The Characters of Quest for Glory
THE MAGIC USER
Master of mystery, propounder of power, intimate of intuition, the Magic
User is the intellectual among adventurers. The Magic User must master
his mind to mold the mysteries of the ages. Through the use and control
of the magical spell, the Magic User can selectively alter the fabric of
the universe and create things out of whole cloth.
Spells are usually learned by reading specially created scrolls that
brand the spells upon the brain. They can be purchased at specialty shops,
gained from kindly old wizards, and frequently found in the oddest places.
Scrolls are of no use to those without Magic skill or to those who already
know the spell, so the neophyte is encouraged to inquire about scrolls
frequently.
Spells are cast by using the magical energy the Magic User stores in
his body. This Power pervades the world, but only one trained in
the mystical arts can actually absorb it. The amount of energy a spell
takes depends upon the potency and duration of the particular spell.
THE FIGHTER
The fighter is the most popular of the adventurer vocations. Simple
and straightforward, he views the world as an opportunity to test his strength
and courage against the universe. A fighter is one who, when faced with
a foe, takes arms against a sea of troubles, and by opposing, ends them.
He is the artist whose body is his palette. Exercise is his daily bread.
The fighter relishes every battle with any foe, for though he is beaten
and blackened and bruised and blemished beyond all recognition, he knows
that he is the better for it all.
THE THIEF
Sultan of Stealth, Chief of Chicanery, Potentate of Plunder, the
Thief is the master of many skills. From subterfuge to housebreaking, Thieves
live by their wits. Since the Thief cannot fight as effectively as the
Fighter, or cast spells as the Magic User, he seems to be the weakest of
adventurers. However, he is also the most powerful of adventurers, for
he can get away with murder.
THE PALADIN
The Paladin is the Goody-Two-Shoes of champions and the Dudley-Do-Right
of defenders. This job is clearly not for everyone. If you are willing
to be bold for no gold, risk your name without acclaim and campaign without
gain, this could be the occupation for your emulation.
Partial Posting of Paladin Powers
Flaming Sword: The first benefit the Paladin gains is the ability
to create a magical flame around his Paladin Sword. This increases
the amount of damage the sword will do to evil doers.
Healing: As the Paladin continues to promote peace, monsters
tend to try to tear him to pieces. Therefore, the Paladin acquires
the ability to heal by touch. Since this draws upon the Paladin's
inner strength, this temporarily weakens him, so the ability cannot be
used in combat.
Sense Danger: After the Paladin has continued pursuing good activities
for some time this ability will automatically give the Paladin advance
warning if danger is present.
Honor Shield: When a Paladin has performed many deeds of great
heroism he is surrounded by magical protection whenever the Flaming Sword
is ignited. The Flaming Sword will now incinerate certain magical
attacks intended for the Paladin.
To become a Paladin Chat with Cole's, you must have achieved an Honor
score of at least 75. You must also have at least 25 Paladin Points
as described below (these and
others will be added to your score if/when you become a Paladin). Finally,
you must *not* have done
any of certain dishonorable actions:
Killing Khaveen when he's unarmed.
Taking money from Omar's purse before returning
the purse.
Having to be reminded (by Uhura) to return
Rakeesh's sword. (You must return it voluntarily.)
Entering the "breakin house" in Shapeir.
Trying to kill a helpless opponent in your
EOF initiation.
Paladin Points are awarded as follows:
Return Omar's purse (7 PP).
Return Rakeesh's sword (5 PP).
Be polite to Aziza (don't get kicked out)
(3 PP).
Refuse to kill EOF opponent (just say "no")
(7 PP).
Give money to the beggar more than once (5
PP).
Tell Khaveen to retrieve his sword (7 PP).
You *lose* 10 Paladin Points if you disturb
the Griffin. (There is a way to get a Griffin feather
without bothering the Griffin.) This was not
supposed to have been a total disqualifier, but it
effectively is (since you can get at most
34 Paladin Points prior to becoming a Paladin, and
losing 10 reduces you to 24 -- below the limit).
The Guilds of Quest for Glory
Eternal Order of Fighters (EOF)
This is the organization for real Heroes. This means no pansy Magic Users
or slimy Thief scum will be admitted. You got to have true grit and heavy
mettle. "EOF - The Guts, The Glory, The Greatest!" Membership
by Invitation Only.
Wizard's Institute of Technocery (WIT)
WIT is the ultimate University of the Occult. Within it's mystical boundaries,
one can learn the many secret ways of the wizard and maybe even the true
nature of magic! Before you can become a full fledged student, you are
given a series of tests. Then after gaining experience you can become a
true wizard.
Thieves' Guild
This benevolent organization provides a thief with the comfort of a home
away from home. Where else can you relax in public knowing no one is looking
through the Wanted ads for you? Where else can you be certain the jolly
stranger next to you is attempting to pick your pocket? How else can you
be bailed out of a strange jail? The way to the local Thieves' Guild is
to contact a local thief with the Thieves' sign. A simple test will prove
your worth to the organization. Failing that test will earn yourself the
rank of 'convict'. It is highly recommended that you do not fail. In Spielburg,
be sure to look up Locale 1313.