The Quest for Glory games allow you to play as one of three basic character classes - the Ferocious Fighter, the Mystical Mage, or the Wily Thief. Each class has its own strengths and limitations and you have to solve problems and prove yourself a hero given the skills and abilities of your character. A Paladin class is also available to those who have honorably completed previous games (episodes 2 or 3) in the series.
Characters can be imported from one game to the next, complete with skills, spells and inventory. Hence, as the overall story progreses through the games, so does your character, gaining greater skill and glory. He starts out as a fledging adventurer, a wannabe hero in Spielburg, and by the end of QFG4: Shadows of Darkness, has become a master of his profession at the peak of his powers. QFG5: Dragon Fire will see him become an ultimate hero and ruler of the land, as well as give him a chance to retire from the hero business and settle down.
The ability to carry over your character from one game to the next, and the opportunity to continually hone his skills to perfection is one reason the series has been long endeared by the fans. Players tend to get attached to their characters, whose skills and personality they have long molded through the games, and identify with them in their own quest for glory.
Hybrid characters with almost infinite variation are also allowed, giving the player immense freedom to shape their characters and solve the game's puzzles any way they wish (well almost always!). Among various combinations, you can play as a magic-wielding Thief, a Fighter Mage, or almost everyone's favorite - a Wizard Paladin (with thief skills).
Often viewed as the quintessential of heroes, the fighter depends on his brute strength, brawn and skill with weapons to overcome obstacles on his road to glory. His trusty sword and shield are his main allies as he takes the most straightforward and direct approach to problems. According to the FACS manual:
The Fighter views the world as an opportunity to test his strength and courage against the universe. A fighter is one who, when faced with a foe, takes arms against a sea of troubles, and by opposing, ends them. He is the artist whose body is his palette. Exercise is his daily bread. The fighter relishes every battle with any foe, for though he is beaten and blackened and bruised and blemished beyond all recognition, he knows that he is the better for it all.
You may find it easiest to play as a Fighter on your first time playing the Quest for Glory games. Puzzles usually have the most direct soluions when playing this character type.
Strength, Agility and Vitality are among the most important attributes for the fighter along with the skills of Weapon Use, Parry and Dodge (Defense). Fight monsters at every opportunity and practice whenever you can, with those skilled in combat instruction.
Each episode will bring a new set of monsters to test your mettle with, and successfully defeating them will not only improve your skills, but give you bounty and monetary rewards to sustain your career.
Besides enemy combat, there will be other opportunities to build up your Fighter's physique to hunkitude:
Throwing, Climbing, and Swimming are some of the other skills your fighter will learn as he progresses through the game.
In Tarna, he will undergo Initiation to become a Simbani Warrior. Along the way, he will learn such useful skills as spear throwing, wrestling at the Simbani Wrestling Bridge, and crossing hand-over-hand.
Be sure to obtain a sword and a shield at the earlier opportunity. Don't venture into battle unarmed or you may be "dis-armed" rapidly.
Basic sword work consists of the thrust and swing. The thrust is the deft skewer of the opponent's mid-section, quick and to the point with a minimum of mess. The swing, on the other hand, is a slicing motion designed to release as much of the opponent's interior components as possible. While the swing inflicts more damage, the thrust is quicker. Preference is a matter of personal taste and whether or not you have a strong stomach.
Defense largely depends upon the use of the dodge, block, and parry. While there are those who believe that 'real' fighters do not need such wimpy defensive techniques, most surviving Heroes attest to their effectiveness. Trying to defeat a monster while ignoring the basic defenses usually results in ex-heroes.
You will start off with a basic sword in QFG1. In the land of Shapeir, your fighter can equip himself with a fine sword (from the Weapon shop of Issur) which will improve your fighting skills and chances at survival considerably. In Mordavia also, you will come across a couple of good blades and a mighty battle-axe (Wraith mound).
Your basic shield will last you until QFG3, at the beginning of which, you will receive a magical shield as a gift from the Sultan of Shapeir, Harun Al-Rashid. It is also a good idea to purchase sturdy chainmail armor from the Dry Goods Store in Spielburg.
The Eternal Order of Fighters, or EOF as it is often called (not to be confused with end-of-file) is the premiere organization of note for worthy Fighters. No wimpy mages or slimy thief types are allowed admittance. Membership is by invitation only and prospective members are usually given a combat test to prove their mettle before joining. The motto: "EOF - The Guts, The Glory, The Greatest!"
You will find EOF chapters in Shapeir and Silmaria where you will be given an opportunity to join provided you stand the test.
Master of magic, skilled with spells, clever at conjurations, the accomplished Magic User can do considerably more than pulling rabbits out of a hat. Considered the intellectual among adventurers, the Mage is able to draw upon the magical energy (or mana) within and around him to weave wondorous enchantments, fire magical missiles at opponents, protect himself and others from harm, teleport great distances, and of course, create rabbits out of thin air.
To become a Magic User, you must first find a teacher of the craft. Many towns and villages have Mages who, for a modest fee, are willing to impart the spark that will ignite the mental light and illuminate the ultimate abilities of the student. Once the mind has been opened to magic, it can be filled with arcane lore, spells, curses, cures and trivia about obscure creatures that never fails to impress the locals.
Mages have a reputation for being mysterious, and much of their time is taken up maintaining this illusion. To this end, mirrors are useful for practicing facial expressions, and a repertoire of moods ranging from 'Haughty disdain for fools who ask stupid questions' (ideal for when you don't know the correct answer) to 'Complete and Utter Concentration So Don't You Dare Disturb Me'(perfect for catching forty winks, particularly if you can master sleep with your eyes open), will come in handy. To enhance your Magic User reputation, develop your eccentricities. Talking to thin air does wonders for having those around you treat you with respect - after all, they can't be sure you aren''t talking to someone they can't see.
Once a Magic User has mastered the basics of magic and gained experience in the nine essential spells (Calm, Detect Magic, Dazzle, Fetch, Flame Dart, Force Bolt, Levitate, Open, and Trigger), he or she can try to become initiated as a Wizard at the Wizard's Institute of Technocery or W.I.T. This ultimate University of the Occult is a place of learning and research in the mystical arts, and within its hallowed halls, the aspiring Wizard can devote a lifetime to the study of arcane lore.
The Mage relies on intelligence and successful casting of magic spells. As such, Intelligence, Agility, and Magic skill are the most important attributes for this character type. Vitality, Luck and Dodge are also important, enabling your Mage to stay alive long enough to cast spells.
Armed only with a dagger, Mages tend to be less proficient at melee fighting unless they use their magical talents in combat. Protective spells such as Protection, Aura, Reversal, and Resistance help reduce the damage from an opponent's attacks while offensive ones such as Flame Dart, Force Bolt, Lightning Ball, Frost Bite, and Whirlwind form his mystic weapons. Charged with a Zap spell, even his dagger can provide an extra punch to his attacks. Often a Mage can simply avoid combat altogether, by using such spells like Calm, Dazzle or Hide.
Always be on the constant lookout for new spells, and practice whenever possible to increase your Mage's Magic ability and gain greater experience with the spells he knows. The effects and durations of a particular spell improve with the proficiency gained in that spell as well the Mage's overall mana abilities and intelligence.
As your Mage progresses through the games, he will encounter many opportunities to hone his mystical abilities and go from a fledgling thaumaturge to a powerful Wizard:
One of the most basic form of magic, spells are usually learned by reading specially created scrolls that brand the spells upon the brain. They can be purchased at specialty shops, gained from kindly old wizards, and frequently found in the oddest places. Scrolls are of no use to those without Magic skill or to those who already know the spell, so the neophyte is encouraged to inquire about scrolls frequently.
Spells are cast primarily by using the mana energy the Mage stores in his body. This Power pervades the world, but only one trained in the mystical arts can actually absorb it. The amount of energy a spell takes depends upon the potency and duration of the particular spell.
Some of the more powerful spells require the aid of a Magical Staff, a magically created manifestation for the purpose of casting spells. Forged through ritual magic using magically attuned wood, Magical Staves enable the caster to cast spells without expending any mana. Often they will enhance the Mage's spells and provide additional spells not usually available to the Mage.
Another form of magic is Ritual magic, typically used for incantations of great power such as teleportation and communication portals, shape-changing and summonings. Magical Staves and other artifacts are often used to focus the mana energy and aid in such magic.
To learn about the nature, usage, strengths, and limitations of specific spells available in the games, refer to the Spells section.
As mentioned earlier, the Wizard's Institute of Technocery is the premiere instution of higher learning among Mages. Although the Institute itself is said to exist on another plane, its entrance can be found in the city of Shapeir, through a careful application of one's magical skills. Aspiring Mages can be initiated as Wizards here provided they successfully complete the entrance tests under the sponsorship of an existing member. Once initiated, they can devote their time to master the mysteries and workings of magic, pore over arcane lore, and even obtain a doctoral degree in magic!
Wizard Guilds are another set of professional organizations for the practicioner of magic and are often found in larger cities in Gloriana. Mages congregate in such places to swap spells, engage in magical duels, play games of magic, and generally impress fellow Mages.
Sultan of Stealth, Chief of Chicanery, Potentate of Plunder, the Thief is the master of many skills. From subterfuge to housebreaking, Thieves live by their wits. Although, not as effective as a Fighter in close combat, nor a practitioner of the mystical arts like the Mage, the Thief's numerous skills, from stealth, to lock-picking and acrobatics, make him a strong adversary nevertheless. An unlikely adventurer, the Thief may seem out of place as a Hero. However, the monetary rewards and notriety outwiegh the risks.
For combat, the thief is best suited for throwing daggers or rocks at his opponent from a distance. Often, his stealth and ability to hide enables him to avoid combat altogether. Even then, in close combat, the Thief has a couple of tricks up his sleeve. He can sometimes throw daggers even in close combat as long as he has some to spare, and launch devestating acrobatic attacks once he has gained sufficient skill in acrobatics.
In Silmaria, the Thief may even get a chance to become the Chief Thief and head the Thieves' Guild of Silmaria. This coveted position can only be gained with the mastery of skills and proper contacts.
Agility, Vitality, and Luck are the most important attributes for the Thief character. He is a master of many skills, such as Stealth, Dodge, Lock Picking, Throwing, Climbing, Acrobatics and Pickpocketing. Some of these skills are learnt only in the later games, as your Thief progresses through them.
Using Stealth is following the Way of the Rat; a slow, cautious scuttle with all senses alert. Climbing is following the Way of the Three-Toed Sloth, which ascends above those who seek it and goes where they cannot. Running is the Way of the Cockroach, which pauses first to assess the danger, then runs like mad. Lock Picking is the Way of the Aardvark, which delicately inserts its tongue into the termite's nest to get out the luscious treasure within. Throwing is the Way of the Dive Bomber Beetle, which launches itself into the air and plots a course straight and true until it hits something and bounces off. All of these disciplines must be mastered before you will know the One True Way of the Thief.
Here are some of the opportunities the Thief will encounter to learn, practice and demonstrate his superior skills throughout the games:
Thief Sign: Extremely essential for contacting your confederates in parts unknown, the trademark Thief Sign is a closely guarded secret among those practising the purloining profession. According to the FTCS (Famous Thieves' Correspondence School) manual:
To make the top-secret Theieves' Sign, first place your thumb upon your nose with the hand held perpendicular to your face, and the fingers outspread. Then wiggle your fingers while focusing your eyes upon your thumb and patting your belly with your free hand. You should make the sign whenever you believe yourself in the presence of a fellow practitioner. However, you should be aware that not all politicians will recognize this symbol - some of them are scabs.
Guild Card: Once you've paid the membership fee and joined the local Thieves' Guild, you'll get your very own Guild card. Be sure to carry this with you at all times. Without it, fellow thieves may treat you as unlicensed scum and put a dagger in your back!Lockpick: As a Thief you must become one with your lock-pick. This tool can open doors into realms you have only imagined. Wonders will lie before you, and become your own, for the Art of the Thief is to free others from their need for material possessions and to teach them that inner peace comes not from what you have, but from what you have not.
Thieves' Toolkit: Containing everything from lockpicks to credit cards, a good Thieves' Toolkit holds everything you need for illegal entry. Some of the best ones on the market today like the Acme Mark II Toolkit come with tools to disarm traps as well.
Rope and Grapnel: A length of sturdy rope is most useful for climbing steep, slick walls or preventing great falls. However, when attached to a set of grappling hooks that grasp and release on command, you've got a great combination for getting in and out those inaccessible places.
Oil: Handy for greasing and silencing squeaky hinges on chests, cabinets and doors, oil is an essential item in any successful thief's repertoire. It is also useful for easing the insertion of lockpicks and moving heavy objects.
Throwing Daggers: Delicately balanced for proper aim, these are perfectly suited to throwing at your unsuspecting foes before engaging in battle. A proficient Thief can be deadly with his daggers. If daggers are in short supply, rocks may do the same trick.
Thief Marks: Marks made by fellow thieves, these are things a smart crook uses to communicate with others of his profession. Crude or detailed, these can be scratched almost anywhere, usually with the point of a dagger. While this may mean that the loot's already been taken, you'd do well to try to figure out what the marks mean - they could save your life!.
Improvisation: Although important for all Hero types, this skill is most crucial for a successful thief. With quick wits and bit of luck, a Thief can get out of the tighest situation even if he doesn't have his tools. Stuck without your lockpick or toolkit and need to open a door? Don't despair, think! If the door is merely latched, simply swipe your guild card through the crack. Locked doors might be pickable with objects at hand such as your decorative lapel pin or that rusty nail on the floor.
To aid the Thief on his never-ending journey for the True Way, The Thieves' Guild was created. This benevolent organization was formed to give the Thief a chance to feel at home away from home, to socialize among people of like mind without having to watch his purse, for this is the refuge from the petty worries of the world. The Thieves' Guild motto is 'Thou shalt not steal HERE.' This is the place to find those lock-picks and tool kits you crave. Here is where you relieve yourself of another's possessions and fence the items for cash. You may also find facilities for honing your purloining and pickpocketing abilities in some Guilds, as well as a challenge to a friendly game of dagger throwing.
Thieves' Guilds, due to unfortunate social pressures, are forced to keep a low profile. To locate the local Guild, contact a local thief using the Thieves' Sign and ask for directions. Remember to find out the password if any, for Guilds tend to discourage casual inquirers and spies. Often you will be asked to prove your identity through a simple test - it is recommended you do not fail.
Paladins are the unsung heroes who perform good deeds not for fame or glory but for the selfless betterment of the world. Seekers of true knowledge, upholders of the virtues of goodness, nobility, kindness, and charity, they are at one with the essential rightness of the world. They seek to right the wrongs of the world, prevent injustices, stop proliferation of evil, and encourage harmony among living beings. Paladins are not followers but leaders of their own destiny.
The Way of the Paladin:
To seek.
To learn.
To do.
Honor is of utmost importance to a Paladin and his life is governed by it. He is bound by honor and duty to do what is right rather than what is lawful, and he may be forced to break the laws of the land to protect the people against unjust rules.
A paladin displays bravery in battle, honesty and courtesy in dealing with others, loyalty to friends, mercy to his foes, kindness and charity to the downtrodden, modesty in self, and above all, is pure of body, mind and soul. To become a Paladin, one must conduct oneself honorably at all times and be helpful to those in need. This is not a job for everyone. If you are willing to be bold for no gold, risk your name without acclaim, and campaign without gain, this could be the occupation for your emulation. A potential paladin is often watched by those who are already Paladins and is rewarded for his good deeds through the formal presentation of a Paladin sword. Thus does he become a Paladin.
The Paladin character type is only available to those who have honorably completed episodes 2 (Trial By Fire) or 3 (Wages of War) and have been declared a Paladin by the liontaur Paladin, Rakeesh Sah Tarna. Paladinhood is recommended primarily for Fighters; becoming a Paladin may hamper the activities of a Thief, in particular. It is also difficult to perform certain types of Magic while carrying the Paladin's traditional sword and shield.
Here are some do's and don't's that will help your character attain the Paladin status:
For specific hints on becoming a Paladin in episodes 2 and 3, see the corresponding pages for episode 2 and 3 in the Games section.
The Paladin character has basically the same attributes of a Fighter with the addition of some special magical abilities and the opportunity to fulfil some special honor related quests. He may also possess Mage skills and spells. Honor is the most important attribute for the Paladin. It increases whenever the Paladin does good deeds, but unlike other character attributes, it can also decrease upon wrong-doing. The Honor attribute also governs which of the following special abilities (given in order of increasing Honor points), the Paladin has gained:
Flaming Sword: The first benefit the Paladin gains is the ability to create a magical flame around his Paladin Sword during combat. Such a sword is generally received from a qualified Paladin when one is proclaimed Paladin. The magical flame increases the amount of damage the sword will do to evil doers.
Heal Light Wounds: Once the Paladin acquires this ability, he can heal injuries by touch. This ability can be used on oneself or on others. However, since this draws upon the Paladin's inner strength and stamina and temporarily weakens him, the Healing ability cannot be used in combat.
Sense Danger: With continued good-deed-doing, the Paladin gains the ability to sense nearby danger and strong evil-directed emotional currents. This advance warning enables him to avoid the dangerous situation altogether or at least be prepared.
Honor Shield: The next ability gained by the Paladin through the exhibition and accrual of honor is the Honor Shield, a protective magical barrier that deflects many physical attacks directed at the Paladin. The Honor Shield surrounds the Paladin whenever the flaming Sword is ignited, and certain attacks intended for the Paladin are incinerated upon contact.
Protection from Magic: This aids the Paladin in defending against offensive spell attacks or other evil conjurations.
Click here for a description of all the Paladin Abilities that will be available in Dragon Fire.
Several opportunities will be presented throughout the games, especially in later ones, for your character to do honorable deeds even though he may not be declared a Paladin until the end of QFG2: