levels increase HP and Mana Regeneration depending on character class.
  • Higher levels increase HP, Stamina and Physical Skill Points growth, depending on character class.

Dexterity (DEX)

The ability to dodge missiles, disarm traps, or avoid a weapon swing. Dexterity also controls attack frequency per round and Physical Skills growth. Any attacking character should have high Dexterity.

Dexterity adds the following:

  • +12 DEX increases swings per attack.
  • +16 DEX increases To Hit.
  • Higher levels increase Physical Skill Points growth, depending on character class.

Speed (SPD)

A higher speed moves the character faster, resulting in a higher ability to dodge and attack more frequently in a fight. High Speed is helpful for all character classes!

Speed adds the following:

  • +1 to Initiative per point
  • +12 SPD increases attacks per round.
  • +16 SPD improves natural AC.
  • Higher levels increase Weaponry Skill Points growth, depending on character class.

Personality (PER)

The friendliness of the character affects how NPCs interact with them. Like-minded NPCs appreciate those with similar personalities. Points in this skill have little benefit outside of Diplomacy.

Karma (KAR)

Karma is the ethical meter of the character. Low karma makes the individual more strict, while high-karma means they are care-free.

Secondary Stats

The secondary statistics weave the character's life in and outside of combat. These determine how much damage can be endured, when rest is required, their experience, and their candle of life. These are directly affected by the primary statistics.

Hit Points (HP)

HP represents the endurance to prevent death. The higher the maximum hit points, the more damage endured before death.

Stamina (STM)

Stamina limits the character's effectiveness and how they perform tasks or use their skills. Sleep automatically takes over once it runs out.

Experience Points (EXP)

Surviving characters of a victorious battle earn a share of the experience. This experience builds toward a new character level.

Level (LVL)

Upon every new level, the character reflects upon their experience to grow stronger and learn new spells and abilities.

Rank (RNK)

The rank is the bestowed title of the character due to their experience within their profession. Rank has no impact on the adventure.

Monster Kill Stats (MKS)

MKS is the number of foes pushed to the end of their mortal coil and into the hands of the Grim Reaper by this character.

Gold Pieces (GP)

Gold is the currency of Guardia. This is the character's share of the party's wealth to trade for weapons and items. The party can pool their money together when needed.

The Candle of Life

Clicking on the Candle of Life reveals additional details of the character, including Age, Life, Experience needed for the next level and Carrying Capacity (CC). Being too old or carrying too much can make the character easier to hit, and over burdened will deplete its stamina. Life counts how many times they have been brought back from death or stone.

Armor Class

The suit of armor on the right side of the character review screen shows how well each area is protected. The numbers here are known as the Armor Class (AC). The lower this value, the lower damage is received. The base AC is +10 (meaning the character is defenceless) to -10 (covered in plate mail). Lower than -10 is possible after including Natural AC and AC Modifiers.

Body AC

The head, chest, hands, legs and feet can receive equipment to deflect an attack. Each has its own AC and can be targeted separately by enemies, so equip all types armor to cover the body.

Natural AC

This is the ability to avoid an attack instead of deflecting it. Body size, dexterity values and professions reduce Natural AC. Ninjutsu can make characters very hard to hit.

AC Modifiers

Encumbrance from carrying too much will raise your AC to indicate your character's reduced speed. Equipping a shield will lower your AC depending on the character's skill. Magical items and spells also can raise or lower AC. The value in parentheses shows the total modified AC.