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Quest for Infamy Walkthrough: Stats
As much as it's a point-and-click adventuring game, Quest for Infamy is also an RPG. You spend the entirety of the game trying to get Roehm in and out of jams, and as you do so he's bound to improve at certain things. The quality of his performance is dictated by his stats, and without a certain level of statistical strength, there are some things you just won't be capable of doing in Quest for Infamy.
Below is a listing of the stats found in the game. Some are more important to certain classes than others - for example, Sorcerors can usually find ways around certain obstacles without Climbing, while Rogues and Brigands will find Climbing very useful. By contrast, they'll find Mystical Power to be absolutely pointless. If you're going to spend time building stats, make sure you focus on stats that are actually important to your version of Roehm.
Your overall durability. Your Health determines how long you can remain fighting before you drop. If your Health hits zero, you're dead. Health can be restored with Healing Potions, by successfully blocking, with a particular spell, or by resting, either at the Inn or in the field. In the latter case, you'll use up time while healing Roehm.
Weapon % Hit
Your accuracy with your weapon. The higher this number, the greater the chance that you'll hit something with a physical attack. You can raise this stat by attacking enemies, whether you hit or miss. I'm pretty sure you can also raise it by shooting arrows at Hermit Homestead, though this can get costly if you're bad at archery and keep losing the contest. (It's also worth your while to just hunt down enemies instead. They drop things!)
Hacking, Stabbing, Slashing
Your attack power with Hacking, Stabbing, or Slashing. Use the respective attack over and over to raise your stat.
Your ability to block. The higher this number, the greater the chance that you'll successfully block an incoming attack. If you block successfully you'll restore five points of health, and if the enemy still sneaks in a hit you'll at least not take any damage. (This last point is true of the Rogue, but it doesn't seem to work for the Sorcerer. Any confirmation on the Brigand? Let me know in the comments.)
Your ability to climb. The higher this stat, the better you can scale sheer objects without help. You can raise Climbing by attempting to climb things, such as the gate of Volksville at night, the trees around Volksville, the right side of the mayor's mansion in Tyr (at night only), and a few other places.
Your ability to sneak around. The higher your Stealth stat, the less likely you are to get spotted when you're skulking around in a crouch. You can raise your Stealth stat by doing just that - walking around in a sneaky posture. This lowers your walking speed, but it's still handy to do whenever possible.
Your ability to steal stuff. The higher your Thievery stat, the more likely that you can swipe items for free at shops. You can raise your Thievery stat by stealing things, though more often you'll raise it by unlocking (or trying to unlock) certain doors with your Lockpick. You can find doors upon which you may practice at the Tower Bridge, on the eastern path out of town, and at the Morroi HQ. You can also practice Thievery in the Thieves Den by messing with the dummy near the exit.
Your ability to cast spells. The higher your Mystical Power stat, the greater the strength of your attack spells in combat. You can raise your Mystical Power by casting spells in or out of combat.
The measure of your innate badness. Infamy accumulates whenever you do things that are, typically, evil. Or something similar. Infamy doesn't do much besides let the world just how much of a jerk you are. You can raise your Infamy by committing deeds that aren't looked on fondly by the rest of the world - for example, killing Gorth on the second day, or setting the tree south of Hermit Homestead on fire.