Abilities:
Strength- Strength is a measure of how much one can carry and how much power they can put in their punches. It is important in combat, and contributes to health points. Fighters and paladins rely on strength to help them in combat.
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Intelligence- Intelligence helps plan tactics in combat and in casting spells. The higher the intelligence, the higher the mana and the power of the spell.
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Agility- Dexterity, nimbleness, and quick reflexes are combined into agility. This is helpful in combat for dodging blows, and for sneaking around at night. Agility and vitality determine stamina points.
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Vitality- Vitality goes with strength to form health points and with agility to make stamina points. The higher the vitality, the more damage your hero can take and he will not get as tired. Healing will take a shorter amount of time.
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Luck- Luck goes into everything, from combat to spell casting to sneaking.
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Communication- This deals with how good you are at talking to people. With a higher communication you can haggle prices with merchants and make what you're trying to say to someone more clear. It is equally valuable to all classes, though the thief probably has more money so he doesn't need to bargain... This is only available in 2,3, and 4.
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Skills:
Weapon Use/Offense- This determines whether you hit the monster or not. Obviously, the fighter and paladin would want to keep this high. Thieves and wizards who like fighting will also want this high. Weapon Use is in the first 4 games only, it turns into the Offense skill in Dragon Fire.
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Parry- Parrying is blocking your enemy's blow with your own sword or shiels. (Using a shield is called blocking.) This is useful if you like your body parts where they are. Since you need a sword to parry, only fighters and paladins can have this skill. Only in the first 4 games. It combines with Dodge to become Defense in 5.
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Dodge- Dodging is the art of making sure you don't come into contact with sharp objects. All classes will want to know this, especially shifty thieves forced to fight and wily wizards worming their way out of warfare. This is only in the first 4 games. It combines with Parry to become Defense in 5.
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Defense- This replaces Parry and Dodge in Dragon Fire. It basically is how well you avoid damage in battle. It can be affected by amulets and armor.
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Stealth- This is the thief's best friend when he wants to go around unnoticed. Stealth means being able to move quietly so that you don't call attention to yourself. If you have this skill you are considered a thief, ven if you don't have lockpicking. (In Dragon Fire this can be a serious disadvantage to non-thieves, so if you're making a characters that's not a thief, don't give him stealth).
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Pick Locks- If you're a thief and you don't have this, something's wrong. This is the ultimate thief skill, distinguishing between a mere panhandler and a Chief Thief. The only way to use this skill is if you have a lockpick or a tool kit (sometimes you have to improvise, but you get the point). If you aren't a thief but you have this skill, you are considered a thief (since you have the ability to break into other peoples' possessions).
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Throwing- Self-evident, throwing is how good your aim is and how far you can hurl a projetcile. Fighters will want this to know how to fling stones and spears eveywhere, thieves will want to be able to throw their deadly daggers.
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Climbing- Climbing is the process of getting from the ground to a higher spot (or lower if you're going the wrong way). Thieves start out with this and are later helped by getting rope. Fighters will learn of tis in Mordavia if they have not already done so. Wizards just use levitate.
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Acrobatics- The rope seller, Rashid, will teach you this in Tarna, though it doesn't become a true skill until Shadows of Darkness. This lets the hero (generally a thief) flip in the air and land away from where he started. It helps when you're trying to walk a tightrope or fight with your bare hands. It is directly associated with agility, and only available in 4 and 5.
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Magic- This is what makes magic users different from everyone else. Magic lets someone actually cast a spell, and determines how powerful it is. It contributes to the wizard's mana, along with intelligence.
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Swimming- Basically, how to move through water somewhat gracefully. You can't hold your breath for too long, no matter how high your swimming stats are, so before you do any major expeditions underwater you'll want to find a way to prolongue your breathing. This is only in Dragon Fire since there is nowhere to swim in the first four lands. You can learn it from a book in the FACS.
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Pickpocket- This is the wonderful way of getting some easy cash from careless people. In order to get this skill you'll have to buy a pickpocket knife from the Silmarian Thieves Guild. Then you use the knife on passing people. Hopefully the money won't drop to the ground and the person won't notice you. That's why you should have a high skill in it and stealth before you try it on someone.
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Derived Stats:
Health- Health is how much damage you can take before you die; an important thing for anyone, adventurer or no. It is comprised of Strength and Vitality. To improve it, raise your Strength and Vitality abilities. To regain lost health, use a healing pill/potion or sleep. The paladin can Heal himself or others, but this takes away from his Stamina. The mage can use the First Aid spell.
Stamina- This is the amount of energy the hero has. Actions require a certain amount of effort, even walking, and stamina is used each time you perform an action. Once Stamina is gone health points start disappearing. Stamina is made up of Vitality and Agility. To regain it, use stamina pills/potions, water from the Pool of Peace, eat, or rest.
Mana- Mana is the amount of magical energy in a person. Magic users tap into it to create their spells. Once it's gone, the wizard can't cast anymore spells. Mana is determined from the caster's intelligence and magic skill. To replenish Mana, the caster can take a mana pill/potion, a fruit from Erana's Garden, or sleep. Some magical places wil give back points when you sleep at them more quickly than normal places. Caution: mana takes a long time to replenish itself, so a magic user lost in the forest better be able to defend himself if he runs out of juice.
Honor- Honor is what all paladins strive for, and what most heroes seek. Honor is the summation of all good done by the hero. When he does a good deed his honor will increase. When he does a bad deed his honor will decrease. You can't give the hero points for honor, they must be earned. The paladin's abilities require a certain amount of honor for them to work. In Dragon Fire your communications skill has been replaced by honor. The higher the honor the better deal you can cut. Honor is only measured after So You Want to be a Hero.
How to Improve:
Note: In Trial by Fire, at the end the hero will come across a genie who will give him 3 wishes. 2 of them can be spent wishing for more prowess. I recommend either increasing an important ability or skill for that character class (ie Strength and Weapon Use for the fighter, Intelligence and Magic for the wizard, and Stealth and Pick Locks for the thief), or giving him a new skill that he doesn't have.