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Home Games QuadQuest Series QuadQuest II

QuadQuest II is a sequel to the turn-based strategy adventure game from Dataware in which you play four quests. As with the first QuadQuest, each quest has its own hero, but you choose the five party members that will accompany the hero. Battle more than 100 different enemies in medieval, mythical lands. Select from more than 100 different items when equipping your party.

The game play is the same for the two QuadQuests, but each has four different quests!

The Basics...

Getting Started

Playing the Game


Additional Information...

Party Members

Continue Game

Information

Genie Services

Game Control


Statistics...

Attack Calculations

Player Character

Enemy Characters

Weapons

Armor

Items

Magic/Scrolls


Getting Started


To begin, select the quest you would like to complete. You will then be presented with an introduction to the story as well as a map indicating where the story takes place.

Your next task is to pick the genie that will accompany you are your quest. Either one will be fine since they perform the some job. Next, you will want to select your party members. You can choose from a premade party or make your own custom party. The easiest, fastest way to get started is to choose a premade party, but if you want more control, make your own.

You will now be presented with the genie’s services. Buy equipment and items for your party, train for the battle ahead, and get advice. For details about the genie’s services, see the “Genie’s Services” section of this help file. When you are ready to begin the quest, select “Play Quest.”

You can then read about the first chapter in the story. It will tell you what is happening. After you finish reading, select “OK” to begin the battle.

You will begin with it being your turn. Take a look at the entire area by scrolling the screen to see where the enemies are located in reference to your party so you can determine what you want to do. Begin your turn by selecting one of your party members who is highlighted with a white square. You will then be given the various actions that you can perform with that selected party member. Your most basic actions to perform are to move and to attack (either with a weapon or with magic). But other actions may be needed to complete the battle. See the “Playing the Game” section of this help file for details on these actions.

Select each of your remaining party members until you have performed an action with each of them. You can also select “End Turn” (located on the left side of the screen) at any time if there are party members that you do not want to perform any actions during that turn. When you have completed your turn by either performing an action with each party member or by selecting “End Turn,” the enemy will take its turn.

After the enemy takes its turn, it will then be your turn again. You and the enemy will alternate taking turns until either you have defeated the enemy or the enemy has defeated your party.

When you have defeated all the enemies and opened all the treasure boxes, the genie will again offer services to you. Resupply your party and get any necessary training and advice. Then proceed to the remaining battles that take place in the story.

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Playing the Game


Each quest will begin with it being your turn. Select one of the members of your party which is highlighted with a white square and then you will be given options for actions to be performed by the party member who you selected. These actions are described below.

Select each of your remaining party members until you have performed an action with each of them. You can also select “End Turn” (located on the left side of the screen) at any time if there are party members who you do not want to move or use to attack. When you have completed your turn by either performing an action with each party member or by selecting “End Turn,” the enemy will take its turn. Each side will continue taking turns until you have defeated the enemies or until all your party members have been defeated.

If your entire party is defeated, you begin back with the genie. You lose any items or gold that you collected before the defeat. At this point, you can either attempt the battle again or exit and load a saved game by selecting “Continue” if you saved your game while you were in battle.

PLAYER ACTIONS

Move: When you select “Move,” the spaces where you can move this party member to will be highlighted with white squares as determined by your movement range. Select the white square where you want to move this party member. You can then confirm this move by selecting “Stay” or cancel the move my selecting “Cancel.” Or you can choose one of the other actions that are available.

Attack: When you select “Attack,” the area within this party member’s attacking range and line of sight will be highlighted with white squares unless there are no enemies within this party member’s attacking range. Select one of the highlighted enemies and this party member will attack with the weapon that the party member currently has equipped.

Magic: When you select “Magic,” a list of the party member’s magic spells is displayed unless the party member is not carrying any scrolls. Select a spell and then the range of the spell you selected will be highlighted with white squares as determined by the spell range and line of sight. Select an enemy if you chose an attack spell or a party member (including yourself) if you selected a heal spell and then the spell will be cast.

Equip: Select this option to equip the party member.

Items: Select this option to use, give, or discards items in the party member’s inventory. In order to give an item to another party member, the party members need to be standing beside each other.

Open: Select this option to open a treasure box. The party member must be standing beside the treasure box in order to open it.

Stay: If you select “Stay,” the party member will be placed in the current location.

Cancel: If you select “Cancel,” the list of player actions will be no longer be displayed.

ENEMY ACTIONS

How an enemy performs the following actions is determined by the enemy’s battle behavior. See Battle Behavior (below) for additional information.

Move: An enemy will move within its movement range to gain a better position to attack or cast magic.

Attack: An enemy will attack a player character with its physical attack if the target is within the enemy’s line of sight and attack range unless it can do more damage by casting magic.

Magic: An enemy will attack a player character or characters with a magic spell if the target is within the enemy’s line of sight and spell’s attack range unless it can do more damage by attacking with a physical attack.

Battle Behavior: There are three battle behaviors for enemies: Defensive, Offensive, Aggressive. The battle behavior will determine the enemy’s artificial intelligence (how the enemy behaves). An enemy, within the bounds of its battle behavior, attempts to do the maximum amount of damage to its target(s) in one turn while staying as far away from its target(s) as possible.

Defensive: A defensive enemy will defend the location where it is initially placed unless it can attack at the end of its move. It will not move more than ˝ its total movement range away from its initial placement location, returning to its initial placement location once it can no longer attack a player character. This allows for a defensive enemy to defend the area surrounding its initial placement location in one move.

Offensive: An offensive enemy will not move from its current location unless it can move and attack a player character in one turn.

Aggressive: An aggressive enemy will continually move toward the closest player character and will attack when within range.

LINE OF SIGHT

Line of sight is a computer representation of visual perception. In QuadQuest, a target is considered to be within line of sight of a player or enemy character if a line can be drawn between the character and the target without passing through an object that would obstruct the character’s view. Line of sight serves the following purposes.

An enemy with either defensive or offensive behavior will only move toward and/or attack a target if the target is within the enemy’s line of sight. An enemy with aggressive behavior will move toward a target who is not within the enemy’s line of sight, but can only attack a target that is within the enemy’s line of sight.

A player character can only attack or cast a spell on a target within the player character’s line of sight.

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Party Members


Your party will consist of 6 members including the predetermined hero. You can either select a premade party or make your own custom party.

If you choose one of the four premade parties, you can either use them as they are or you can edit any of the members (except the hero). If you choose to make your own custom party, you can select from premade members or create your own custom members.

When editing a member, you set each of the attributes of the character. Below is a list of the attributes that can be edited.

Name, Race, Class: Select or type in a name, race, and class for the member.

Picture: Select a picture for the character. If you want a particular gender of pictures to be displayed before you select them, select the gender before selecting the picture.

Gender: Select the gender for the member.

Base Stats: Distribute 400 stat points among the attributes of Endurance, Strength, Dexterity, Agility, Intelligence, and Mana. Details about each of these attributes can be found under the section “Player Characters” in this help file.

Affected Stats: These stats are affected by the amount of stat points that you distribute in the base stats. The affected stats include Hit Points, Magic Points, Attack Power, Hit Percentage, and Movement. Detail of Affected Stats can be found under the section “Player Characters” in this help file.

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Continue Game


Select “Continue previously saved quest” if you want to continue playing a game that you saved while you were playing a quest.

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Information


The help file, about information, ordering information, and music option are displayed by selecting Information.

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Genie Services


The genie offers services for the party members. You can shop, train, get advice, or manipulate the party members’ equipment and items. Keep in mind that you will need to equip any equipment or items that can be equipped if you want them to take effect. You can also save your game.

SERVICES

Weapons: Buy or sell weapons.

Armor: Buy or sell armor.

Items: Buy or sell potions and other miscellaneous items, such as rings, bands, stones, etc.

Magic: Buy or sell magic scrolls.

Training: Battle with an easy enemy for practice and to earn gold.

Advice: Receive advice about the battle ahead.

PARTY OPTIONS

Stats: Select this option to view the entire party’s statistics.

Inventory: Select this option to give or discard equipment and other items.

Equip: Select this option to equip the party members.

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Game Control


To scroll the screen in order to view different portions of the map, move your mouse cursor to the edges of the screen (where the arrows are located). The screen will move in the direction of the arrow until the edge of the map has been reached.

Left Mouse Button: Use your left mouse button to select a character to move. You have to select a character that is highlighted with a white square.

Right Mouse Button: If you right click on player characters, you can check the statistical information and view the inventories of the player characters. If you right click on enemy characters, you can check the statistical information of the enemy characters.

Map: The map located in the top left portion of the screen is a mini-map of the larger area on which your characters are located. The white square of the mini-map depicts the area that is seen on the screen. You can move around the screen my clicking on this mini-map or dragging the white square located in the mini-map.

ESC: Pressing the ESC key, will cancel the last action taken when moving or attacking a character.

Menu: Pressing the Menu button, will display the menu options: Information, Exit to Main Menu, and Return to Game.

Information: The help file, ordering information, music option, and about information are displayed by selecting Information. Note: If the music does not sound good or play properly on your computer because of your midi settings, use the music option to turn off the music. This will not affect the sound effects.

Exit to Main Menu: To exit to the main menu, select this option. Be sure to save your game (if you want to continue it later) before you quit.

Return to Game: Select this option to exit the Menu options and return to the game.

End Turn: You can end your turn at any time by selecting this option. The enemy will then take its turn.

Save: You can save your game any time you want by using this option.

Cancel: A cancel button will appear after various actions that are performed by the player characters. Select the Cancel option to cancel this action.

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Attack Calculations


PHYSICAL ATTACK CALCULATION

The process of physically attacking an enemy or character begins by determining if the attack was successful in hitting the targeted enemy or character. If successful, the damage is calculated. If unsuccessful, a miss is determined. The chance that the attack successfully hits the target is equal to the attacker’s Hit Percentage (Hit %).

Damage is calculated by subtracting the target’s Defense Power (DP) from a random number between the attacker’s Attack Power (AP) and twice the attacker’s Attack Power (AP). The difference is subtracted from the target’s Hit Points (HP). If the target’s Defense Power is greater than the damage done by the attacker, the hit still occurs but no damage is subtracted from the target.

MAGICAL ATTACK CALCULATION

A magical attack affects all targets within its Area Effect. Damage is then calculated for each target individually in the following manner.

Each spell has a specific amount of base damage that it inflicts. This base damage is multiplied by the target’s Resist percentage and then subtracted from the base damage. The difference is subtracted from the target’s Hit Points (HP).

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Player Characters


DEFINITIONS OF BASE STATS

All base stats except Intelligence, determine the player character’s Affected Stats. All base stats affect what equipment the character can wear and which spells the character can cast.

Endurance: Represents how long the character can fight in battle. It is also needed to equip items that put a physical strain on the character.

Strength: Determines how hard the character hits with physical attacks. It also determines how heavy of equipment the character can use.

Dexterity: Determines the accuracy of physical attacks that the character uses. It is also needed to use equipment that requires physical dexterity.

Agility: Represents how fast the character can move. It also determines if the character can use items that require quickness.

Intelligence: Represents how intelligent the character is and thus how complicated of items the character can use.

Mana: Determines how much magical energy the character has to use spells. It is also determines how powerful of spells the character can cast and determines if the character can use certain magical equipment.

DEFINITIONS OF AFFECTED STATS

HP (Hit Points): (Calculation: HP = 3 X Endurance) The amount of damage a character can endure. This number is reduced when the character is successfully attacked. The character is dead when its Hit Points reach 0. Hit Points can be recovered by the use of potions or magic spells.

MP (Magic Points): (Calculation: MP = 3 X Mana) The amount of magic energy a character possesses. Each time a spell is cast, a certain amount of Magic Points, which is determined by the spell being cast, is deducted from the character’s current Magic Points. If the character’s Magic Points are less than the Magic Points required by the spell that the character is trying to cast, the character will be unable to cast that spell. Magic Points can be recovered by the use of potions.

AP (Attack Power): (Calculation: AP = ˝ Strength + AP Mod) The minimum amount of damage that a character can inflict on an enemy with the character’s weapon or hands/claws before considering the enemy's defense power. The Attack Power range is between this number and twice this number.

Hit %: (Calculation: Hit % = Dexterity + Hit % Modifier) The probability that this character with this weapon (or hands/claws) has to hit its target.

Movement: (Calculation: 1 per 10 Agility) The maximum number of spaces a character can move in one turn.

DEFINITIONS OF STATS AFFECTED BY EQUIPMENT

AP Mod (Attack Power Modifier): Represents the amount of damage derived from the character’s weapon. It is added together with ˝ of Strength to calculate the AP stat.

Hit % Mod (Hit Percentage Modifier): Represents the difficulty of using the character’s weapon accurately. Some weapons improve the character’s chance of hitting, others are more difficult to use accurately than the character’s bare hands. The Hit % Mod is added to a percentage equal to the character’s Dexterity to determine the character’s overall Hit %.

(Attack) Range: The maximum number of spaces that a character can attack. The character may target an enemy character within this range.

DP (Defense Power): The amount of armor or magical protection against physical attacks represented in numerical form.

(Magic) Resist (%): The numerical representation of the character’s ability to defend against magic spells.

PRESET PLAYER CHARACTERS

NAME, GENDER, & BASE STATS
Name Gender Race/Class End Str Dex Agi Int Mana
Arn Male Dwarven Warrior 100 100 100 40 55 5
Quain Male Elven Warrior 60 60 100 100 70 10
Izvail Male Elven Wizard 40 40 70 70 90 90
Gavak Male Gnomish Magician 100 30 30 40 100 100
Zine Male Goblin Warrior 75 75 75 100 74 1
Frederick Male Human General 60 60 60 60 100 60
Alexander Male Human Paladin 66 66 66 66 70 66
Edward Male Human Warrior 80 80 80 80 70 10
Gerald Male Human Wizard 50 50 50 50 100 100
Nicholas Male Liche Wizard 55 55 55 55 90 90
Ir Male Ogre Warrior 100 100 99 99 1 1
Gargorn Male Ogre Warrior 100 60 60 60 60 60
Garuk Male Orcish Warrior 100 80 80 80 50 10
Peter Male Skeleton Warrior 90 90 90 90 1 39
Garg Male Troll Warrior 90 100 90 90 1 29
Bram Male Vampire Count 70 70 70 70 60 60
Philip Male Zombie Warrior 100 100 50 50 1 99
Gwin Female Dwarven Warrior 100 100 100 40 55 5
Vallene Female Elven Warrior 60 60 100 100 70 10
Quin Female Elven Wizard 40 40 70 70 90 90
Vynin Female Gnomish Magician 100 30 30 40 100 100
Zolla Female Goblin Warrior 75 75 75 100 74 1
Victoria Female Human General 60 60 60 60 100 60
Jane Female Human Paladin 66 66 66 66 70 66
Ann Female Human Warrior 80 80 80 80 70 10
Maria Female Human Wizard 50 50 50 50 100 100
Elizabeth Female Liche Wizard 55 55 55 55 90 90
Ara Female Ogre Warrior 100 100 99 99 1 1
Fahna Female Orcish Shaman 100 60 60 60 60 60
Rekka Female Orcish Warrior 100 80 80 80 50 10
Joan Female Skeleton Warrior 90 90 90 90 1 39
Rokk Female Troll Warrior 90 100 90 90 1 29
Mina Female Vampire Countess 70 70 70 70 60 60
Catherine Female Zombie Warrior 100 100 50 50 1 99


AFFECTED STATS
Race/Class HP MP AP Hit % Movement
Dwarven Warrior 300 15 50 100 4
Elven Warrior 180 30 30 100 10
Elven Wizard 120 270 20 70 7
Gnomish Magician 300 300 15 30 4
Goblin Warrior 225 3 37 75 10
Human General 180 180 30 60 6
Human Paladin 198 198 33 66 6
Human Warrior 240 30 40 80 8
Human Wizard 150 300 25 50 5
Liche Wizard 165 270 27 55 5
Ogre Warrior 300 3 50 99 9
Orcish Shaman 300 180 30 60 6
Orcish Warrior 300 30 40 80 8
Skeleton Warrior 270 117 45 90 9
Troll Warrior 270 87 50 90 9
Vampire Count 210 180 35 70 7
Zombie Warrior 300 297 50 50 5
Dwarven Warrior 300 15 50 100 4
Elven Warrior 180 30 30 100 10
Elven Wizard 120 270 20 70 7
Gnomish Magician 300 300 15 30 4
Goblin Warrior 225 3 37 75 10
Human General 180 180 30 60 6
Human Paladin 198 198 33 66 6
Human Warrior 240 30 40 80 8
Human Wizard 150 300 25 50 5
Liche Wizard 165 270 27 55 5
Ogre Warrior 300 3 50 99 9
Orcish Shaman 300 180 30 60 6
Orcish Warrior 300 30 40 80 8
Skeleton Warrior 270 117 45 90 9
Troll Warrior 270 87 50 90 9
Vampire Countess 210 180 35 70 7
Zombie Warrior 300 297 50 50 5

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Enemy Characters


AFFECTED STATS

HP (Hit Points): The amount of damage an enemy can endure. This number is reduced when the enemy is successfully attacked. The enemy is dead when its Hit Points reach 0.

MP (Magic Points): The amount of magic energy an enemy possesses. Each time a spell is cast, a certain amount of Magic Points, which is determined by the spell being cast, is deducted from the enemy’s current Magic Points. If the enemy’s Magic Points are less than the Magic Points required by the spell that the enemy is trying to cast, the enemy will be unable to cast that spell.

AP (Attack Power): The minimum amount of damage that an enemy can inflict on a character with the enemy’s physical attack before considering the character’s defense power. The Attack Power range is between this number and twice this number.

Hit %: The probability that this enemy with this physical attack has to hit its target.

Movement: The maximum number of spaces an enemy can move in one turn.

ABILITIES

(Attack) Range: The maximum number of spaces that an enemy can attack. The enemy may target a character within this range.

DP (Defense Power): The amount of armor, skin toughness, or magical protection against physical attacks represented in numerical form.

(Magic) Resist (%): The numerical representation of the enemy’s ability to defend against magic spells.

Spell: The spell which the enemy can use.

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Weapons


Stats that weapons can affect: AP Mod, Hit % Mod, Range

To equip a weapon, the character must have the Base Stats which the weapon requires. The character may not equip a two-handed (2H) weapon if the character has a shield equipped. The equipped weapon determines the character’s Attack Power Modifier (AP Mod), Hit Percentage Modifier (Hit % Mod), and (Attack) Range.

WEAPON STATISTICS

(Note: If you have played Quest Creator, you will notice that many of the stats in QuadQuest are the same as they are in Quest Creator. You will note, however, that the Hit % Mod of the ranged weapons is different.)

Weapons Price # Hands Req AP Mod Hit % Mod Range
Dagger 50 Gold 1 5 65 1
Club 100 Gold 1 10 55 1
Whip 150 Gold 1 10 55 2
Hatchet 200 Gold 1 15 55 1
Hammer 400 Gold 1 20 55 1
Short Sword 400 Gold 1 20 55 1
Flaming Blade 500 Gold 1 25 55 1
Sling 500 Gold 1 25 5 4
Stones (2H) 500 Gold 2 20 30 3
Wood Spear (2H) 500 Gold 2 25 55 1
Metal Spear (2H) 550 Gold 2 30 55 1
Flail 700 Gold 1 25 25 2
Scimitar 700 Gold 1 30 55 1
Mace 750 Gold 1 35 30 1
Throwing Daggers 850 Gold 1 30 10 4
Long Sword 1000 Gold 1 40 30 1
Throwing Stars 1000 Gold 1 35 10 4
Throwing Spears 1250 Gold 1 40 5 3
War Axe 1500 Gold 1 45 30 1
Berdishe (2H) 2250 Gold 2 55 35 1
Large Mace (2H) 2500 Gold 2 60 30 1
Halberd (2H) 3000 Gold 2 65 30 1
Claymore (2H) 3500 Gold 2 70 30 1
Magic Axe 3500 Gold 1 75 30 1
Bow (2H) 3500 Gold 2 50 0 6
Mjollnir (Hammer) 4500 Gold 1 70 55 2
Battle Axe 5000 Gold 1 80 30 1
Long Bow (2H) 5000 Gold 2 75 0 8
Mana Sword 5000 Gold 1 75 35 1
Glass Sword 6000 Gold 1 80 35 1
Titan Hammer (2H) 6000 Gold 2 90 30 1
Nova Flail 6500 Gold 1 75 30 2
Chaos Sword (2H) 7000 Gold 2 85 30 1
Dragon Slayer (2H) 7500 Gold 2 100 35 1
Crossbow (2H) 8000 Gold 2 100 5 8
Odin's Spear 10000 Gold 1 100 55 2


MINIMUM REQUIREMENTS TO USE WEAPONS

Weapons End Str Dex Agi Int Mana
Dagger 0 0 0 0 0 0
Club 25 25 0 0 0 0
Whip 10 10 25 25 10 0
Hatchet 10 10 0 0 0 0
Hammer 40 40 0 0 10 0
Short Sword 20 20 10 10 10 0
Flaming Blade 15 15 15 15 15 0
Sling 0 0 25 25 10 0
Stones (2H) 80 80 10 10 0 0
Wood Spear (2H) 25 25 10 10 0 0
Metal Spear (2H) 35 35 20 20 0 0
Flail 25 25 25 25 40 0
Scimitar 20 20 20 20 20 0
Mace 60 60 0 0 0 0
Throwing Daggers 0 0 30 30 20 0
Long Sword 50 50 40 40 40 0
Throwing Stars 0 0 50 50 50 0
Throwing Spears 25 25 30 30 40 0
War Axe 50 50 25 25 0 0
Berdishe (2H) 40 40 20 20 35 0
Large Mace (2H) 90 90 10 10 0 0
Halberd (2H) 50 50 25 25 50 0
Claymore (2H) 60 60 55 55 50 0
Magic Axe 50 50 25 25 0 50
Bow (2H) 0 0 40 20 40 0
Mjollnir (Hammer) 0 0 100 100 0 0
Battle Axe 80 80 10 10 0 0
Long Bow (2H) 0 10 65 30 50 0
Mana Sword 0 0 0 0 0 100
Glass Sword 0 0 50 50 50 0
Titan Hammer (2H) 100 100 0 0 0 0
Nova Flail 30 30 50 50 40 0
Chaos Sword (2H) 50 50 50 50 50 0
Dragon Slayer (2H) 90 90 90 90 0 0
Crossbow (2H) 0 25 80 40 60 0
Odin's Spear 0 0 0 0 100 0

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Armor


Stats that armor can affect: DP, Resist

There are three types of armor: helmets, body armor, and shields. The character may have one of each of these types of armor equipped (in order to have a shield equipped, the character must not have a two-handed weapon equipped). Collectively, these three types of armor determine the character’s Defense Power (DP) and (Magic) Resist.

HELMET STATISTICS

Helmet Price DP Resist
Hood 10 Gold 1 0
Leather Mask 20 Gold 2 0
Steel Cap 40 Gold 4 0
Chain Coif 100 Gold 6 0
Steel Helmet 200 Gold 8 0
Plate Helmet 500 Gold 10 0
Magic Plate Helmet 750 Gold 14 10
Titanium Helmet 1000 Gold 16 0
Wizard Hat 1500 Gold 16 15
Dragon Skull 2000 Gold 20 10


MINIMUM REQUIREMENTS TO USE HELMETS

Helmets End Str Dex Agi Int Mana
Hood 0 0 0 0 0 0
Leather Mask 10 10 0 0 0 0
Steel Cap 25 25 10 10 0 0
Chain Coif 25 25 10 10 0 0
Steel Helmet 40 40 25 25 0 0
Plate Helmet 80 80 25 25 0 0
Magic Plate Helmet 80 80 25 25 0 0
Titanium Helmet 50 50 5 5 0 0
Wizard Hat 0 0 0 0 0 80
Dragon Skull 25 25 10 10 0 0


BODY ARMOR STATISTICS

Body Armor Price DP Resist
Robe 50 Gold 5 0
Leather 100 Gold 10 0
Scale Mail 200 Gold 15 0
Chain Mail 500 Gold 25 0
Mail and Plate 1000 Gold 40 0
Plate Mail 2500 Gold 55 0
Magic Plate 4000 Gold 75 20
Titanium Plate Mail 5500 Gold 90 0
Magic Robe 8000 Gold 90 75
Dragon Scale 8000 Gold 100 40


MINIMUM REQUIREMENTS TO USE BODY ARMOR

Body Armor End Str Dex Agi Int Mana
Robe 0 0 0 0 0 0
Leather 10 10 0 0 0 0
Scale Mail 25 25 10 10 0 0
Chain Mail 25 25 10 10 0 0
Mail and Plate 40 40 25 25 0 0
Plate Mail 80 80 40 40 0 0
Magic Plate 80 80 40 40 0 0
Titanium Plate Mail 50 50 25 25 0 0
Magic Robe 0 0 0 0 0 80
Dragon Scale 25 25 10 10 0 0


SHIELD STATISTICS

Shields Price DP Resist
Wooden Shield 50 Gold 5 0
Buckler 150 Gold 10 0
Round Shield 500 Gold 15 0
Kite Shield 1000 Gold 20 0
Magic Shield 2500 Gold 30 10


MINIMUM REQUIREMENTS TO USE SHIELDS

Shields End Str Dex Agi Int Mana
Wooden Shield 10 0 0 10 0 0
Buckler 10 0 0 10 0 0
Round Shield 20 10 0 20 10 0
Kite Shield 25 10 0 25 10 0
Magic Shield 15 10 0 15 10 0

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Items


Stats that items can affect: All

There are two categories of items that can be purchased at the Item Shop: Potions and Miscellaneous Items which can be equipped in the miscellaneous slot when equipping player characters.

Potions recharge Hit Points and Magic Points. Both heal potions and magic potions are one-time use and are available in various strengths.

Items which can be equipped in the miscellaneous slot are items that can be worn by, attached to, or carried by the character in some way. The character can only equip one of these items at a time. Each of these items raises one or more character stats including some which raise Base Stats.

POTION PRICES & EFFECTS

Potions Price HP MP
Minor Heal Potion 25 Gold + 50 0
Heal Potion 75 Gold + 100 0
Major Heal Potion 150 Gold + 200 0
Mega Heal Potion 300 Gold + 400 0
Minor Magic Potion 25 Gold 0 + 50
Magic Potion 75 Gold 0 + 100
Major Magic Potion 150 Gold 0 + 200
Mega Magic Potion 300 Gold 0 + 400


MISCELLANEOUS ITEM PRICES & STATS THAT ARE AFFECTED

Items Price END STR DEX AGI INT MAN DP RES APM RAN
Health Amulet 1000 Gold + 10 0 0 0 0 0 0 0 0 0
Power Bracelet 1000 Gold 0 + 10 0 0 0 0 0 0 0 0
Skill Pendant 1000 Gold 0 0 + 10 0 0 0 0 0 0 0
Speed Charm 1000 Gold 0 0 0 + 10 0 0 0 0 0 0
Magic Necklace 1000 Gold 0 0 0 0 0 + 10 0 0 0 0
Wisdom Ring 1000 Gold 0 0 0 0 + 10 0 0 0 0 0
Barrier Ring 2500 Gold 0 0 0 0 0 0 + 10 0 0 0
Warrior's Ring 2500 Gold 0 0 0 0 0 0 0 0 + 10 0
Pluto's Stone 6000 Gold 0 0 0 0 0 0 0 0 + 20 0
Apollo's Stone 6000 Gold 0 0 0 0 0 0 + 20 0 0 0
Demeter's Stone 5000 Gold + 20 0 0 0 0 0 0 0 0 0
Atlas's Stone 5000 Gold 0 + 20 0 0 0 0 0 0 0 0
Artemis's Stone 5000 Gold 0 0 + 20 0 0 0 0 0 0 0
Athene's Stone 5000 Gold 0 0 0 + 20 0 0 0 0 0 0
Hermes's Stone 5000 Gold 0 0 0 0 + 20 0 0 0 0 0
Zeus's Stone 5000 Gold 0 0 0 0 0 + 20 0 0 0 0
Ares' Stone 6000 Gold 0 0 0 0 0 0 0 0 0 + 1
Hestia's Stone 6000 Gold 0 0 0 0 0 0 0 + 25 0 0
Fighter's Band 5500 Gold + 10 + 10 0 0 0 0 0 0 0 0
Archer's Band 5500 Gold 0 0 + 10 + 10 0 0 0 0 0 0
Wizard's Band 5500 Gold 0 0 0 0 + 10 + 10 0 0 0 0
Band of Mastery 7500 Gold + 5 + 5 + 5 + 5 + 5 + 5 0 0 0 0

Key to Stats affected by Miscellaneous Items: END = Endurance; STR = Strength; DEX = Dexterity; AGI = Agility; INT = Intelligence; MAN = Mana; DP = Defense Power; RES = (Magic) Resist; APM = Attack Power Modifier; RAN = (Attack) Range

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Magic/Scrolls


Stats that magic/scrolls can affect: None

Each magic scroll represents a magic spell. Having a magic scroll in a character’s inventory allows the character to cast the spell that the scroll represents. Casting a spell does not destroy or damage the scroll. Scrolls are multiple-use items. Any character may carry a magic scroll but only a character with the appropriate Intelligence and Mana requirements may cast the spell that the scroll represents.

There are two major categories of magic spells, heal spells and attack spells. Additionally, there are three magic spells that do not fall clearly into these categories: Regenerate, Resurrect, and Decimate.

Heal spells can be used to heal any player character. Each heal spell recharges the character’s Hit Points by a certain amount unless this amount is greater than the character’s maximum Hit Points (3 times Endurance), in which case it recharges the character’s Hit Points to maximum. Enemy characters may not use heal spells.

Attack spells are used to inflict damage upon targeted characters. The amount of damage done is determined by the spell being cast and the target’s (Magic) Resist percentage. To determine the amount subtracted from the target’s Hit Points (the amount of damage done), the spells damage is multiplied by the target’s Resist percentage and then subtracted from the spell’s damage. This difference is subtracted from the target’s Hit Points.

Regenerate is a spell which allows characters to turn their Magic Points into Hit Points. When cast, the Regenerate spell either recharges the character’s Hit Points to maximum at a cost of Magic Points equal to Hit Points restored or recharges the character’s Hit Points at a 3 to 1 ratio until all Magic Points are used. Enemy characters may not use the Regenerate spell.

The spell of Resurrect allows a character to bring another character, who has died, back to life. The resurrected character appears in a spot beside the caster with 1 Hit Point and no Magic Points. Enemy characters may not use the Resurrect spell.

The spell of Decimate drains any target who has less than 50 (Magic) Resist to 1 Hit Point. Targets with greater than or equal to 50 (Magic) Resist are immune to the spell.


DEFINITION OF MAGIC STATS

MP Req (Magic Points Requirement): MP Req is the number of Magic Points deducted from the caster’s Magic Points when the spell is cast.

HP Eff (Hit Points Effect): HP Eff is the effect of the spell on the target’s Hit Points. All heal spells, except Revive, will have their HP Eff represented by numbers preceded by a plus sign (+) which is the amount of Hit Points recharged by the spell. Attack spells will have their HP Eff represented by numbers preceded by a minus sign (-) which is the amount of damage done by the spell. The spells of Regenerate, Revive, Resurrect, and Decimate have special HP Eff. Regenerate exchanges HP for MP and its HP Eff is represented by +MP. Revive recharges the character’s HP to maximum and its HP Eff is represented by MAX. Resurrect brings a character back to life with its HP at 1 and its HP Eff is represented by 0 to 1. Decimate drops a target’s HP to 1 and its HP Eff is represented by 1.

Range: Range is the maximum number of spaces a target can be from the caster.

Area (Effect): Area Effect is the radius of the area affected by the spell being cast. Any target within this area will receive the full effect of the spell cast. An Area Effect of 1 means that the spell only effects the target.

MAGIC SCROLL PRICES & EFFECTS

(Note: If you have played Quest Creator, you will notice that many of the stats in QuadQuest are the same as they are in Quest Creator. You will note, however, that the HP Eff of the scrolls is different.)

Magic Scrolls Price MP Req HP Eff Range Area
Heal Scroll 100 Gold 15 + 50 5 1
Fireball Scroll 100 Gold 10 - 60 4 1
Freeze Scroll 150 Gold 15 - 90 4 1
Wildfire Scroll 200 Gold 25 - 60 4 3
Regenerate Scroll 250 Gold 1+ XChg 3:1 Self 1
Shock Scroll 300 Gold 20 - 120 1 1
Cure Scroll 400 Gold 30 + 90 5 1
Blizzard Scroll 400 Gold 30 - 90 4 3
Wave Scroll 500 Gold 25 - 150 3 1
Flood Scroll 1000 Gold 40 - 150 3 4
Recover Scroll 1000 Gold 40 + 150 5 1
Boulder Scroll 1000 Gold 35 - 210 3 1
Lightning Scroll 1500 Gold 50 - 250 6 1
Earthquake Scroll 1600 Gold 75 - 210 3 6
Heal Wave Scroll 2000 Gold 60 + 100 5 3
Revive Scroll 2500 Gold 75 MAX 5 1
Poison Scroll 2500 Gold 60 - 300 4 1
Blitz Scroll 3200 Gold 100 - 250 6 3
Explode Scroll 4000 Gold 75 - 375 4 1
Plague Scroll 4300 Gold 120 - 300 4 4
Resurrect Scroll 5000 Gold 100 0 to 1 N/A N/A
Tornado Scroll 5000 Gold 90 - 450 4 1
Meteor Shower Scroll 6500 Gold 150 - 540 5 5
Meteorite Scroll 6000 Gold 120 - 540 5 1
Void Scroll 7000 Gold 150 - 600 10 1
Decimate Scroll 7500 Gold 300 to 1 2 1


MINIMUM REQUIREMENTS TO USE MAGIC SCROLLS

Magic Scrolls End Str Dex Agi Int Mana
Heal Scroll 0 0 0 0 10 5
Fireball Scroll 0 0 0 0 25 4
Freeze Scroll 0 0 0 0 25 5
Wildfire Scroll 0 0 0 0 35 9
Regenerate Scroll 0 0 0 0 0 1
Shock Scroll 0 0 0 0 40 7
Cure Scroll 0 0 0 0 25 10
Blizzard Scroll 0 0 0 0 45 10
Wave Scroll 0 0 0 0 45 9
Flood Scroll 0 0 0 0 55 14
Recover Scroll 0 0 0 0 50 14
Boulder Scroll 0 0 0 0 50 12
Lightning Scroll 0 0 0 0 60 17
Earthquake Scroll 0 0 0 0 65 25
Heal Wave Scroll 0 0 0 0 75 20
Revive Scroll 0 0 0 0 80 25
Poison Scroll 0 0 0 0 65 20
Blitz Scroll 0 0 0 0 70 34
Explode Scroll 0 0 0 0 75 25
Plague Scroll 0 0 0 0 85 40
Resurrect Scroll 0 0 0 0 100 34
Tornado Scroll 0 0 0 0 80 30
Meteor Shower Scroll 0 0 0 0 90 50
Meteorite Scroll 0 0 0 0 90 40
Void Scroll 0 0 0 0 100 50
Decimate Scroll 0 0 0 0 100 100

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