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Wiki Systems Quests

Quests

How to find, accept, track and turn in quests and chapters, and what they pay.

Questmasters offer tasks and story chapters. The quest command shows a questmaster's work when you stand beside one and tracks your accepted quests everywhere else. This page explains the commands, progress and rewards without giving individual quest solutions.

Finding a Questmaster#

Questmasters are not marked on any list. They are found by exploring, talking to people and listening to what NPCs say about themselves. A questmaster with work for you will usually make that plain when you arrive. If you are unsure what to do next, guide (or a single ?) suggests something from wherever you are.

Standing in a room with a questmaster, quest or quest list shows what they have. The list is tailored to you: work you cannot take yet is shown and marked, so you can see what you are working towards, and another guild's work is left off.

Reading the List#

The list puts storyline quests above ordinary tasks, each in order of level, and gives each a status.

Status Meaning
Available You may accept this now
In Progress You have already accepted it
Completed You have finished it and it cannot be taken again
Cooldown Repeatable, but not yet ready to be taken again
Level 12 (for example) It opens when you reach that level
Outgrown You are above its highest level
Locked Something other than level stands in the way

A quest can be locked because it is restricted to certain races, classes, genders or religions, needs a standing in some reputation, or needs another quest finished first. Chains of quests are gated this way, so a storyline will not hand you its ending before its beginning.

quest info <name> gives the full detail on a quest, whether it is on a questmaster's list or already in your log: its description, each objective with a tick box, a running count where more than one of something is wanted, and the rewards on offer. A quest can be named by its title or by part of it.

Accepting#

Command What it does
quest accept <name> Take one quest from the questmaster in the room
quest accept all Take everything they have available for you

Accepting records the quest against your character, along with who gave it to you, so you can find your way back. There is no limit on how many quests you may carry at once, apart from the jobs on the work board below.

If a quest asks for something you already carry, a place you are standing in, or something you have already done, that progress is counted the moment you accept.

Tracking Progress#

Away from a questmaster, quest on its own lists the quests you carry and how far along each one is. quest <name> shows one of them in full.

Progress is credited automatically as you play. Objectives come in several kinds.

Objective Credited when you
Kill Defeat a matching creature, sometimes in a named place
Visit Enter a matching room or area
Talk Say or ask the right thing to a matching NPC
Use Use a matching item or command
Acquire Hold a matching item
Deliver Hand a matching item to a matching NPC
Level Reach a level

Each objective carries a count, which is 1 unless stated otherwise, and the display shows your progress against it. Some objectives are marked optional; they are not needed to finish the quest.

For a Talk objective, ask <npc> about <topic> is the usual way. Asking for something counts too, and an NPC with nothing to give answers ask <npc> for <thing> as if you had asked about it. A longer topic still finds a shorter one at its end, so ask hob about sand pail gets the answer to "pail".

Some quests require their objectives to be done in order. A later step is not credited until the earlier ones are finished.

Kill credit is shared. If you are in a group, every member standing in the same room as the one who made the kill is credited, and a companion's or minion's kill counts for its owner.

Restrictions#

A quest can impose extra conditions while it is active. It may confine you to a region, require a particular kind of weapon, demand a minimum in some skill, require you to stay stealthy, forbid killing, forbid dropping the items involved, or fail outright if you die. A quest that asks you to protect someone fails if they are killed. A quest may also carry a time limit, and it fails when the limit runs out.

Where a quest forbids dropping its items, you will not be able to put them down while the quest is active.

Turning In#

Return to whoever gave you the quest to claim your reward. Guild chapters are handed in to your guild trainer, and a few quests name another person to take them.

Command What it does
quest complete <name> Turn in one finished quest
quest complete Turn in every quest you have ready here

A quest can only be turned in once every required objective is complete, the quest has not failed, and its time limit has not run out. Items you were asked to acquire must still be in your pack, and they are taken when you hand the quest in.

Abandoning and Sharing#

Command What it does
quest drop <name> Abandon a quest and lose all progress on it
quest drop all Abandon every quest except your path chapters
quest share <name> with <player> Give a quest to another player in the room

Dropping a quest discards its progress and costs a point of credibility (see help rep); a failed quest costs two. If the quest is repeatable or you never completed it, you can take it again from the questmaster.

Sharing gives the quest to another player standing with you so they can work it alongside you. They must meet the quest's own requirements, must not already hold it, and must not have finished it if it can only be done once. Jobs from the work board cannot be shared.

Path Chapters#

Your guild's story is told in chapters, and a chapter is a quest with a name. New arrivals start with the arrival chapters from Marek and Master Toren, and every guild has its own chain from the guild trainer and, later, the guild's questmasters. The chapter you are on is always shown first when you type quest, and quest <chapter name> shows its text and the next step. When it says the chapter is finished, go back to whoever gave it to you; quest complete collects the reward and the next chapter.

Path chapters cannot be dropped. They stay in your log until they are done, and you can take them at your own pace. If you lose an item a chapter gave you, it is handed out again when you next log in or accept the chapter.

A merchant earns levels on the guild's clock rather than by hunting, so a merchant's next chapter may name a level that calls will help you reach.

The Work Board#

Joan Carter keeps a board of paid work in the Aurin Post Office: carrying post, walking rounds, fishing and gathering, none of it needing a fight. The jobs are quests like any other, taken and handed in beside her, and work shows the same board by number. compass set jobs points you to her. Each job can be done once a day, five paid jobs a day for most guilds, and every job pays coin each time. See help workboard.

Rewards#

quest info shows the experience, coin, quest points and gear on offer, and any standing with a Brinewarrens faction. Other item rewards and general reputation are paid when you hand the quest in but are not listed beforehand. The possible rewards are:

Not every quest pays every kind. The first time you hand a quest in, it also counts towards your clan's and guild's standing and raises your credibility.

Experience#

A quest's experience follows the level of the quest and how much it asks of you, not a fixed sum. Work in a dangerous region pays far more than the same kind of work in a starting village, because the levels there cost far more to earn. Within a region, a simple errand pays least, a hunt pays more, and a named foe or a chapter of a story pays more again, with the last chapter of a long story paying most of all.

A few quests have no level of their own, such as village errands and guild work offered across a wide band of levels. These pay according to your own level, within the range the work is meant for. An explorer's quest experience is held to a share of an explorer level, so errands alone do not carry a new character through several levels at once.

While a world event that doubles quest experience or quest points is running, quests pay double of that reward.

Gear#

The first time you complete a quest as a member of a guild, you are handed one piece of equipment along with everything else. It is fitted to your guild and made for the level of the quest, never above your own level, so you can use it at once.

Each quest hands over a different kind of piece. The first is a weapon, then armor one slot at a time, a shield for the guilds that carry one, and then a ring, a necklace and a bracelet, before the round begins again. A quest that is harder, or that is part of a story, hands over a better made piece.

Repeating a quest pays its experience again, but no coin and no second piece; the work board's jobs are the exception and pay coin every time. See Economy for other sources of coin. Explorers are not handed gear by quests; the first chapter with your guild trainer gives a full set to start with. A few guild chapters name particular pieces of their own instead.

Quest Points#

Quest points are a separate score from experience. They build up as you complete quests that award them and are not spent on anything; they are a lasting measure of how much of the world you have worked through. Both score and wealth display your total.

quests lists the quests you have completed, separately from your active quest log.

Repeatable Quests#

Most quests can be done once. Some are repeatable and can be taken again after a cooldown, which is 24 hours unless the quest sets its own. A repeatable quest on cooldown shows as Cooldown on the questmaster's list, and becomes Available again when its timer runs out. A few quests can be repeated with no wait at all.