Multiclass character in QFG

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Beverheim
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Multiclass character in QFG

#1 Post by Beverheim » Fri Aug 08, 2008 9:59 am

First of all: I've been checking these pages since 2004, and I really look forward to the release of the remake of one of my favourite PC-games of all times! I really apreciate the effort from the AGDI-team!

Actually, the original qfg1 was the first adventuregame I ever played. Someone had installed it on a computer at my university, and I was spending long evening hours there, engulfed in the wonderful world of Spielburg as shown on the monochromatic 13" screen. With no instruction-book or hints available (this was before internet was commonly available), I had to find out everything by myself, even the command-verbs. I remember the joy when I discovered the command "search body", and got revarded by a handfull of silver coins! I probably spent about three months before I was available to finish the game.

Now, my plan is to play all the games in sequence, this time with a multiclass character with all the skills.

Seems like the best option is to choose the thief and spend some points to give him skills in parry and magic, unless there is a way to obtain the lock-pick for the other classes?

So here is my questions about multiclassed characters:
1)Is there any way for the other classes than fighter to obtain a sword and a shield? (except for using the razzle dazzle rootbeer cheat)?

2)I've read somewhere that if any character from qfg1 with magical skills is imported to the original qfg2, he will automatically get the Zap spell. Is this also true for the remake?

3)Another option is to use the "razzle dazzle rootbeer" cheat in the original EGA version of QFG1, to let a thief obtain sword and shield. But will other characters than the fighter actually use these items when they fight monsters?

4) If a thief/mage obtained a shield and sword i qfg1, wil you be able to import the character with these items to the remake of qfg2?
Last edited by Beverheim on Fri Aug 08, 2008 2:09 pm, edited 3 times in total.

Erpy
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Re: Multiclass character in QFG

#2 Post by Erpy » Fri Aug 08, 2008 10:16 am

Beverheim wrote:Now, my plan is to play all the games in sequence, this time with a multiclass character with all the skills.

Seems like the best option is to chose the thief and spend some points to give him skills in parry and magic, unless there is a way to obtain the lock-pick for the other classes?
If you have thief skills (regardless of class), you can make the thief sign, get into the guild and buy a lock pick and/or a tool kit.
1)Is there any way for the other classes than fighter to obtain a sword and a shield? (except for using the razzle dazzle rootber cheat)?
No. Not until QFG5.
2)I've read somewhere that if any character from qfg1 with magical skills is imported to the original qfg2, he will automatically get the Zap spell. Is this also true for the remake?
Yes, that's true.
3)Another option is to use the "razzle dazzle rootbeer" cheat in the original EGA version of QFG1, to let a thief obtain sword and shield. But will other characters than the fighter actually use these items when they fight monsters?
In QFG1, they probably do.
4) If a thief/mage obtained a shield and sword i qfg1, wil you be able to import the character with these items to the remake of qfg2?
That's a tough one. I don't think they'll carry over, but if they do, you'll still be limited since you still won't be able to use sword techniques in battle.

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Beverheim
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Re: Multiclass character in QFG

#3 Post by Beverheim » Fri Aug 08, 2008 10:37 am

Thank you for a swift reply, Erpy!

So if all characters with thieving spells can buy a lock-pick, it seems like the most powerful option for a multiclass character would be a fighter with both thieving and magical skills, as no other option lets your character wield sword & shield.

Unless, of course, there is some kind penalty for using thieving/magical skills while wieldig a sword and shield (Common in other rpgs)?

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Re: Multiclass character in QFG

#4 Post by Anonymous Game Creator 2 » Fri Aug 08, 2008 10:49 am

4) If a thief/mage obtained a shield and sword i qfg1, wil you be able to import the character with these items to the remake of qfg2?
Nope, the sword and shield will be removed from your character at the start of the QFG2 remake unless he's a Fighter. You'll get to keep the Chainmail armor if you have it, though.

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Re: Multiclass character in QFG

#5 Post by Erpy » Fri Aug 08, 2008 11:02 am

One thing to watch out for when creating characters with every skill in the book is that games can get confused when importing/exporting.

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Beverheim
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Re: Multiclass character in QFG

#6 Post by Beverheim » Fri Aug 08, 2008 11:07 am

Quote:
4) If a thief/mage obtained a shield and sword i qfg1, wil you be able to import the character with these items to the remake of qfg2?


Nope, the sword and shield will be removed from your character at the start of the QFG2 remake unless he's a Fighter. You'll get to keep the Chainmail armor if you have it, though.
That was a very clear answer to my question. Thanks!

Then there pops up a related question: Will a mage or fighter with lock-pick/thieving kit still be able to keep these item(s) when imported to the qfg2 remake?

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Re: Multiclass character in QFG

#7 Post by Erpy » Fri Aug 08, 2008 11:23 am

Yes, they will.

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JonWW
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Re: Multiclass character in QFG

#8 Post by JonWW » Fri Aug 08, 2008 4:47 pm

Erpy wrote:Yes, imported characters get 25 points (as opposed to the 50 a new character gets) to assign to skills. Just enough for one additional skill or a moderate boost to your existing stats.

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So it looks like the best option for importing a multiclass character would to have a Fighter with all the skills except for 2 of them and then assign the missing skills when you import your character. :p

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Re: Multiclass character in QFG

#9 Post by Brainiac » Fri Aug 08, 2008 9:21 pm

Actually, if you stick with a multiclass Fighter, you wouldn't have to assign any points to Climbing in QfG1 or QfG2. Not only is it notoriously difficult to max out in QfG3, but a Fighter (or Paladin) can learn the skill within QfG4. You can gain two new skills in QfG1 and then the reduced 25-point pool in QfG2 can give you a third new skill. Don't bother with a new one in QfG3 (actually, pair a djinni-boosted stat with the 50-point pool of that game and you can max out one stat before you even start the game).

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Re: Multiclass character in QFG

#10 Post by Kaelon » Fri Aug 08, 2008 9:56 pm

Simply put, the only multi-classed character anyone should be considering is a Fighter with Magic and Thieving Skills, originally created in Hero's Quest I using the "One Point" new skill purchase trick that LateBlt highlights here:

http://www.youtube.com/watch?v=8M-jz0Mqgmg

Over the course of Hero's Quest 1, max out all of your skills at 100 points. The "Zap" spell will be retroactively awarded to you once you import your character into Quest for Glory 2. With a Fighter multi-class with all skills, you can effectively experience all angles of the Quest for Glory 2 theater including:

-- Thieving and the Break-In House, Robbing Khaveen's House
-- Fighter Trials, including the Eternal Order of Fighters
-- Magic Storyline, including Wizard's Institute of Technology

Note: to earn all points, however, you will need to solve most challenges by using the Fighter route (e.g., "jumping off the edge of the cliff in the Forbidden City, rather than levitating down or using the magic rope"). Finally, there is one catch to dual-wielding a sword and shield: you cannot cast spells while in the combat screen. Tragic, I know!

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Re: Multiclass character in QFG

#11 Post by Erpy » Fri Aug 08, 2008 10:19 pm

That and upon importing, QFG3 will think you're a wizard. Well, that's what happened in our tests with a fighter with all stats and spells.

Fortunately, QFG3 allows you to select a class at the start.

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Re: Multiclass character in QFG

#12 Post by adeyke » Fri Aug 08, 2008 10:22 pm

After all this wait, it seems odd to then try to minimize the number of play-throughs needed to experience the content.

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Re: Multiclass character in QFG

#13 Post by Kaelon » Fri Aug 08, 2008 11:46 pm

That and upon importing, QFG3 will think you're a wizard. Well, that's what happened in our tests with a fighter with all stats and spells.

Fortunately, QFG3 allows you to select a class at the start.
Quest for Glory 3 is also much more rigid about character roles, making some determinations based upon class, rather than statistics, no?
After all this wait, it seems odd to then try to minimize the number of play-throughs needed to experience the content.
I think the intention to create a multiclassed character is not to minimize multiplaythroughs (which I think all enthusiasts will enjoy doing), but just to create a fully maximized character with all possible possessions (e.g., an EOF Membership Card, Thieves' Kit, Thieving License Card, etc.).

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