Quest for Glory Omnipedia
Advertisement
Zap

*fanfare* Charge!

Zap is an offensive Spell. Its function is to place a magical charge on a weapon, which is released upon striking an enemy, causing extra damage. It first appears in Quest for Glory I and is available in all games.

Zap requires 3 MP to cast in the first four games. In Quest for Glory V, Zap's cost is increased to 10 MP.

Learning[]

Zap is an entry-level spell, and the Magic User will automatically begin Quest for Glory I and all games thereafter knowing it.

The spell can be purchased from the Magic Shop of Silmaria in Quest for Glory V for 200 drachmas.

Function[]

When cast in any of the first four games, the Hero's primary weapon (either his Dagger, Sword or Battle Axe) will be enchanted with a magical charge. The next strike the Hero makes with the weapon will release the charge, causing extra damage. Having more skill in Zap will allow the charge to cause more damage.

A weapon can only ever have one Zap charge upon it at a time. While the spell can be cast repeatedly, only the latest charge will be in effect.

Zap is the only magic that is affective exclusively during combat, but as usual in the first three games only if the Hero doesn't have a Shield (QFG1EGA/QFG2) or Broadsword/Sword (QFG3) (QFG1VGA/QFG3), and thus a free left hand to cast.

With that said, if cast right before a combat the first blow in a combat will already be charged (for free in the case of Quest for Glory III).

In Quest for Glory V, Zap can be cast on any weapon the Hero owns, but he must be equipped with the weapon at the time, otherwise the spell will fizzle.

Special Uses[]

Zap is used in Mage's Maze to fortify your creature against the opposing creature.

Training[]

The spell is trained by being cast repeatedly. Despite a weapon only being able to carry a single charge at one time, the spell can be continually cast and will be properly trained.

Quest for Glory III[]

The spell can only be trained when it is cast in combat. Casting outside of combat will not train the spell or use up any mana points. Fighter/Paladin hybrids are not able to train the spell in this game since they cannot access the Magic User's combat menu. On the up side, they can cast it outside of a combat so the first blow will already be charged without costing any mana points (in theory one can escape combat after 1 blow, re-cast and re-enter combat and hand another blow and repeat - thus having an infinite number of charges without any mana points).

Importing/Hybrid[]

A Magic User will always have Zap regardless of his import status.

If a Hybrid character is created and is given Magic, the only way he will not have Zap is if the Hybrid is created in Quest for Glory I. The very next game he imports to, he'll be given the spell.

Trivia[]

  • It is puzzling that Zap is sold at the Magic Shop of Silmaria considering there is no possible way that the Hero with magical ability could be without it.
Spells
Quest for Glory I Calm · Dazzle · Detect Magic · Fetch · Flame Dart · Open · Trigger · Zap
Quest for Glory II Force Bolt · Levitate · Reversal
Quest for Glory III Juggling Lights · Lightning Ball · Summon Staff
Quest for Glory IV Aura · Frost Bite · Glide · Hide · Protection · Resistance · Ritual of Release
Quest for Glory V Augment · Boom · Dragon Fire · Fascination · First Aid · RIP · Shrink · Thermonuclear Blast · Whirlwind
Unusable by Hero Cage of Thorns · Create Portal · Darkness · Destiny Spell · Entrapment · Far-see · Fly · Hypnosis · Pit · Shadow Snake · Summonings · Teleport · Transformation · Wall of Flames
Advertisement