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is most useful to the Thief. How does Luck factor into things? I
really don't know, exactly...
- Increasing Luck is not very well understood. In this game, Luck
seems to go up with most any action you perform, so just keep fighting
or performing skills and Luck should increase enough.
Skills (Specific Stuff) -
Weapon Use: Everyone has this skill, since everyone has a weapon. This
is the skill of sticking your pointy object into the other guy. A high
Weapon Use factors towards damage caused and successful strikes.
- Increase Weapon Use by attacking in combat.
Parry: Only Fighters have a true need for this skill, since stopping
enemy attacks is much easier with a sword or shield than it is with a
dagger. A higher Parry skill indicates a better chance at taking less
damage while parrying a weapon.
- Increase Parry by blocking or parrying in combat (more so if you're
successful).
Dodge: Everyone has Dodge. No, this is not your skill at driving a
Durango. One can't take hits forever, and a good Dodge skill ensures
that you'll be able to avoid blows more successfully.
- Increase Dodge by dodging in combat (more so if you're successful).
Stealth: An essential Thief Skill. No people want their houses robbed
by someone who bangs around like a drunk Antwerp. Having Stealth
activates the "Sneak" ability, which makes you much less noticable to
baddies or the occasional law officer.
- Increase Stealth by having Sneak active. Just Sneak everywhere and
you'll max it out eventually...
Lockpicking (aka Pick Locks, I hate grammatical errors): To get into
realms of fabulous cash and prizes, you'll need to open door number 1,
and your Thief's lock pick helps, but you need the skill to use it.
- Increase Lockpicking by picking on doors. The best place to do this
is the Healer's house, because her door is barred (so you can't
actually enter), you won't get in trouble for it, and you can do it in
the daytime. You can only get so high picking that door, though, so
to top it off, you'll have to pick your nose. Don't ask...
Throwing: Useful for both Fighters and Thieves, a good Throwing skill
can peg a monster with a few extra rocks or daggers before they get
close enough to fight up close. Throwing can also be used to hit or
knock off things that are far off.
- Increasing Throwing can come from throwing rocks or daggers. Rocks,
naturally, are much more economic, considering the fact that you can
pick up a whole bunch then throw them all repeatedly.
Climbing: Another Thief Skill, you'll need it for scaling walls, trees,
gates, ropes, and other non-ladder surfaces.
- Increase Climbing by, naturally, climbing. Early on, you can practice
on the tree outside the Healer's house, but a better place is the town
gate, but you still can't max it out, and I don't know of any place you
can max it...
Magic: The Magic User's skill at manipulating reality. Not much else
to say about this, generally. More will be said in the Spells section
about each individual spell's effectiveness.
- Increase Magic by casting, casting, and casting some more...
General Health Points -
Health Points: If you hit 0, you die. Pretty simple. The maximum
amount of Health you have is determined by adding two-thirds of your
Vitality to one-third of your Strength. So, if you have a Strength of
30 and a Vitality of 60, your Health Point max is 50.
Stamina Points: This is your measure of stamina for performing strenuous
acts, such as fighting, casting spells, running, throwing, climbing,
etc. Your max Stamina is determined by adding one-half of your Agility
to one-half of your Vitality.
Mana Points: Mana is your measure of magical energy. Each spell uses a
certain amount of mana. Your max Mana is determined by adding two-
thirds of your Magic Skill to one-third of your Intelligence.
Naturally, if your Magic Skill is zero, your Mana Points will also be
zero, no matter how high your Intelligence.
Scores -
Puzzle Points: Much like most other Sierra games, you get points for
doing special acts. The max is 500, and every class has its own
special way of reaching that high. In the Miscellany section, there's
a Point List.
Experience: This is much like a basic score. Talk to someone, buy
something, kill something, and you'll get some experience. It's not
really worth anything, but once you hit 1000, you'll get tougher
monsters during the daytime.
---
C. Magic Spells
While so many games give you a billion offensive spells to eviscerate
your enemies, Quest for Glory take a different approach. Sure, the
magic users of other games can lay waste to any bad guy, but what
happens if they misplace their keys, or if they need to reach the book
at the top of the shelf? This is why Quest for Glory makes the Magic
User skilled in a bunch of all-around magic.
Each spell can be built up to 100 in skill by casting it repeatedly.
Leyden's Latent 'Lectrical Discharge, aka "Zap"
MP: 3
Found: You start the game with it.
Description: Casting Zap will charge your weapon with magical energy.
The next strike will release the energy. It can only be cast once at a
time. Increasing your skill will increase the damage done with the
charged weapon.
"Open"
MP: 2
Found: Zara's shop for 30 silvers.
Description: Open is useful for unlocking simple locks. With practice,
doors can be opened. Open can also be used for magical items that have
been set to react to an Open spell.
Lowenhard's Lariat of Legerdemain, aka "Fetch"
MP: 5
Found: Zara's shop for 40 silvers.
Description: Fetch is useful for grabbing objects that are distant. It
can mostly be used on small, non-living objects. With practice, you
can use it to move objects from one place to another.
"Flame Dart"
MP: 5
Found: Zara's shop for 60 silvers.
Description: Your only attack spell in the game, the Flame Dart produces
a small ball of magical flame which you can direct at an opponent,
either in combat or while still at a distance. It can also be used,
get this, to burn things. As you increase in skill, your Flame Darts
will do more damage.
"Detect Magic"
MP: 2
Found: Meep's Peep. Ask the Green Meep about magic.
Description: This is a very general spell, and is used to detect any
existing magical auras in the immediate area.
R. Rogers' Reactivating Ritual, aka "Trigger"
MP: 3
Found: Henry the Hermit's cave. Ask about magic.
Description: This lovely little spell can be used to set off any
magical spells in the immediate area. It can make invisble things
visible, activate teleport spells, or set off magical traps while the
caster is still at a safe distance. Pretty handy.
"Calm"
MP: 4
Found: Erana's Peace, under the rock.
Description: Since most Magic Users like to avoid direct combat, you
can use this spell to immediately cause any threatening monster to
cease its hostile intent and contemplate the universe and its
bellybutton. This works on most enemies with a pulse. Don't try it on
the Undead, and do NOT use it once in actual combat, because a calmed
monster is far more dangerous than one blinded by rage. Having more
skill in this spell will cause monsters to be delayed for longer.
Erasmus' Razzle Dazzle, aka "Dazzle"
MP: 3
Found: Erasmus' House. Beat him in Mage's Maze.
Description: Dazzle creates a brilliant flash of light that will stun
anything for a small time while it pauses to rub its eyes. This only
works, naturally, if the creature HAS eyes. Having more skill in this
spell will cause monsters to be delayed for longer. Although it doesn't
last as long as Calm, this skill CAN be used in combat.
---
D. Surviving in this Crazy World
---
Surviving the Mouse Interface
With the new edition of Quest for Glory I comes a new mouse interface.
The first icon is the Walk icon, which looks like a miniature you.
Click it anywhere to walk to that location.
The second icon is the Look icon, represented by an eye. Click to look
at stuff.
The third icon is the Touch icon, represented by a hand. Click on
objects to take, search, or manipulate them.
The fourth icon is the Talk icon, represented by a mouth. Click on
people to ask them about things, or on yourself to tell about things.
The fifth icon is the Special icon, which looks like a swirly thing.
Click on it to open a new window. In this new window:
- Click on the image of you walking to resume walking if you've been
running or sneaking.
- Click on the image of you running to start running.
- Click on the image of you sneaking to start sneaking (if you have
Stealth).
- Click on the image of you snoozing to sleep for certain amounts of
time.
- Click on your studly portrait to view your Character Screen.
- Click on the hourglass to get the time of day. You'll get a view of
the sun or moon in its travelling across the sky (from left to right).
- Click the question mark and hover over other icons to learn about
them.
The sixth icon is the Magic Icon, which looks like a five-pointed star.
Click it to open a Magic Spells window. There, you can use the eye to
get info about a spell, the hand to pick a spell to cast, the question
mark to get info about the other icons, and the OK to close the window.
Each magic spell is represented by a different icon:
Open: Key
Detect: Eye
Trigger: Snapping Fingers
Dazzle: Multiple Sparkles
Zap: Sword
Calm: Open Hand
Flame Dart: Small Fire
Fetch: Cupped Hand
Some spells need to be targeted. Once you select them, you'll see a
crosshair. Click the crosshair on your target to cast it there.
The seventh icon is the Active Item Icon. Click on it to use the
Inventory Item you have recently selected. Click the item where you
really don't know, exactly...
- Increasing Luck is not very well understood. In this game, Luck
seems to go up with most any action you perform, so just keep fighting
or performing skills and Luck should increase enough.
Skills (Specific Stuff) -
Weapon Use: Everyone has this skill, since everyone has a weapon. This
is the skill of sticking your pointy object into the other guy. A high
Weapon Use factors towards damage caused and successful strikes.
- Increase Weapon Use by attacking in combat.
Parry: Only Fighters have a true need for this skill, since stopping
enemy attacks is much easier with a sword or shield than it is with a
dagger. A higher Parry skill indicates a better chance at taking less
damage while parrying a weapon.
- Increase Parry by blocking or parrying in combat (more so if you're
successful).
Dodge: Everyone has Dodge. No, this is not your skill at driving a
Durango. One can't take hits forever, and a good Dodge skill ensures
that you'll be able to avoid blows more successfully.
- Increase Dodge by dodging in combat (more so if you're successful).
Stealth: An essential Thief Skill. No people want their houses robbed
by someone who bangs around like a drunk Antwerp. Having Stealth
activates the "Sneak" ability, which makes you much less noticable to
baddies or the occasional law officer.
- Increase Stealth by having Sneak active. Just Sneak everywhere and
you'll max it out eventually...
Lockpicking (aka Pick Locks, I hate grammatical errors): To get into
realms of fabulous cash and prizes, you'll need to open door number 1,
and your Thief's lock pick helps, but you need the skill to use it.
- Increase Lockpicking by picking on doors. The best place to do this
is the Healer's house, because her door is barred (so you can't
actually enter), you won't get in trouble for it, and you can do it in
the daytime. You can only get so high picking that door, though, so
to top it off, you'll have to pick your nose. Don't ask...
Throwing: Useful for both Fighters and Thieves, a good Throwing skill
can peg a monster with a few extra rocks or daggers before they get
close enough to fight up close. Throwing can also be used to hit or
knock off things that are far off.
- Increasing Throwing can come from throwing rocks or daggers. Rocks,
naturally, are much more economic, considering the fact that you can
pick up a whole bunch then throw them all repeatedly.
Climbing: Another Thief Skill, you'll need it for scaling walls, trees,
gates, ropes, and other non-ladder surfaces.
- Increase Climbing by, naturally, climbing. Early on, you can practice
on the tree outside the Healer's house, but a better place is the town
gate, but you still can't max it out, and I don't know of any place you
can max it...
Magic: The Magic User's skill at manipulating reality. Not much else
to say about this, generally. More will be said in the Spells section
about each individual spell's effectiveness.
- Increase Magic by casting, casting, and casting some more...
General Health Points -
Health Points: If you hit 0, you die. Pretty simple. The maximum
amount of Health you have is determined by adding two-thirds of your
Vitality to one-third of your Strength. So, if you have a Strength of
30 and a Vitality of 60, your Health Point max is 50.
Stamina Points: This is your measure of stamina for performing strenuous
acts, such as fighting, casting spells, running, throwing, climbing,
etc. Your max Stamina is determined by adding one-half of your Agility
to one-half of your Vitality.
Mana Points: Mana is your measure of magical energy. Each spell uses a
certain amount of mana. Your max Mana is determined by adding two-
thirds of your Magic Skill to one-third of your Intelligence.
Naturally, if your Magic Skill is zero, your Mana Points will also be
zero, no matter how high your Intelligence.
Scores -
Puzzle Points: Much like most other Sierra games, you get points for
doing special acts. The max is 500, and every class has its own
special way of reaching that high. In the Miscellany section, there's
a Point List.
Experience: This is much like a basic score. Talk to someone, buy
something, kill something, and you'll get some experience. It's not
really worth anything, but once you hit 1000, you'll get tougher
monsters during the daytime.
---
C. Magic Spells
While so many games give you a billion offensive spells to eviscerate
your enemies, Quest for Glory take a different approach. Sure, the
magic users of other games can lay waste to any bad guy, but what
happens if they misplace their keys, or if they need to reach the book
at the top of the shelf? This is why Quest for Glory makes the Magic
User skilled in a bunch of all-around magic.
Each spell can be built up to 100 in skill by casting it repeatedly.
Leyden's Latent 'Lectrical Discharge, aka "Zap"
MP: 3
Found: You start the game with it.
Description: Casting Zap will charge your weapon with magical energy.
The next strike will release the energy. It can only be cast once at a
time. Increasing your skill will increase the damage done with the
charged weapon.
"Open"
MP: 2
Found: Zara's shop for 30 silvers.
Description: Open is useful for unlocking simple locks. With practice,
doors can be opened. Open can also be used for magical items that have
been set to react to an Open spell.
Lowenhard's Lariat of Legerdemain, aka "Fetch"
MP: 5
Found: Zara's shop for 40 silvers.
Description: Fetch is useful for grabbing objects that are distant. It
can mostly be used on small, non-living objects. With practice, you
can use it to move objects from one place to another.
"Flame Dart"
MP: 5
Found: Zara's shop for 60 silvers.
Description: Your only attack spell in the game, the Flame Dart produces
a small ball of magical flame which you can direct at an opponent,
either in combat or while still at a distance. It can also be used,
get this, to burn things. As you increase in skill, your Flame Darts
will do more damage.
"Detect Magic"
MP: 2
Found: Meep's Peep. Ask the Green Meep about magic.
Description: This is a very general spell, and is used to detect any
existing magical auras in the immediate area.
R. Rogers' Reactivating Ritual, aka "Trigger"
MP: 3
Found: Henry the Hermit's cave. Ask about magic.
Description: This lovely little spell can be used to set off any
magical spells in the immediate area. It can make invisble things
visible, activate teleport spells, or set off magical traps while the
caster is still at a safe distance. Pretty handy.
"Calm"
MP: 4
Found: Erana's Peace, under the rock.
Description: Since most Magic Users like to avoid direct combat, you
can use this spell to immediately cause any threatening monster to
cease its hostile intent and contemplate the universe and its
bellybutton. This works on most enemies with a pulse. Don't try it on
the Undead, and do NOT use it once in actual combat, because a calmed
monster is far more dangerous than one blinded by rage. Having more
skill in this spell will cause monsters to be delayed for longer.
Erasmus' Razzle Dazzle, aka "Dazzle"
MP: 3
Found: Erasmus' House. Beat him in Mage's Maze.
Description: Dazzle creates a brilliant flash of light that will stun
anything for a small time while it pauses to rub its eyes. This only
works, naturally, if the creature HAS eyes. Having more skill in this
spell will cause monsters to be delayed for longer. Although it doesn't
last as long as Calm, this skill CAN be used in combat.
---
D. Surviving in this Crazy World
---
Surviving the Mouse Interface
With the new edition of Quest for Glory I comes a new mouse interface.
The first icon is the Walk icon, which looks like a miniature you.
Click it anywhere to walk to that location.
The second icon is the Look icon, represented by an eye. Click to look
at stuff.
The third icon is the Touch icon, represented by a hand. Click on
objects to take, search, or manipulate them.
The fourth icon is the Talk icon, represented by a mouth. Click on
people to ask them about things, or on yourself to tell about things.
The fifth icon is the Special icon, which looks like a swirly thing.
Click on it to open a new window. In this new window:
- Click on the image of you walking to resume walking if you've been
running or sneaking.
- Click on the image of you running to start running.
- Click on the image of you sneaking to start sneaking (if you have
Stealth).
- Click on the image of you snoozing to sleep for certain amounts of
time.
- Click on your studly portrait to view your Character Screen.
- Click on the hourglass to get the time of day. You'll get a view of
the sun or moon in its travelling across the sky (from left to right).
- Click the question mark and hover over other icons to learn about
them.
The sixth icon is the Magic Icon, which looks like a five-pointed star.
Click it to open a Magic Spells window. There, you can use the eye to
get info about a spell, the hand to pick a spell to cast, the question
mark to get info about the other icons, and the OK to close the window.
Each magic spell is represented by a different icon:
Open: Key
Detect: Eye
Trigger: Snapping Fingers
Dazzle: Multiple Sparkles
Zap: Sword
Calm: Open Hand
Flame Dart: Small Fire
Fetch: Cupped Hand
Some spells need to be targeted. Once you select them, you'll see a
crosshair. Click the crosshair on your target to cast it there.
The seventh icon is the Active Item Icon. Click on it to use the
Inventory Item you have recently selected. Click the item where you
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Other files from this game:
- Quest for Glory solution by System on 09/03/2006, 09:50
- Quest for Glory hints by System on 09/03/2006, 09:50
Complete points list - Quest for Glory solution by System on 09/03/2006, 09:50






