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Just took the plunge & decided to get this series while its on promo. I'd like some opinions on strategies for this game series. Is it better to...

1> Train all my skills first, then start adventuring.
2> Just follow the story & let my skills build on their own.
3> No, no, I've got it all wrong!

Thanks in advance!
Either way is feasible, so play the way you like to play.

If you're new to the game, I highly recommend making exploration a priority; it helps to know the layout of the land. I guess that would be option 3?

Once you're fairly familiar with the territory, there's really no right or wrong way to play.
It's best to establish a training routine you can stick to day after day. When you wake up in the morning, eat something, then work in the stables (QfG1) and spar with trainers (QfG1 for fighters and QfG2 for everybody), practice magic in the afternoon (if you're a mage), do some thievery at night (if you're a thief).

For mages, it's best to max out the Fire Dart spell, as it will be your main offensive spell in all five games. You don't need to practice Open, Fetch, Levitate or Force Bolt, as these are quest spells that work regardless of your skill. Once your Fire Dart is on the maximum skill level, you can practice some defensive spells if you like.

Either way, the game isn't too difficult even if you don't spend too much time training. In QfG2, there will be several days between events that advance the plot, so training is a welcome pastime against boredom! But be careful, there's a time limit in that game.
Thanks for the tips. I'm going Thief in this game, I like being a swiper. I made it to Day 3 with 100% Stealth & a ton of money, but (as I posted in another thread) I need to restore because I got on bad terms with the Healer.
I'd generally agree with Charon121 here, but with a few extras.

You do need to practice Fetch/Open and so on, but only up to a certain point. I think anything over 30 will do for at least the first game, if not the second. If you were to get them to 100 in the first game, I think you'd be pretty well set for the whole series.

I'd also agree about maxing out combat spells, as you can easily kill enemies without having to go into close combat when they are high enough.

I'd recommend for a thief to practice throwing, as throwing knives are very useful. (you can practice cheaply by throwing rocks)

Make sure to explore! You don't want to miss anything that might be useful, and there are many areas that you might want to visit multiple times, as things might change over time.
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ChaunceyK: Thanks for the tips. I'm going Thief in this game, I like being a swiper. I made it to Day 3 with 100% Stealth & a ton of money, but (as I posted in another thread) I need to restore because I got on bad terms with the Healer.
100% Stealth? o.o
I beat the game with it around 40. You must have the patience of a saint!

And just what did you do to upset the healer? Why would you pick on such a nice lady?
I just "sneaked" the entire 1st day, and part of the 2nd. Didn't realize I could get away with just 40.

I swiped some potions from her. Did it while her back was turned & thought nothing of it...until the next day when I wanted to sell her some flowers & mushrooms.
I imagine some people go higher than 40, I just found that to work well enough.
Strange, I thought if it didn't cuss you when you tried it, then you'd think she didn't see it. Maybe it was her pteridactyl that tipped her off!
Even if she didn't see you take them, she's still capable of figuring out who was around at the time the potions went missing.

Your stats also influence your success rate with your skills, so Stealth 40 may give different results if your Agility/Luck/etc are low or high.

As for spell skills: you may need a higher value for some things (Open and Fetch, mainly) in the first game, but after that they're generally automatically successful. On the other hand, Open and Detect Magic have a mana cost of 2, in contrast to Flame Dart's 5, which makes them useful for early Magic/Intelligence training, especially if you've taken magic as a cross-class skill and don't have much of a mana pool to work with.
Depends on your class.

Fighter and Thief are generally strong enough from the beginning to go straight into the story and start their adventures. Magic User, however, is quiet fragile and must improve his spells, stamina, combat skills and hit points before he is able to adventure without getting killed by any monster.

When I played Fighter and Thief, they did not have any trouble surviving from the start. They could fight and kill quiet a bit even at the beginning of the game. However, my Magic User had serious trouble surviving any monster encounter in the beginning. His Flame Dart spell was too weak to kill anything, and he could not survive close combat with most any monster. He either ran out of stamina or health too quickly. I had to spend two or three days (game time) to build him up before I could use him. I did not have that trouble with Fighter or Thief.

A big problem with Quest for Glory is that Magic User/Wizard never becomes any better in the later game. In most other RPG, magic users start out as weaklings, but they usually become the most powerful classes later in the games. So players endure higher difficulty at the beginning to get the big payoff later. The Magic User/Wizard in Quest for Glory, however, starts out as the weakest class but never becomes the most powerful class in the end. The Paladin is the most powerful class in the later games. The Magic User/Wizard is still unable to instant-kill any monsters, which Magic User/Wizard usually does in other games.
Post edited October 13, 2012 by ktchong
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ktchong: The Magic User/Wizard in Quest for Glory, however, starts out as the weakest class but never becomes the most powerful class in the end.
That hasn't been my experience with the Mage. My hero was weak in the beginning, but near the end of QfG1, and especially by the middle of QfG2 and later, enemies could hardly harm him since he could kill enemies with Flame Dart before they could swipe at him for more than two or three times. In QfG4 and QfG5, he could kill enemies before they even reached him, whereas fighters must always get in melee range. A combination of Dazzle + Fire Dart ensures they can never take action during combat.
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ktchong: A combination of Dazzle + Fire Dart ensures they can never take action during combat.
That or spamming Frostbite; a fully maxed out FB spell is capable wrecking enemies who are only exposed to it briefly as you move your head, and destroys just about anything in an instant when you focus on the target.
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ktchong: Depends on your class.

Fighter and Thief are generally strong enough from the beginning to go straight into the story and start their adventures. Magic User, however, is quiet fragile and must improve his spells, stamina, combat skills and hit points before he is able to adventure without getting killed by any monster.

When I played Fighter and Thief, they did not have any trouble surviving from the start. They could fight and kill quiet a bit even at the beginning of the game. However, my Magic User had serious trouble surviving any monster encounter in the beginning. His Flame Dart spell was too weak to kill anything, and he could not survive close combat with most any monster. He either ran out of stamina or health too quickly. I had to spend two or three days (game time) to build him up before I could use him. I did not have that trouble with Fighter or Thief.

A big problem with Quest for Glory is that Magic User/Wizard never becomes any better in the later game. In most other RPG, magic users start out as weaklings, but they usually become the most powerful classes later in the games. So players endure higher difficulty at the beginning to get the big payoff later. The Magic User/Wizard in Quest for Glory, however, starts out as the weakest class but never becomes the most powerful class in the end. The Paladin is the most powerful class in the later games. The Magic User/Wizard is still unable to instant-kill any monsters, which Magic User/Wizard usually does in other games.
Wizard doesn't HAVE to be in combat that much but generally has an easier time doing quests because after a point, spell skills don't count. The only spell skills that count are combat spells, but again, the Wizard doesn't NEED to enter combat that much. If anything, spells make the main quests easier, while a Fighter/Paladin may need to raise combat related skills, strength and vitality to cope. In combat, the same thing with Fighters applies : If you raise your combat related skills (in Wizard's case, offensive spells), you have no problem defeating multiple enemies without resting. A Wizard CAN also train strength and vitality without being a hybrid. A Fighter cannot fall back to spells without being a hybrid. A Wizard is the most versatile character you can have in combat.

You are overestimating Thieves. In most QFG games, in combat they're basically Wizards without magic. That's why Thieves have stealth in the first place, to avoid combat when possible. Like Wizards, they don't NEED to enter combat that much either.

As for game strategy, here's what I do.

a) Explore the immediate safe area at least so you get a general idea of what's there. Talk to people.
b)
i) If the game permits,
ii) if someone gave you information about the existence of a place you can visit,
iii) if a quest sends you somewhere,
iv) if you have free time,
Explore as much of the game area as you can once, to get a general idea of what's out there. Avoid combat.
c) Save and initiate combat once. Check whether your combat and vital skills are up to the task. If not, prioritize training them.
d) Train in your free time. There's a LOT of free time in Quest for Glory games, and exploration takes too little time to be a time sink, so you'll be left with too much time. Sometimes you NEED to train your skills to be able to do something needed for a quest.
d) If your skills are high enough, go fight some monsters . In QFG games after 2 , Parry, Dodge and Weapon Use can only be raised through combat). WARNING: In QFG3, avoid combat as much as possible, or you'll end up with a really nasty bug that will force you to either load a really old save, or restart. As a general rule in QFG3, if you're a Fighter or Paladin, just kill all monsters once for the points (and the dinosaur horn) and leave it at that, to be on the safe side.
e) If there's a quest with a deadline, don't initiate it until you are satisfied with your training. If there's a quest with a deadline that you started (or, as in QFG2, has started on its own), do that quest as quickly as you can manage, then resume your training until the next timed quest. Some timed quests, like the ones in QFG5 are a bit hard to train in between. In QFG5, it's easier doing most of your training before registering for the Trials.
f) Once you are satisfied with your training, (or, in the case of QFG2, have found a nice training tempo) start doing all the quests.