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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