Warning:  You may use this file for your own personal use, but to 
claim that you wrote it...well just kind of sad that that's your life, 
and you want recognition so badly that you have to steal FAQs from 
other people and claim it as your own.  Anyhoo.... 

This Faq is designed to show the strategies and intense thought 
processes that underlie any good wizardry party. It assumes you 
have an idea of how the wizardry system works. If you don't
you can still get a lot out of this FAQ, but I'd suggest
rereading and learning about the class system. 

Update ver 1.3: In this version I've fixed some spelling errors
and made a small change to one of my characters.

Table of Contents:

I.  Class time, children
II. Skills
III. Making life easier for yourself
IV. Party Strategies
V. Review and closing Statement

I.  Class time, children

Let's do a brief rundown of all the characters of Wizardry 7.  The
snide or praising comments I make are purely my own opinion. Don't 
get upset because I don't like your Lizardman Bishop.  Also the 
races I chose were based on an assumption that you will not be 
changing their class:

Class: Fighter
Good races: Dwarf, Lizardman
Spellbooks: none
Usefulness: Very beginning
Grade:  C

What keeps the fighter from being completely useless by midgame is 
only the fact that he starts off on faster footing than other elites
and hybrid characters. He has very little experience requirements, 
allowing him to excel in the beginning of your adventure. But he 
doesn't improve at all after that initial surge. Hybrids can cast 
amazing spells, attack for similar damage, hide in shadows, 
etc. Switch him to a lord or Samurai later on, and you'll have a 
powerful character.  

Class: Mage
Good races:  Elf, Faerie
Spellbooks: Thaumaturgy
Usefulness: Through Mid-Game
Grade: B

The great redeeming factor about mages is the power of mage spells.
they get the good ones so quickly that early on they are just 
powerhouses, able to destroy enemies at will. Later on their more
powerful spells kick butt too, but the thing is, once they run
out of steam, there's not much else a mage can do. He becomes a 
liability with low hit points and weak armor. Switch him to
a samurai, or even a bishop later on.  


Class: Priest
Good races: Rawulf, Gnome
Spellbooks: Theology
Usefulness: Beginning
Grade: c-

Priests are good at healing!  So good, (dun dun) So good (dun), I
got heal wounds, and sta mi na. (Horns!)  Yeah........and then they
got absolutely nothing. When you take a priest you have to plan to 
switch classes with them. A priest turned to a lord or Valkyrie is
a good idea. It gives them a great boost in theology. A bishop is 
possible too, but I would do that only to switch to a mage based 
class soon afterwards (*cough Samurai *cough).  A samurai who can 
cast both priest and mage spells could be a lot of fun!

Class: Thief
Good races: Human, Felpurr 
Spellbooks: None
Usefulness: Very Beginning
Grade: C+

Well let me start off by saying that I take a thief in EVERY
party I make. And for one excellent reason. Thieves are the 
best at skulduggery. In the very beginning, you need someone
who excels at this skill. A thief gets bonus points to it, 
whether or not you put points into the skill. He can also 
hide in shadows, which means any class you switch him to later
will be able to as well. And he has the least experience 
requirements of all the classes!! All that being said, after you 
get his skulduggery up, SWITCH HIM! SWITCH HIM NOW! GET TO THA 
CHOPPA! Oh...sorry.....anyway, these dudes are atrocious fighters,
and they don't cast spells, making them useless outside 
of opening chests. In my opinion Lords and Samurais are good 
choices, because neither of these classes has ninjutsu, and 
the thief will only complement them.  

Class: Ranger
Good races: Felpurr, Elf* 
Spellbooks: Alchemy
Usefulness: Midgame (And then not even so much)
Grade: C-

Rangers are good at sticking to the backrows and firing bows.
They can only wear light armor, so it's best to keep them out
of range of the enemy. The ability to hide in shadows and 
cast alchemy spells is very cool. Their scouting ability
is unmatched by all. So you may ask, why did this dude give the 
ranger a C-??  Cause besides the scouting, the ranger is a wimpy 
version of a ninja. Unlike the ranger, the ninja excels greatly 
at hand to hand combat, which ultimately is more powerful. The
ninja hides in shadows too, and casts alchemy spells. Bows 
require ammunition, and when they're firing so many rounds, it's
easy to use it up. It gets heavy to carry so much ammo too. 
The only reason they would be good, is if you're making a 
transition to a ninja. Otherwise I'd blow them off.

Class: Bard
Good races: Felpurr, Hobbit 
Spellbooks: Thaumaturgy
Usefulness: Through mid game
Grade: B-

The nice thing about Wizardry 7 is that no class is permanent.
And that's a very good thing when it comes to the Bard. Early
on the bard is great! The Poets lute, casting sleep over and 
over again really pushes you through the first couple of levels. 
They can hide in shadows, which is also great cause eventually
you'll wanna change them to someone else, and that someone
else will now have it. They can also cast mage spells which
is excellent on top of the instruments they get. I would
go as far to say that you don't need to take a mage, just let
a bard handle it!  But around midgame the bard will peak on 
everything he can do, and he's about as poor of a fighter as the 
thief. Switch him over to a fighting character,and smile as your 
new Samurai hides in shadows, and cuts the bad guys in half while 
singing a jaunty tune!

Class: Psionic
Good races: Mook
Spellbooks: Theosophy
Usefulness: All game....ahh who am I kidding.....
Grade: F#

Ok...here's the deal. Psionics have a big problem on their hands.
They are a jack of all trades. They have a little healing, but
not enough to be truly useful. They have some good offense, but
a mage or Alchemist has much better offense. They have some good 
unique spells, but nothing that is so pressing. They don't have
any special skills that can be transferred to another character
when you switch either. In short there is absolutely no real 
reason to make a psionic. A monk gets the psionic spells soon
enough, and...is actually good with them. 

Class: Valkyrie
Good races: Human, Dwarf 
Spellbooks: Theology
Usefulness: All game
Grade: A-

Valks are pretty cool. They don't get as many hit points or hit 
as hard as fighters or Lords but their experience requirements 
are halfway between the two of them. In the beginning of the game, 
you'll have a priest spell casting fighter. She's on the top tier
of hitting, but not as strong as a lord. She has less experience 
requirements than a lord does however, and can be a great asset in 
the early game. By the endgame however, you'll see a difference 
between the two classes. Hit points and damage output most 
importantly. And theology isn't exactly the deadliest of spellbooks.
Not a huge deal, but someth to think about. Either way, I would say 
they are one of the few classes that keep up their usefulness all 
the way through the endgame...if at the bottom of the food chain. 


Class: Bishop
Good races: Elf
Spellbooks: Theology, Thaumaturgy
Usefulness: Mid to endgame
Grade: C

Bishops are horrible in the beginning of this game. The need to split
points between theology and thaumaturgy ensures slow growth in both
spellbooks.  Not to mention the fact that they have the heaviest 
experience requirements in the game, tied with the ninja.  
They can cast spells from both books in the end, but with
a little clever thought, you can have almost any character do that. 
Switching a priest or mage to a bishop in midgame does have it's uses
however. Imagine a female mage, almost at the top of thaumaturgy, 
switching over to a bishop. Now she'll learn the higher level mage 
spells, as well as beginning on priest spells. Then, once you're 
satisfied with thaumaturgy, you can switch the bishop again to 
a valkyrie and finish off theology. This is where Bishops shine, 
as transition characters much like the ranger. Just don't start
the game with one....you'll regret it.  

Class: Lord
Good races: Rawulf, Human
Spellbooks: Theology
Usefulness: Mid to endgame
Grade: B

The Lord. A mighty warrior, a tough warrior, and a healer all
wrapped into one class. While they are slightly overshadowed by the 
Valk early on, the lord will begin to shine later on in the game
when he becomes more powerful and skilled than his female 
counterpart. He can use most weapons and armor. The downside of the
Lord is that he doesn't progress as fast as a Fighter or Valkyrie. 
He has very high experience requirements, which slow down his 
growth which includes the acquistion of powerful priest spells. 
Also, while priest spells may be good for healing, the lord has 
almost no offensive spells, not a huge deal for him, but something 
to think about. You might want to create a fighter or priest first,
then switch to a lord later.   

Class: Alchemist
Good races: Elf, Faerie
Spellbooks: Alchemy
Usefulness: Through midgame
Grade: A-

If you can take only one specialized caster in the beginning, make
it this guy. He has GREAT offensive and defensive spells. Alchemy
is by far my favorite spellbook. It has so many great healing and 
damaging spells, that you have something like a mini bishop. Like
the psionic he's a bit of a jack of all trades. But unlike the pionic
he's got a ton of important curing spells which will be important 
early on. His deadly cloud spells and asphyxiation ensure many 
a dead enemy later on in the game. And.....he can't be silenced. 
Come again??  YES IT'S TRUE!!!!!  Once he peaks however, like a mage
he has low hit points and AC. Switch him to a ranger, or if you can, 
to a ninja.  They also can't be silcenced and you can do other things 
with him.  

Class: Samurai
Good races: Felpurr
Spellbooks: Thaumaturgy
Usefulness: Mid to Endgame
Grade: B

Samurai are great. They can slice through the enemy, get many
attacks, and they have the kirijutsu ability!  These dudes can 
even cast mage spells. Pretty good stuff. But...I wouldn't start
with one. For one, they have a lot of good stuff going on for them,
perhaps a little too much. You must sacrifice the awesome mage 
spells, or kirijutsu for a while, or raise both at the same time, 
which means they will grow even slower. They also have the second 
largest experience requirements, next to the Bishop and ninja, so
they won't be overly powerful for a while. But the biggest problem
for an early game Samurai, is the lack of suitable weapons and 
armors for them. If you're willing to wait a bit and switch a fighter,
thief, mage, or bard to Samurai, he'll get a great head start, 
and have some decent armors and weapons. More than one Samurai can
be a problem however, due to competing for said weapons and armors.

   
Class: Monk
Good races: Felpurr
Spellbooks: Theosophy
Usefulness: All Game
Grade: A+

I know what you're thinking. You're thinking hold on a second,
Monks have the same experience requirements as Samurai, have 
kirijutsu and a spellbook too, and you're giving them an A+
and an ALL GAME usefulness rating??  what the hell man??  Let me
break down to you why they are my favorite class.  First off, 
if you take a monk you never have any need for a psionic. Theosophy
increases by itself with a monk, which helps you along while you're 
trying to get it to 100.  Second, a monk cannot wear most armors 
in this game, so there's no need for him to find any, or compete
with other monks for armors. Third, they can hide in shadows allowing 
them to raise their AC and do double damage. The rule of slow progress
that affected the Samurai does not apply to the monk, because they
are deadly efficient with their fists right from the start.  Kirijutsu 
can wait a little bit with them, while they work on their spells.
Or you can ignore theospohy completely and raise kirijutsu instead!
There really aren't very many critical psionic spells, which can help
you sleep better at night. All in all they are efficient right from the 
start. Their low HP doesn't make them great tanks like a fighter, but 
hiding in shadows helps offset that anyway. 

Class: Ninja
Good races: Felpurr, Dracon, FAERIE!!!!
Spellbooks: Alchemy
Usefulness: Mid to Endgame
Grade: A-

Ninjas are the ultimate badass. Able to use many weapons with deadly
precision, the ninja will eventually be your biggest killer.  
Kirijutsu, Ninjutsu, Alchemy, and the greatest weapon in the game if 
you've chosen a faerie as your race. They don't need any armors 
throughout the game, as they start with their best. They can't be 
silenced when they cast heal wounds, or asphyxiation. They will
crush the enemies beneath their tabi boots!!  BWAHAHAHA......um...oh
yeah and a few other things that bring you back to earth. First of all
the ninja has the highest experience requirement, tied with the bishop. 
this means they are gonna take a LONG time to develop. Second, having
Alchemy and kirijutsu sort of creates a problem. Both are incredible
skills to crank up, especially on a dude that gets lots of attacks. 
But with the ninjas high experience requirements it takes an eternity
to get them both up there. You may have to sacrifice one for the other
depending on how high you intend to level up your characters. By the end
of the first time I beat W7, my characters were only level 30. If you
spread the points out too much, you may find yourself with kind of a 
subpar character. One route to take is to create an alchemist with
the intention of switching to Ninja later on.  He'll have a great boost 
to Alchemy, and then you won't have to worry about ignoring kirijutsu.   

I think all character classes in this game (with the possible exception 
of the psionic) have their uses. But ultimately at the end of the game the 
only classes you want your characters to be in are the elite classes. 
(Lord, Samurai, Monk, Ninja) Valkyries are also just at the bottom of
being acceptable. Why?  Lets break this down:

Rule A: Always have your characters increasing their spell points

Not a big deal considering all characters with the exception of the 
Fighter and thief can cast spells.

Rule B: Always have your characters be versatile

There are MANY situations in this game where you will need more than 
one character with the important spells like armorplate, enchanted 
blade, heal wounds, etc. Having all elites ensures a plethora (what
iz a plethora??) of spellpoints.

Rule C: IN THE END THERE SHOULD BE NO SPECIALIZED CASTERS!

I can't stress this enough. Even having a bishop in your party at the 
end is a waste of space. When they have no spells to cast, you basically
have a wasted slot where another lord or valk could fit in. You can
beat the game with one, but why??

While of course any of these rules can be broken, this guide is here 
to make your life easier.  But if you're a masochist, hey who am I to
judge. Take your solo party thief and try and beat the game. See if I
care. 

II.  Skills

To me these are the reason you want to switch classes so often. You
can create these super powerful classes with all sorts of different 
skills for each character. The character customization system in W7 
is probably the best I've seen in any RPG.  I'm gonna run through 
only certain ones here, that are VERY important or give you ideas
on class switching:

Skill: Swimming
Type: Physical
Classes: All
Usefulness: Essential

You need to swim in this game. It's so easy to rank this skill up 
but in the beginning you must put at least ten points in here, 
otherwise your characters WILL drown. After ten it's just better 
to have them swim for practice.

Skill: Skulduggery
Type: Physical
Classes: Thief, Bard, Ranger, Ninja 
Usefulness: Essential

Another essential skill. In the beginning it's difficult to crank 
this up due to the need to put points into swimming. This is why
I recommend taking a thief early on, because a thiefs skulduggery 
goes up by itself, and he starts with points in it.  

Skill: Ninjutsu
Type: Physical
Classes: Thief, Bard, Ranger, Monk, Ninja 
Usefulness: Nice to have

The ninjutsu skill allows your characters to hide in shadows and do 
double damage to the enemy. If all of them are hidden, spellcasters 
can't even mass target your party.  If even one character is visible
the spells like fireball and magic missile will work. In short, if
you're not going to get all your characters ninjutsu, don't 
bother switching classes just to get the skill.  

Skill: Scouting
Type: Physical
Classes: All
Usefulness: Depends

If you know you're gonna cheat then don't bother, your guide will
tell you everything you need to know. If you wanna get through 
without cheating, then definitely pump this skill up. It'll
help you find that piece of puzzle you're missing. 

Skill: Artifacts
Type: Academia
Classes: All
Usefulness: Really nice to have

This helps you identify all those ? items that you get. It doesn't do 
much more than that, but to me that's enough. In the beginning you 
can put some points into the skill, but once you start getting 
unidentified wands with charges on them use those and save your 
points for spellbooks and Kirijutsu. Through their use, the 
artifacts skill goes up by itself. 


Skill: Mapping
Type: Academia
Classes: All
Usefulness: Really nice to have

Well, here's the thing. You CAN get through the game without 
putting a single point into this skill, but it just makes life
so much easier.  Put at least 30 points in here. After that 
you can decide if you want to go for 70. At 70 mapping skill
is maxed out. 

Skill: The spellbooks
Type: Academia
Classes: 

Alchemy:  Alchemist, Ranger, Ninja
Thaumaturgy: Mage, Samurai, Bishop, Bard
Theology: Priest, Valkyrie, Bishop, Lord
Theosophy: Psionic, Monk

Usefulness:  Collect em all!

Try to have all the spellbooks covered in this game. It's very
easy to do and your party will be that much more powerful for it.
you can have Samurai that cast priest spells, Valkyries that cast
mage spells, and monks that cast psionic spells!.......wait....oh.
It's not essential to have your characters play with more than 
one spellbook, but switching classes for these purposes assures
a large choice of spells, and a HUGE pool of spell points. In short
there's always great reason to switch class for new spellbooks.
Just remember that unless you find a book, you can't learn any 
spells from the old spellbook. This is why bishops are a great 
transition character for Theology or thaumaturgy casters...A priest
that changes to bishop can now finish out his theology spells while
learning mage spells. And once they've finished with priest spells, 
they can change to a Samurai, have a full book of priest spells and 
finish learning mage spells.

Skill: Kirijutsu
Type: Academia
Classes: Samurai, Monk, Ninja
Usefulness:  Oh yeah...

If you don't like critical hits, you ain't an american. (Hauks 
Loogie and spits). This skill is great, and criticals go nuts 
later on in the game. You don't need to get ALL your characters 
with it, but it's definitely nice to have on a few of them. Just
make sure they don't go crazy. K? K.

Skill: Diplomacy
Type: Academia
Classes: Lord, Priest, Bishop
Usefulness:  Depends 

It should be noted that any character with a personality above
14 can get this skill.  In WiZ gold this skill is useless. 
in the original version, it really depends on your style of 
playing. I never found it to be all that useful, and I would
definitely never switch a character just to get it. 
  


III 

Guidlines: Making life easier for yourself. 

When I say make life easier for yourself, What does this mean?  
This means take a thief in the beginning to open chests. Those chests are 
hard to disarm, especially in the beginning. A Thief's skulduggery 
increases whether or not you put points into it. Another impressive thing 
about the thief is that he can hide in the shadows so any character you 
switch him to afterwards can also utilize this AWESOME skill.  

A bard can also help out A LOT in the beginning. In fact I take him 
instead of a mage. A bard has unlimited sleep spells right from the start
and can hide in shadows, so whichever character you change him into, 
(Samurai perhaps??) he will be able to hide AND play music. 

Have every character learn ninjutsu. This is really not a requirement, but
certain later enemies that are VERY tough, will be much easier if they 
can't see your party.  

Artifacts and mapping are two great skills. Part of the reason I like
taking a fighter and thief in the beginning is so I can devote points 
to these and not feel guilty about excluding kirijutsu, or the spellbook.
You have all game to build those up, and plenty of class changes to
help with it, why not put some points into these? 10 points into mapping
allows you to map walls. The more points the merrier, but I'd try getting
at least 10-30 points into that skill. You can stop at 70.  Artifacts 
you should try to get to 100, but you can help it along by using 
unidentified wands and things. 

Have at least one character who can cast heal wounds in the beginning.  
This is NOT a suggestion. Without one of these, the beginning of the game 
will be close to impossible. Priest, Alchemist (recommended), or 
psionic (not recommended). K thanks bye.

Psionics can seem useful at the start but you'll quickly realize they
are like a jack of all trades, and a master of none. A monk can easily 
take over their position. Priests are a similar matter. Priests are a 
master of their trade, and a jack of none (see what I did there??) The
problem is that once theY're done healing, there's really not much else
they can do.  A Lord or Valk fits in much better. This being said, you 
need a monk, valkyrie, or Lord in your party right from the start. The
reason being is the great spell known as Silence. A level 7 silence
will make a few certain fights in Munkharama MUCH easier.   

A Fighter, Valk, or Lord up in front helps a lot in the beginning. They
will take more damage than other characters, and dish out a good amount
as well. Keep in mind while Valkyries take less experience, Lords deal 
more damage and get more hit points....

IV

Party Strategies.

A good wizardry party is a mix of skills, spells, and rock and roll.  
Well maybe not so much rock and roll. They work together as a team,
complimenting each other. A party of six fighters, will not last in 
this game. What is most important however, is your personal preference.
Have fun with the game, don't get hung up on the "rules" and whatnot.
In honor of this, what I'm doing in this section, is breaking down my 
current wizardry party, and showing you why I did what I did, rather 
then telling you how to do it.

Character 1:

Female Rawulf Fighter/Ranger/Ninja/Lord

This is a perfect example of one of my cardinal rules. Always keep in mind 
what you want to do with your character and plan it out. For example you may 
want to make a gnome mage, turn him into a bard, and then a samurai! But keep 
in mind his speed will drop dramatically when you change him from a mage to a 
bard, and it will take that much longer for him to establish the minimum stat 
requirements for a Samurai. You may instead want to take a felpurr for his 
great speed.  

Anyway I digress, back to my character. You may wonder why I take a fierce 
warrior, and make her a ranger first. Well I set this character 
up with the ability to scout, and rangers get great bonuses to that. She'll
learn mapping skill while a fighter too.  Most importantly, she'll learn 
ninjutsu.  So by the time this character is done, she'll be a Lord that 
can hide in shadows and cast alchemy spells. Not too shabby! She'll get 
kirijutsu as well, but I say focus on alchemy and theology first. The reason
being is that we allready have 4 other characters who have kirijutsu, and 
the lord allready hits hard. Kirijutsu is just not necessary here.  

Character 2: 

Felpurr Monk

Nothing too crazy here. I love martial artists, and Monks get the silence 
spell pretty early on, along with heal wounds and others.  I put points 
into theosophy first and then into kirijutsu. The reason being is that I 
have no other psionic. And anyway, You'll be with these characters for a 
while, plenty of time to raise the kirijutsu. Also, they start with 
ninjutsu.

Chracter 3

Dracon Ninja

Again nothing too crazy. I choose a ninja, because by the end of the game
they are truly the best fighters and they start with ninjutsu. can't hurt 
to have a couple in the party. And since I have an alchemist already in the 
party, I'm gonna start him on Kirijutsu and then switch to Alchemy later.

Character 4

Human Thief/Lord

Interesting combo eh? you wonder why a lord and not someone like a ninja 
or ranger. Well since we're gonna be changing our fighter to a ranger, I 
figure around that time, or just a little before, we switch our thief to 
the lord. Now, while our new ranger is practicing alchemy and shooting bows 
from the back, we have a new mighty warrior up front. And since a thief 
starts with a sword, he can begin using the deadly swords you've been 
finding!  We now have a large sword wielding noble maniac who can hide in 
shadows and openup those chests that have been a pain in your butt.  Wee!!

Character 5

Felpurr Bard/Samurai

Like I said earlier, a bard early on in the game can help a LOT. His
ability to cast mage spells after the third level will also help us out
a bit later on when he can cast fireballs and magic missiles. We practice
ninjutsu and music a lot in the early levels. 

Switching to Samurai afterwards gets us this warrior that can cast great 
mage spells, critical hit, hide in shadows, and play bard tunes. Also, it
helps offset the lack of good armors available to Samurai in the beginning
of the game. You keep the bard until you get some good weapons and such for 
him, and then you switch. A great character. 

Character 6

Faerie Alchemist/Ninja

And finally, we come to your killer. I hope you have patience, cause you're
gonna want to roll a big number for this guy.  By the end of the game this 
dude is unstoppable, whether or not you try to get the best weapon in the
game for him.  For the first few levels just crank his alchemy up.  By
the time you switch him over to a ninja he should have 90-100 in it.  Once 
that happens, you can start with the kirijutsu.  

An alchemist has some of the deadliest spells in the game, and by switching 
to ninja afterwards, you're guaranteeing him lots of spell points, and spells.
A speedy ninja, with an ac bonus, the best weapon in the game, the nastiest
spells in the game, and he can hide in shadows.....hmm...let me think....yes
please???

The final party looks like this:

1 Rawulf Lord
2 Felpurr Monk
3 Dracon Ninja
4 Human Lord
5 Felpurr Samurai
6 Faerie Ninja

V: Review and closing statement

So lets go over the things this party satisfies from the rules we created 
above:

all characters with ninjutsu:  check
Artifacts:  Thief
Mapping: Fighter
Heal wounds: alchemist
Silence: Monk
At least one of each type of caster: Check
Thief?: Yes.
Bard: Yes.
Scouting: Fighter/Ranger
Kirijutsu:  check
All elite at end?:  Yes

In this party I have satisfied all the rules and guidelines I set for
myself.  I say myself, because you will set your own guidelines no matter
what I say here.  You may want a bishop at the end. You may not want
so many characters with kirijutsu. My point here is to show you how to
setup a party using your own strategies. I'd like to think I have a good
idea of what really works, but you might be a masochist and hate the idea
of a character having heal wounds in the beginning. Create your own 
guidelines and setup your party the way you want to. 

Basically the whole point of this FAQ is....don't rush it.  This is a long
game. You're gonna be with these dudes for a while. wizardry is a patient
thinking mans game. Plan it out. 

Hope you enjoyed this!  Feel free to email me with any questions at 
DannyAIC@aol.com