Abilities and Skills are the measure of how powerful the Hero is. Unlike other Sierra games where the player character maintains the same level of skill throughout the adventure, the Hero in the Quest for Glory series can steadily improve his abilities and skills. In order to complete each game, the Hero may be required to train these skills to ensure his continued survival.
The measure of the Hero's abilities and skills is shown on the Character Screen. Each ability or skill is represented by a numerical value in terms of how proficient the Hero is in each ability or skill.
Note that if the Hero has zero proficiency in any skill, then he cannot increase that number through normal training no matter how many times he attempts. For example, if the Hero has a 0 skill in Climbing, then no amount of attempting to climb will raise that number.
During Character Creation, using the starting Point Pool, all abilities and skills can be adjusted, except for Honor. Abilities and skills can be increased using the Point Pool, but never decreased below their starting point. It is possible to use the starting Point Pool to add one or more skills that the Hero's selected class would not normally allow, but this comes at a point penalty, which varies. See the Hybrid page for more information.
These are five traits of the Hero that are considered physical attributes and are based around the Hero's person. All classes have access to all abilities. They are as follows:
Unlike abilities, skills are knowledge that is tailored to the Hero's class. Skills may be specific to only one or two classes, although a few are applicable to all. Several skills were available to the Hero in the first game of the series, and more were added as the series progressed. They are as follows:
Introduced in Quest for Glory I:Edit
- Weapon Use - (All classes, renamed Offense in Quest for Glory V)
- Parry - (Fighter)
- Dodge - (All classes)
- Stealth - (Thief)
- Lockpicking - (Thief)
- Throwing - (Fighter, Thief)
- Climbing - (Thief, also learned by Fighter in Quest for Glory IV)
- Magic - (Magic User)
Introduced in Quest for Glory II:Edit
- Communication - (All classes)
Introduced in Quest for Glory III:Edit
Introduced in Quest for Glory IV:Edit
- Acrobatics - (Thief)
Introduced in Quest for Glory V:Edit
Note: The Paladin has the same skills as the Fighter.
Honor is not a typical skill or ability, although it is numerically tracked and falls among the others on the Character Screen. Honor can only be influenced by the Hero's actions, and may not have points assigned to it during Character Creation.
Training and ThresholdEdit
All abilities and skills can be increased through training them. How to train each ability is described on each individual page. The maximum numbers for all abilities and skills are specific to each game, and are as follows:
- Quest for Glory I - 100
- Quest for Glory II - 200
- Quest for Glory III - 300
- Quest for Glory IV - 400
- Quest for Glory V - 500
There are exceptions to the maximum amount of 500 in the case of Quest for Glory V. Each of the four classes has one ability and one skill which can be increased to a maximum of 550:
- Fighter - Strength and Offense
- Wizard - Intelligence and Magic
- Thief - Agility and Stealth
- Paladin - Vitality and Honor
In Quest for Glory V, equipping certain items can change the Hero's abilities and skills. These changes are in place only while the item is equipped and are not permanent. Items may increase or decrease stats (or both) depending on the item equipped.
|Abilities and Skills|
|Abilities||Strength · Intelligence · Agility · Vitality · Luck|
|Skills||Weapon Use · Parry · Dodge · Stealth · Lockpicking · Throwing · Climbing · Magic · Communication · Paladin · Acrobatics · Defense · Swimming · Pickpocketing|