Character classes

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There are three primary character classes present throughout the entire series: the Fighter, the Magic-User (Wizard), and the Thief. A fourth class, the Paladin, is introduced in the second game and is playable by importing a character in the third through fifth games, or changing a fighter to a paladin in the third game. Each class's unique skills and specialized traits give them different solutions to puzzles and tactics in combat.

The Fighter specializes in combat. He can wield the most powerful weapons and wear the heaviest armor, and in most games is the only class that can parry attacks. A Fighter is generally not especially agile or intelligent, and must often resort to violence or brute force to solve puzzles. When presented with a dangerous hazard or trap, the Fighter's only course of action may be to simply take damage from it and continue onward. A Fighter's best way to open a locked door or chest is to find the key or, if possible, break it open.

The Magic-User (who becomes the Wizard during the second game) is the only class that can cast magical spells by default. The Magic-User's spells give him a number of unique options in and out of combat, but he is limited by his weaker physical statistics. The Magic-User's spells can partially duplicate the abilities of other classes: offensive spells deal damage comparable to that dealt by a Fighter, and several spells partially mimic the skills of the Thief. However, the Magic-User's spells consume an amount of mana, or magic points, comparable to the spell's power.

The Thief specializes in a broad range of non-combat skills. He can pick locks, disarm traps, climb, and sneak, and in later games can perform acrobatic feats and pick pockets as well. The Thief is not as physically frail as the Magic-User, but he is still significantly weaker than the Fighter and lacks the Magic-User's damaging and stunning spells. A Thief's best option in combat is to not enter it, usually by sneaking around or hiding from powerful foes and by killing weaker opponents with thrown daggers and other projectiles. When forced to enter combat, a Thief's superior agility allows him to dodge attacks more easily than the other classes. A Thief can accumulate a greater amount of money earlier in the game than a member of the other classes, but is usually unable to use this money to gain a significant advantage in either of his weaknesses. A Thief is best served in a town or city by finding local thieves (usually in the Thieves' Guild), with whom stolen goods may be fenced and new equipment purchased.

The Paladin shares aspects of both the Fighter and Magic-User, as well as some useful abilities of his own. Like the Magic-User the Paladin can learn and cast spells, and like the Fighter the Paladin can use the strongest armor and weapons. The Paladin also gains many useful abilities, such as sensing danger and being warned in advance, performing healing, gaining additional offensive and defensive powers with a flaming sword and honor shield, and in the fifth game the Paladin gains a slew of additional spells.

Hybrid Characters

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For the purpose of creating hybrid characters, you can add certain skills at the beginning of the game by spending points to create a skill that class did not have before. Adding the magic skill for example will allow a character to learn virtually all the spells in the series. However, such a character will not be able to learn the zap spell until the second game, and the resistance and juggling spells can not be learned until the fifth game with a hybrid character. In addition a character who only adds the magic skill can never learn summon staff in the third through fifth games, or thermonuclear blast in the last game, as well as the ritual of release spell which only shows up in the fourth game.

Adding the pick locks skill will allow a character to make the thief sign and perform thieving actions in the first through fourth games. The character will also get a free lockpick or toolkit in most of the games for having the skill, including the fifth. The fifth however requires more thief skills (likely stealth) as well in order to be able to perform the thief sign and enter the theives guild (but still not the class).

In short, if you add the pick locks skill you will be able to do virtually all thief quests until the last game where more is required, and if you add the magic skill you will be able to learn virtually all the magic spells provided you add the skill from the second game or earlier.

Character statistics and skills

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Character statistics are divided into four areas: Attributes, which every character has; Skills, which are specific by character class; Points, which are derived from the character's attributes and are temporarily decreased through damage or activity; and Scores, which are derived from his actions in the game. Each Magic-User spell also has its own rating and effectively functions as a distinct Skill.

The Quest for Glory series does not use character levels; instead, statistics increase when used. Some actions can increase multiple statistics; for example, dodging in combat can increase both the Agility attribute and the Dodge skill. A failed attempt to use a statistic usually helps to raise the relevant statistic, especially if a high value in that statistic is needed to solve a particular puzzle.

Attributes

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Attributes are default statistics, similar to ability scores in Dungeons & Dragons. The attributes are:

  • Strength affects the damage that the character deals in combat, as well as his maximum carrying capacity and his maximum Health Points. It also affects his ability to move, lift, bend or break heavy or durable objects.
  • Intelligence affects the ability to cast spells, and also affects his maximum Mana/Magic Points. It sometimes factors into the ability to solve puzzles, although puzzle-solving is usually left entirely to the ability of the player, not the character.
  • Agility affects defensive combat actions (especially Dodge), the success of specific skills (specifically Thief skills), and maximum Stamina Points.
  • Vitality affects the character's ability to take or resist damage: higher Vitality means lower damage dealt by most attacks. Vitality also has the greatest effect on maximum Health and Stamina.
  • Luck affects nearly every action and random effect. Almost every action can increase a character's Luck, although some (for example, gambling) increase it more quickly than others.
  • Communication affects the character's ability to influence others socially, and is most directly affected during the course of haggling over prices in shops. This attribute is not present in the first game and is removed in the fifth game.
  • Honor it is derived from the character's actions in the game. Honor is increased by helping others and, to a lesser extent, by defeating dangerous monsters. It is decreased by stealing, lying, harming the innocent, and committing other selfish acts. Honor is the Paladin's associated attribute, and it affects his Paladin-specific abilities as a Wizard's spells are affected by his Intelligence and Magic statistics. This attribute is not present in the first game.

Skills

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Skills are statistics that can only be used if learned. Some Skills are by default only available to members of certain character classes; others are available to two or more classes, but with some classes having higher default values than others. For example, each class automatically has the Weapon Use and Dodge skills; the Fighter has the highest default value of Weapon Use, the Thief the highest Dodge, and the Magic-User/Wizard the worst of both.

Skills available in every game include:

  • Weapon Use is the ability to deal damage with a weapon in combat. This is the Fighter's primary skill, although it is available to all classes.
  • Dodge is the ability to avoid enemy attacks. The Thief and Magic-User/Wizard are more reliant on this skill than the Fighter, who can parry attacks.
  • Parry is the ability to block enemy attacks, either with a shield or a weapon. The greater the skill, the less damage is taken when parrying. The Fighter is the only class who can use this skill by default.
  • Stealth is the ability to sneak and hide. In addition to the ability to sneak around or hide from visible enemies, sneaking through the wilderness can prevent random monster encounters. The Thief is the only class that has this skill by default, and in many situations cannot survive unless his Stealth skill is above a certain threshold. Beginning in the fourth game, the Wizard can mimic this skill with the Hide spell.
  • Lockpicking is the ability to open locks and disarm traps. The Thief is the only class that has this skill by default. Failing to pick some locks can result in the Thief being caught and arrested or attacked; failure to disarm some traps can result in the trap triggering. Some locks cannot be picked (for example, if they are barred from the inside), although the attempt to pick them can still improve the character's skill. Some games have specific puzzles that must be solved in order to disarm traps. A Magic-User can mimic this skill's effects with the Open spell.
  • Throwing is the ability to throw rocks, daggers, spears, and other projectiles. This skill is available by default to the Fighter and Thief. Character without Force Bolt should always carry a small supply of rocks, which can be obtained in most outdoor areas by typing "pick up rocks" or "get rocks" or by clicking on the ground, depending on the game. Thieves (and Magic-Users with this skill) should carry several extra daggers at all times, but need to make sure to never throw their last dagger, as thrown daggers may not be retrievable. Beginning in the second game, the Magic-User/Wizard can mimic the effects of throwing a rock (but with greater damage) with the Force Bolt spell.
  • Climbing is the ability to climb up and down walls, tress, and other scalable surfaces without falling. Some surfaces are only scalable on specific areas, which can only be found by trial and error. Magical ropes that can be use only for climbing are available in some games, but usually only to the Thief. A Wizard can mimic this skill with the Levitate spell. Thieves begin with this skill and Fighters gain it in the fourth game.
  • Magic is the ability to cast magical spells. In general, the character's skill in a specific spell is required for using the spell to solve puzzles, but both the Magic skill and the character's skill in the spell factor into its general effectiveness. This skill is the only skill that is only available by default to the Magic-User/Wizard. The Magic skill affects the character's maximum Mana/Magic Points. Although the Paladin can cast Paladin-specific spells, these spells do not use the Magic skill and do not drain Mana Points.

Skills that are only available in specific games include:

  • Acrobatics is introduced in the fourth game. It represents the character's ability to leap, roll, and somersault. The Thief is the only character to begin with this skill by default, and he has it automatically at the beginning of the game.
  • Swimming is introduced in the fifth game. The higher this skill, the less stamina the character uses while swimming, and the longer he can hold his breath.
  • Pickpocketing is introduced in the fifth game, although the Thief can perform somewhat similar actions in previous games. Successful use of the skill allows the character to steal from non-hostile characters without being caught.

Points

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Points are statistics that are derived from other statistics. Points are listed as current/maximum (for example, 50/60). Points that are used up are regained gradually over time, especially while the character is not engaged in any actions that might drain the relevant type of points. Resting regains a few points of each type, and sleeping restores all (or sometimes only most) of them. Stamina is regained at a faster rate than the other two types of points. The three types of points are:

  • Health Points represent the character's well-being. Damage from nearly every source decreases this; many forms of damage, especially later in each game, will kill the character regardless of his current Health. Maximum Health is one-third of Strength plus two-thirds of Vitality.
  • Stamina Points represent the character's physical potency. Stamina is reduced by committing strenuous physical activities. If an action would reduce the character's Stamina but his current Stamina is zero, he will either be unable to perform the action, or the action will instead reduce his Health. Maximum Stamina is one-half of Agility plus one-half of Vitality.
  • Mana Points (in the first game, Magic Points) represent the character's reserves of magical energy. Each spell drains a specific amount of Mana. In later games, a Wizard (and only a Wizard) can create a Magic Staff, which reduces the number of points used in casting a spell. Maximum Stamina is one-half of Agility plus one-half of Vitality.

Scores

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Scores are points gained from certain in-game actions. There are two types of scores:

  • Puzzle Points are gained upon the completion of specific actions, with some granting more than others. Each game has a maximum number of Puzzle Points that can be gained (typically 500). Each class's unique puzzles, side quests, or challenges grant points, as do general puzzles that can be solved by any character.
  • Experience is a general indicator of how many opponents or challenges the character has overcome. In the first game, it determined when certain monsters started appearing more often (around 1000 or more would result in Mantrays, Cheetaurs, and Sauruses Rex being encountered during the daytime as well as at night). It was removed from the third and fourth games in the series.

Magic

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Spells introduced in Quest for Glory I:

  • Calm (4 points): Calms a creature that is not in combat. Calmed creatures usually stand in place briefly before resuming their pursuit. Some creatures cannot be calmed; others will be put to sleep by this spell. Attacking a calmed creature caused them to resume pursuit as well. Beginning in the second game, Calm can be used to calm, but not eliminate, environmental conditions like wind and fire.
  • Dazzle (3 points): Blinds and stuns a creature. Less effective and versatile than Calm.
  • Detect Magic (2 points): Makes magical effects known to you, and concealed magic visible. Some enchanted creatures and objects cannot be properly interacted with unless this spell is used first.
  • Fetch (5 points): You draw a palm-sized visible object to yourself. Objects that are guarded or in motion are much more difficult to affect. Rarely, this spell can be used to move an object rather than bringing it to you.
  • Flame Dart (5 points): Shoots a small ball of fire at a target. The only non-combat offensive spell available in the first game. Its ability to create fires at a distance is necessary in each game for solving certain puzzles. Its combat value is reduced by the presence of more powerful spells in the third game onwards.
  • Open (2 points): You can open doors, locks, chests, knots, and numerous other objects and barriers. Any locked object that a Thief can open via lockpicking can be opened via Open, although the spell also affects a number of other objects.
  • Trigger (3 points): You trigger existing magical spells and effects. Sometimes redundant with Detect Magic in its ability to reveal hidden magic. Triggering certain enchanted objects can destroy the object. Rarely, triggered spells are entirely detrimental to the player, although in this case they are usually instantly fatal as well.
  • Zap (3 points): Your handheld weapon is charged with magical energy, dealing extra damage on the next single attack. In the first game, this is the Magic-User's only starting spell.

Spells introduced in Quest for Glory II:

  • Force Bolt (6 points): A ball of telekinetic force strikes a target. This spell functions similarly to Flame Dart, but instead of burning objects, it can break or move them.
  • Levitate (7 points initially, more over duration): The caster raises into the air. This spell surpasses the effects of the Climb skill, as it does not require an adjacent scalable surface, although there are few uses of the spell that are not located in just such a position. If levitating in place (for example, to avoid something that is moving underneath), the spell drains an additional 7 Mana Points every few seconds.
  • Reversal (8 points): Spells that target you are reflected away, usually but not always returning to strike the caster. If a Wizard with Reversal casts a spell at another Wizard with Reversal, the spell may ricochet away from the double-Reversal or fail to be reflected from the caster, depending on the game. Reversal does not reflect area effect spells such as Frost Bite and Dragon Fire.

Spells introduced in Quest for Glory III:

  • Juggling Lights (8 points): Lights up dark areas, including magical darkness.
  • Lightning Ball (10 points): Hurls a ball of electricity at a target. It does more damage than Flame Dart, but costs twice as much Mana to cast. Almost never necessary to solving puzzles.
  • Summon Staff (5 points): Summons a magical staff, which disappears when the caster moves from his current position. While the staff is present, spells cost no Mana to cast, although the caster's skill in any spells that are cast in this manner will not increase for the duration. If Trigger is cast on a Magic Staff, it may be destroyed. In each of the games in which a staff may be summoned, it must first be either crafted or earned.

Spells introduced in Quest for Glory IV:

  • Aura (8 points): Provides partial (but not complete) protection from certain life-draining abilities of undead creatures and related areas.
  • Frost Bite (15 points): Inflicts cold-based damage on a creature. Frost Bite affects an area, and cannot be reflected by Reversal. The undead are immune to cold.
  • Glide (10 points): Allows the caster to slide across the surfaces of bodies of water, including swamps. Unavailable in the fifth game.
  • Hide (6 points): Turns you invisible while you remain stationary.
  • Protection (7 points): Reduces damage taken by physical (not magical) attacks.
  • Resistance (10 points): Reduces damage taken by spells using natural elements, such as fire, ice, and lightning. In the fourth game, it is only available when holding the Magic Staff, so in effect in never costs any points, despite its listed cost. It can be used normally in the fifth game.
  • Ritual of Release (20 points): Releases a spirit from servitude. Although the spell can be ineffectively cast to increase its skill, it can only actually be used at one particular time, and is unavailable in the fifth game.

Spells introduced in Quest for Glory V:

  • Augment (20 points): Amplifies the power of the next one spell that you cast.
  • Boom (30 points): Creates a skull that remains until any creature (including you) approaches it, at which point it explodes.
  • Dragon Fire (100 points): Conjures a massive burst of fire. It's not affected by Reversal, and is dangerous to use since if you target near yourself you can easily burn yourself to a crisp.
  • Fascination (20 points): Creates lights that attract unintelligent opponents before exploding.
  • First Aid (10 points): Heals the target by 100 Health Points.
  • RIP: Lets you rest peacefully while exploring the map.
  • Shrink (50 points): Reduces the size of an enemy. Some enemies will flee if this spell is cast on them.
  • Thermonuclear Blast: Destroys everything nearby, including the caster.
  • Whirlwind (15 points): Stuns and deals some damage to a creature.

Paladin Abilities

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From the third game onward, Paladins also gain some additional abilities depending upon their honor level. These skills include:

From the third and fourth games:

  • Sense Danger: A paladin will be given advanced warning if he's about to encounter a monster in combat, or receive a description of a dangerous element in gameplay.
  • Flaming Sword: A paladin using a paladin sword will find the sword engulfed in blue flames, and its damage will be affected by the Paladin's honor.
  • Healing: Paladins can expend some of their stamina to restore their health.
  • Honor Shield: Paladins will gain improved defense with high enough honor.

In the fifth game:

  • Holy Strength Functions by taking away stamina and raising the strength stat
  • Magic Ward Functions by taking away magic damage from stamina when used.
  • Destroy Undead Destroys undead at a slight cost to stamina. Extremely useful against undead monsters.
  • Peace Calms enemies nearby and allows a Paladin to escape peacefully
  • Sense Aura Allows a Paladin to examine the thoughts and impressions of a character, does not work on every character however and often just gives some general feedback on the area.
  • Awe Allows a Paladin to send enemies running from his awe-inspiring presence.

Inventory

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The amount the main character can store in his inventory is determined by his strength attribute. Each item has a specific weight, and the character has a limit as to how much weight he can hold depending upon what his strength is. Unlike other adventure games this can mean there is a disadvantage to simply picking up everything you see, and unlike other RPGs carrying 99 of every healing item can be ineffectual, since if you're carrying more than your limit your stamina will quickly be drained.

Some games also feature a safe treasure chest in an inn where items can be stored when they are not in use, and this chest can be returned to in order to store and pick up items. Items can also be dropped to remove them from the pack all together. In the earlier games this can lead to some amusing death scenes, but the later games usually prevent you from attempting to store or drop an item which will prove essential.

Inventory items may be combined with other items, used in isolation, or used with other objects and characters to create effects and solve puzzles. Depending on the type of puzzle it may be solved by using a specific item, using a certain skill that is sufficiently built up, or casting the right spell. Some puzzles are particular to a certain class, and some can be solved by all classes in different ways.

Combat

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Damage can be dealt by casting spells for a wizard, attacking with a weapon for all classes but primarily fighters, and throwing weapons from a distance for some classes but primarily thieves. Some monsters may also be defeated through quest related means, and depending upon your class you may gain more points by fighting a monster or placating it somehow. Fighters usually gain points from defeating every type of monster in combat. Monsters can often be looted for money and items.

Time

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Everything in the games takes place on a time scale going from morning, afternoon, evening, and night. Certain shops will only be open certain times of the day, and different sets of monsters generally appear during the night or daytime. Most characters can only be contacted during the day, although specific events happen at night, or after midnight. The main character's stamina is drained and weakened if you choose to stay up all night without sleeping repeatedly, and enough exhaustion can kill you. In the later games different events happen on different days as well, with scripted events taking place on specific days or the plot developing as time progresses.

The phrase "You are getting tired" always occurs when the game's internal timer reaches midnight.

Communication

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Communication can take two forms: asking a character in the game about a topic, or telling them about a topic. In the early games this was done by typing in topics you would want to ask or tell them about, in the later games conversation was changed to a tree of topics in a menu, and activating certain events in the game would increase the number of topics you would be able to ask other characters about or tell them about. The response other characters give to how well you communicate is partially dependent upon your communication skill in the second through fourth games, and your ability to bargain is also affected by that skill.