Behold what is in my opinion the second best point and click (and also parser) adventure series out there. (the Monkey Island series perhaps being the first, even if I don't enjoy it as much as this game series)
Excuse me while I go into commercial mode.
http://www.gog.com/en/gamecard/quest_for_gloryQuest for Glory. If you've ever played King's Quest, it is a similar game - though where King's Quest focuses on fairy tales, Quest for Glory focuses on fantasy, much in the vein of Dungeons and Dragons.
You are a blonde-haired overly tanned wannabe hero who learned everything he knows from a correspondence course. Now, what type of hero you ask? Well, that's up to you. Unlike other Point and Click adventure games, this has heavy RPG elements. And much like The Elder Scrolls games (which I believe came out after this), you become better at something by doing it.
Now, how much grinding you do is up to you. Some people like to grind everything to max each game, others are quite content to go for whatever number they feel is best.
You have three classes. Fighter, Magic User, and Thief. (And you have a fourth prestige class, but it's essentially a souped up Fighter)
Fighter uses a sword and shield, and is the only class that natively starts the first game with Parry skill, which is a skill that lets you block an attack, which is better on your stamina than dodging. He loves to fight.
Magic User wields a dagger, and is the only class that starts the first game with the Zap spell and natively starts the first game with the Magic skill. Due to Zap, he's capable of hitting very hard with his dagger, but Zap only lasts for one hit, so you may have to recast. Magic User is also unique in that he doesn't start with the Throwing skill, which both Fighter and Thief do - however, his magic suffices.
Thief wields a dagger, and is the only class that natively starts the first game with Lockpicking, (called Pick Locks for some reason) Climb, and Stealth. Thief is also the only class that can start the first game with every skill, though it's hard to make use of Parry when you only have a dagger.
However, each character you start gains a pool of points to start with. This can be distributed into existing stats and skills,
or it can be distributed into "cross class" skills. It's more expensive to put points into a skill you are at 0 at, but you only need 5 points in it (the minimum you can put in) to be able to start training the skill.
It's quite possible to create a Fighter that possesses the Magic skill, allowing him to sling spells around. Or to make a Thief that knows how to Flynn with the best of them using his dagger. Or make a Magic User that's as adept at sneaking around and lockpicking as he is at casting magic.
There's also more things to do than just save the day. The Fighter has to be at his physical excellence, able to best even master swordsmen, and thus has much competition to do. The Magic User seeks out arcane knowledge and power, proving that Ambition is Not Evil, constantly seeking knowledge wherever he goes. And the Thief loves to break into the houses of the very people he's helping, to steal away any valuables they have "carelessly" left in their own homes, yet somehow manages to balance the darkness of his thievery with the light of being a hero, a trait which is admirable in its own right.
And while this isn't required to fully enjoy the game, Quest for Glory has the benefit of allowing you to continue your adventure with the same character. You can take a character from the very first game, and follow his journey through all five games.
And of course, there is the prestige class, called the "Paladin". A powerful Fighter who fights not for the love of battle, but for the ultimate good. He is able to perform supernatural feats without magic use (though there is a design error that made it so they had to give the Paladin magic use in order to allow him access to his skills, but that's easy to ignore) such as healing his wounds or the wounds of others, making his sword burn blue with the flame of honor, or even being able to create a shield that reduces the damage he takes. It's unlockable at the end of the second game, and you can start playing as one at the start of the third game, so act with honor if you wish to follow the path of the Paladin!
The game follows many different fantasy themes. The first game takes place in the thawing Germanic lands of Spielburg, as spring sets in. The theme is close to classic D&D, as the local Baron inevitably recruits your aid and rewards it heartily. So, you want to be a hero? The monsters, thus, tend to be the most generic and familiar of the game series.
The second game takes you to the desert lands of Shapier in the summer sun, where the Sultan needs you to save the city from an unknown danger. You will be experiencing middle-eastern legend as you battle and tame the four elements, before undergoing a Trial by Fire.
The third game takes an unexpected break and takes you to the wild plains of Fricana, to where African superstition and Egyptian mythology combine together as you experience the Wages of War.
In the fourth game, you are wisked away to the Russian lands of Mordavia, as Fall sets in. You must stop a Lovecraftian Horrorfrom being awoken, but vampires are out for your blood (and thankfully, they don't sparkle) as well as the undead... and bat-winged spiders to terrify you arachnophobes. Yet do not fear, for the Roma are there to aid you as well.
Finally, in the fifth game, you go to a Greek island as a warm winter sets in, compared to the cool spring that you started out in. The king there has been assassinated, and you have to compete with others in both a race for the crown... and a race to lure the assassin out of his shadowy hiding place.
The GOG version addresses many glitches that previously plagued the games, which makes them even better than they were to me.
...And I'm done :V Commercial over.