Posted January 31, 2017
I'm rolling these two together because they're similar enough, but what makes Paladin stand out is how it's different from the Fighter.
I'll try to keep my post smaller this time.
I liked the Fighter more when I was a kid because "yey sowrds" and stuff, but now I find that he doesn't have enough going for him by himself. To avoid becoming the superior Paladin, you have to basically be a jerkass in Quest for Glory 3 - refuse to swear an oath of honor (I think this alone will disqualify you), flirt with the welcome woman, and at the most extreme, avoid helping Yesufu during your initiation.
In QFG4, he's literally just a stripped down Paladin with nothing unique for him other than an axe. QFG5 is the only one that makes him interesting, and that's because he only gets deeds/points for *avoiding* the pacifistic route, and is the only class to do so - you've gotta take everything head-on, resolve all of your problems with violence, and so forth.
That being said, if I had to say which ones I liked him most in, it would be the first two games. In the first game, the fighter can resolve combat quickest, and is the only class that can naturally embarass the egomaniac Swordy Lordy. In the second game, you get to duel Khaveen, making Fighter the only class that can shut him up, face to face, and best of all, without stooping to his level.
But the Paladin... ah, the Paladin...
To Seek
To Learn
To Do
I first fell in love with the entire *concept* of a Paladin in Quest for Glory 3, even though, at the time, the only way I knew how to play one was to change my class during importing. That cool blue flame, Rakeesh's mentoring taking on a whole new, personal level, and the ability to heal others is great.
Literally every other Paladin in fiction, perhaps even the original members of Charlemagne's court, are measured against Quest for Glory's paladin. The more like QFG's paladin, the better they are. Do they care more about religious zealotry than righteous causes? Then they're not really paladins in my eyes.
My favorite is actually Quest for Glory 5, where it expands the paladin power set into a greater set of abilities. And to make them more distinct from magic, they receive no penalty from wearing armor and can be used while wielding a weapon larger than a dagger. Being able to turn undead into a pile of spectral ashes just by willing the cessation of their cursed existence is amazing, and one I wish I had in Quest for Glory 4.
My only criticism of the Paladin is a lack of opportunity - there are only a few opportunities in these games for the Paladin to be able to heal other people. The first opportunity is in Quest for Glory 3, when helping the Meerbat who got stuck by the poison vines. The second opportunity is in the finale of Quest for Glory 5 when you're teaming up with several others to defeat the Doom Dragon. (Now, you can use healing powers on the NPCs who get poisoned by the assassin, but it's just a temporary measure and the only way to really help them is with poison cure pills)
It kinda sucks because Rakeesh says that the Simbani actually really respect healing magic, even if they fear other forms of magic, but you never get an opportunity to really earn their respect in that matter.
Incidentally, Rakeesh is my favorite character in the entire series, so a lot of my Paladin respect is also respect for him.
As far as other games go...
Heroine's Warrior is one of the better ones I've seen whose class trait is "uses weapons." It helps that she gets some very unique abilities that don't revolve around "Swinging your weapon harder". And earning Balmung is *almost* as goosebumpy as earning Soulforge, but sadly, Balmung itself isn't the perfect weapon I thought it'd be, and actually using it is quite difficult - though in a sense, that's not a bad thing.
Quest for Infamy has no Paladin, aside from an NPC, though I remember a dev saying to me that they might include some sort of ascended class in the future games. (However, with Infamous Studios pretty much shutting down after they get the second and now final game out, I have no idea how likely this still is.)
The Path of the Brigand, however, I feel I actually like more than others on this board do. For one thing, it's practically less comparable to the "Fighter" from QFG and more comparable to a Fighter/Thief hybrid. Okay, you can't break into houses, sure, but you actually get to engage in highway robbery! You actually get to BE the bad guys you fought in the first QFG! It's a nice thrill, and I actually like the advantages he gets. Higher combat stats to start with means blocking is easier. There's a dummy you can train your weapon skills at, once a day, enabling you to practice somewhat safely. Whenever you use your attack icon on an enemy on the world map, instead of rushing into combat, it's a dashing attack that deals initial damage to the enemy. And finally, the Brigand's unique attack is actually pretty cool looking and is charged up by a skill that all three classes will be using liberally anyways - blocking.
I'll try to keep my post smaller this time.
I liked the Fighter more when I was a kid because "yey sowrds" and stuff, but now I find that he doesn't have enough going for him by himself. To avoid becoming the superior Paladin, you have to basically be a jerkass in Quest for Glory 3 - refuse to swear an oath of honor (I think this alone will disqualify you), flirt with the welcome woman, and at the most extreme, avoid helping Yesufu during your initiation.
In QFG4, he's literally just a stripped down Paladin with nothing unique for him other than an axe. QFG5 is the only one that makes him interesting, and that's because he only gets deeds/points for *avoiding* the pacifistic route, and is the only class to do so - you've gotta take everything head-on, resolve all of your problems with violence, and so forth.
That being said, if I had to say which ones I liked him most in, it would be the first two games. In the first game, the fighter can resolve combat quickest, and is the only class that can naturally embarass the egomaniac Swordy Lordy. In the second game, you get to duel Khaveen, making Fighter the only class that can shut him up, face to face, and best of all, without stooping to his level.
But the Paladin... ah, the Paladin...
To Seek
To Learn
To Do
I first fell in love with the entire *concept* of a Paladin in Quest for Glory 3, even though, at the time, the only way I knew how to play one was to change my class during importing. That cool blue flame, Rakeesh's mentoring taking on a whole new, personal level, and the ability to heal others is great.
Literally every other Paladin in fiction, perhaps even the original members of Charlemagne's court, are measured against Quest for Glory's paladin. The more like QFG's paladin, the better they are. Do they care more about religious zealotry than righteous causes? Then they're not really paladins in my eyes.
My favorite is actually Quest for Glory 5, where it expands the paladin power set into a greater set of abilities. And to make them more distinct from magic, they receive no penalty from wearing armor and can be used while wielding a weapon larger than a dagger. Being able to turn undead into a pile of spectral ashes just by willing the cessation of their cursed existence is amazing, and one I wish I had in Quest for Glory 4.
My only criticism of the Paladin is a lack of opportunity - there are only a few opportunities in these games for the Paladin to be able to heal other people. The first opportunity is in Quest for Glory 3, when helping the Meerbat who got stuck by the poison vines. The second opportunity is in the finale of Quest for Glory 5 when you're teaming up with several others to defeat the Doom Dragon. (Now, you can use healing powers on the NPCs who get poisoned by the assassin, but it's just a temporary measure and the only way to really help them is with poison cure pills)
It kinda sucks because Rakeesh says that the Simbani actually really respect healing magic, even if they fear other forms of magic, but you never get an opportunity to really earn their respect in that matter.
Incidentally, Rakeesh is my favorite character in the entire series, so a lot of my Paladin respect is also respect for him.
As far as other games go...
Heroine's Warrior is one of the better ones I've seen whose class trait is "uses weapons." It helps that she gets some very unique abilities that don't revolve around "Swinging your weapon harder". And earning Balmung is *almost* as goosebumpy as earning Soulforge, but sadly, Balmung itself isn't the perfect weapon I thought it'd be, and actually using it is quite difficult - though in a sense, that's not a bad thing.
Quest for Infamy has no Paladin, aside from an NPC, though I remember a dev saying to me that they might include some sort of ascended class in the future games. (However, with Infamous Studios pretty much shutting down after they get the second and now final game out, I have no idea how likely this still is.)
The Path of the Brigand, however, I feel I actually like more than others on this board do. For one thing, it's practically less comparable to the "Fighter" from QFG and more comparable to a Fighter/Thief hybrid. Okay, you can't break into houses, sure, but you actually get to engage in highway robbery! You actually get to BE the bad guys you fought in the first QFG! It's a nice thrill, and I actually like the advantages he gets. Higher combat stats to start with means blocking is easier. There's a dummy you can train your weapon skills at, once a day, enabling you to practice somewhat safely. Whenever you use your attack icon on an enemy on the world map, instead of rushing into combat, it's a dashing attack that deals initial damage to the enemy. And finally, the Brigand's unique attack is actually pretty cool looking and is charged up by a skill that all three classes will be using liberally anyways - blocking.