Wizardry VII: Crusaders of the Dark Savant

The setting is a science fiction/fantasy universe, featuring interplanetary space travel and cybernetic androids, alongside high fantasy arms, armor and magic.

Multiple factions have converged on Guardia attempting to locate this artifact, including a party of adventurers controlled by the player, and the principal adversary, the eponymous Dark Savant.

The player may engage in diplomacy when key NPCs of the factions are encountered, and may attempt to bribery, peaceful negotiations, or threaten force.

Crusaders of the Dark Savant is played from a first person perspective, with the party's character portraits visible alongside what they see in the game world, and movement is tile-based, and the player can only turn in 90° increments.

The game supported contemporary VGA displays and a variety of sound cards for effects, and synthesized background music.

The gender, portrait, race and profession of each character is, however, customizable, allowing for many different types of parties to explore the world of Lost Guardia.

Unfortunately, this means to be an elite group, the player may need to spend considerable amounts of time trying to obtain the highest possible dice rolls to create strong or exotic characters (such as the faerie ninja).

[citation needed] Formation of the party, up to six, is set up to allow the first three characters to be on the front line, where stronger short ranged weapons can be used, but where more damage is taken.

NPC interaction, on the DOS and Windows versions of Crusaders of the Dark Savant, is carried out by the mouse and keyboard.

[citation needed] Crusaders of the Dark Savant starts at the end of Wizardry VI: Bane of the Cosmic Forge.

On a whim, the party then enters the mouth of a "giant slumbering beast" (in actuality, a spaceship), which was secreted behind Bela's room, and takes off for the stars.

The third beginning is not hinged on believing the Bane Queen or not; rather, it is dependent on whether or not the party decides to take the Cosmic Forge before boarding Bela's ship.

For example, a party initially aligned with the Savant and the T'Rang are fully capable of turning on them, with no repercussions in finishing the game.

The main plot involves the party's quest to find the resting place of the Astral Dominae, the greatest artifact ever created by the god Phoonzang.

Each of the seven races of Guardia have a small side story of their own to complete, and almost all of them are necessary to finish in order to acquire the items needed to unlock the resting place of the Astral Dominae, the Isle of Crypts: The first main difference between the original Crusaders of the Dark Savant and Wizardry Gold is that they are designed for different computer platforms.

[12] Scorpia of Computer Gaming World in 1993 stated that Crusaders of the Dark Savant was "the first Wizardry that has a real-world feel to it ... there are towns, ruins, wilderness, mountains and even a small sea" with the player interacting with multiple races that cooperated and competed with each other.

She nonetheless concluded that "Crusaders of the Dark Savant is certainly an improvement over the last couple of games", and recommended it to "Wizardry fans and experienced gamers (who are willing to put up with some of the frustrations)".

[15] In PC Magazine, Barry Brenesal remarked, "When it comes to an interesting, complex plot, Crusaders handily beats the rest [of the series]."