A new system of quests is now being implemented into Myrradel.
There will be a variety of quests: exploration, world knowledge,
fighting ability, strategy and more as the immortal staff comes up with them. Not everyone will get the same type of quests.
If you quest more than once, you are likely to recieve a different type
of quest then you did the first time. As before, the requirements for questing are a level 60 character and 3 quest points. For the rest of the quest rules and guidelines, see below.
These quests are constantly being balanced as we see how well they work. There will be at least some immortal interaction in every quest for the time being (immortal interaction = interactive mobs).
If you successfully quest, you will be able to pick out a piece of quest equipment out of the set of four currently available for each class.
Applications for a quest should be posted on the Quest Board in the City of Myrradel.
We apologize for the slowness of implementation of the quests, but the new type of interactivity and roleplay we are gearing up towards take a lot more time to write and set up than the old riddle-answer configuration.
Constructive criticism, applications for quests, or any general ideas for the quests or quest equipment/affects are appreciated and should be posted on the aforementioned Quest Board.
Good luck to the questers,
Live Quest
What is a live quest, you say? Well, a live quest takes any and all participating, roleplaying players and pits them against opponents and puzzles throughout the course of a pre-written or spontaneous events, but usually not a pre-written ending.
Let me define the important points of a live quest:
One: Anyone may participate. Unlike character quests which only allows a solitary quester to take part, a live quests usually involves a *large* number of players coming together to overcome impossible odds. Very often, you will not get the opportunity to choose your fighting mates.
Two: Players taking part in the quest will roleplay. Roleplaying, for those who are new, is basically taking everything that happens at face value, as 'real' events. If a nearby gnome village is under attack by orcs and you have just been drafted by the gnome chieftain to fight for him, a roleplayer would move to seek and destroy his enemies immediately - not stop off and regenerate to full first in his clan hall, or refer to the main enemy as 'Wilco'.
Three: Although the progression of events will be loosely scripted and will follow a set path, there is no guaranteed happy ending. If the orc invasion force conquers the village, expect to see some changes in that area. Perhaps the safe rooms in the village will be removed for a while, or the newly confident orc troops will attack a human-occupied city like Rosemont next. You get the idea.
Rules aside, the point of the live quest is to let *everyone* have some fun in an unconventional way. We'll try to see to that - see you then.
/Aelwyft
Quest Rules
NOTE: The following rules apply to single quests, not live quests.
Rules for the Quester:
1. You may not ask others to help kill mobs for you to complete the quest. However, you may ask others for information.
2. You may attempt to quest for 4 items every 2 months. Each attempt will cost 3 quest points, paid immediately before the quest begins. Quests will typically run for 60 minutes, however it may be extended slightly due to the nature of the riddle.
3. You may not follow another person during your quest, or have other people follow you. You may not form a group to assist you in killing mobs or have the group lead you to areas. Noncompliance will result in slaying of all parties involved on first offense. Repeated violations will result in the inability for the offending parties to quest. For example, if John helps the questing Booboo kill a mob repeatedly, when John wants to quest, he can only attempt to quest for 3 items instead of 4 in two months. Characters may manually follow the quester, however they cannot attack any mobs in the area.
4. You may use all resources available to you, but you can only use the
questing character during your quest. So if you are a Knight questing for a piece of quest equipment, you cannot log on your Avatar to locate for you. You may ask others to locate for you, portal, heal, etc. Other people may heal you during combat, but they may not join.
5. You can only quest for equipment for your class only, and all quest equipment is level 60. The new quest equipment will cost on par with normal level 60 equipment, unlike the equipment from previous quest sets.
6. At any time, you may ask the online Immortals to end the quest, but you forfeit the quest points you have already used to start the quest.
7. Should you die during your quest, you may ask an Immortal to do a corpse retrieval for you. However, the quest will immediately end at this point. Should you wish to do a corpse retrieval on your own, or buy your corpse, you may continue with the quest.
8. Failure to complete any part of the quest results in a failure of your quest.
9. You must run the object or kill the mob described in the quest. You cannot use your inventory, or other people's inventories to help solve your quest.
10. All judgements by the Immortal(s) in charge of the quest are final.
Rules for Non-Questers:
1. You may not assist the quester in killing mobs. If they are in an aggressive area, the quest has been designed to place the quester in that area, the mobs are there to act as an obstacle for the quester - all mobs in the area are not to be interfered with.
2. You may not use the 'follow' command to follow the quester. However, you may manually follow the quester along his quest.
3. You may not kill the target mob, obtain the target object, or complete a quest task on behalf of the quester.
4. You may portal, heal, spell up the quester during any part of the quest.
5. Failure to follow any of these rules may disqualify you from questing in the future.
New Quest Information
Midnight
Mage ==== Illusionist: on body - the Tattered Robe of Deception +3 dam +6 hit +75 mana 12% deception AC5 wrist - Shimmering Crystaline Bracelets +4 dam/hit +50 hp +50 mana AC10 hold - The Diamond of Diamor Gives 3 new facets to prismatic sphere: 1) polymorph. 2) damages opponents' equipment. 3) dispel magic +4 dam/hit +75 mana increase to mystic stone weapon - Mystical Weapon of the Ancients 5d14 +7 dam +5 hit 7% polymorph Continously changes weapon form into random new ones. (ie. pierce to slash to pound to suction, etc.) Sorcerer: neck - the Pearl Necklace of Takshar'Zul +3 dam +5 hit +75 mana +50 hp -5 save vs. spell AC10 ear - the earring of the Void +5 dam/hit +50 hp +60 mana AC10 about body - Studded Cloak of Jewels +5 dam Gives a 15% chance for Sorcerer aggressive spells to be irresistable. (Such as by resist fire, cold, or magic, etc.) 10% chance to be unable to be resisted by extra defensive spells. (sanctuary, holy ward, etc.) weapon - Staff of the Stars 9d8 +6 dam/hit. 7% mystical stars, 10% mana bleed Clerics ======= Avatar: head - the High Priest's Diadem +4 dam/hit +50 mana. 25% super heal shield - the Caduceus Shield of Light +10 dam +100 mana -20 AC super-sanctuary weapon - Holy Rod of Light 11d6 +6 dam/hit 1% flamestrike, 1% call lightning, 5% hpburn (converts 50 hps to 50 mana, will not work if current hps fall short of 300) feet - Sandals of the Guardian Angel 4 dam/hit, +150 mana AC15 Necromancer: neck - An Intricately Knit Necklace of Bones +3 hit +5 dam +100 mana AC5 gloves - Hands of the Undead +5 hit/dam +75 hps -3 save vs. spell AC10 bracelet - Bracelets of Decaying Flesh +3 dam/hit. +50 mana. 10% tainted hands Gives off an automatic 5% chance of automatic plague in the same room as the necro. This enhanced plague will also subtract hps, mana, damroll, and hitroll from the sick for a limited amount of ticks. Necros can activitate/deactivate by casting 'plague' bracelets once to activate, and again to deactivate. weapon - Mace of Lost Souls 14d5 6 hit/dam, 11% devour soul Increases % chance of getting a heart from kills. Warrior ======= Berserker: gloves - Nargoth's Bloody Gauntlets +7 dam/hit, +100 hps. AC10 head - Uglok's Spiked Helm +7 dam, +150hp. 100% might feet - Stone Cold Boots +8 dam +3 hit weapon - Hammer of Unmitigated Fury 2d36 +8 dam +10 hit, 5% haste, two-handed Knight: body - Breastplate made from Dragon Scales +4 dam/hit AC20 50% resist fire, 5% super defense (i.e. against circles, slashes, kicks, trips, stuns, etc.) shield - Shield of the Phoenix Hawk 7 dam/hit 30AC 6% phoenix hawk weapon - Gleaming Lance of Honor 7d10 +8 dam +6 hit 9% fireball wrist - the Bloodstained Band of Damian +5 dam +7 hit +75 hps AC20 Paladin: light - Aura of Blinding Light HOLY, Allows % true sight affect on rooms ONLY based on their align. +5 dam +50 mana +50 hps on body - an Ivory Inlaid Breastplate +5 dam +5 hit AC is variable based upon the Paladin's alignment. Lowest bonus when caster is at highest align level, and vice versa. Allows the effect of the Paladin's version of sanctuary to work against those of neutral alignment. weapon - Halberd of Righteousness 4d18 +7 dam/hit 10% righteousness leggings - Glowing Emerald Legplates +6 dam +4 hit, +25 hp +75 mana. AC10 Ruiner: about body - Glistening Robes of Darkness Doubles the damage of kneegroin, increases hit percentage by 5. face - the Scowl of Darkness +6 dam +4 hit. +25 hp. Makes every room the ruiner walks into automatically dark for others. Once he walks out, it is no longer dark. weapon - Flaming Sword of Destruction 3d25 +7 dam/hit 10% mayhem finger - Demon-shaped Ring of Cruelty +5 dam/hit 25% infra +50 hp AC5 Rogue ===== Assassin: about - Cape of Dancing Shadows +6 dam +3 hit 50% !portal face - Veil of Illusions +5 dam/hit AC10 25% enhanced slash weapon - Blade of the Angel of Death 6d10 +8 dam Increases bingo percentage by 3%. hands - Jetblack Obsidian Gauntlets +5 dam/hit +100 hps AC15 Thief: feet - Tomb Raider's Boots +4 dam/hit +150 hp. Gain 5% shadows (indetectible to true sight). about - Shroud of Obscurity +3 dam +5 hit +50 hp AC5 90% !wizeye weapon - Thieving Shard of the Shadows 6d10 +8 dam +6 hit. 7% shard Wrist - Darkened Manacles of Crime +6 dam +3 hit +75 hp AC20 Forester ======== Druid: face - Mask of the Cataclysm +6 dam +5 hit +200 hps and -50 AC to air elementals. (When they make it, if they have this item.) weapon - Ailerag's Staff of the Woods 4d18 +6 hit/dam insect swarm by 10 +200 hps and -50 AC to water elementals. (When they make it, if they have this item.) about body - the Aura of the Sages +5 dam +3 hit +50 hp +100 mana AC10 arms - Elvish Sleeves of the Forest +7 dam +2 hit +50 mana AC15 Ranger: feet - Boots of Stride +4 dam +6 hit. +50 hp, +100 mvs. 75% forestwalk (Any rooms flagged forest require 0 moves, no mob in a room flagged forest will aggro the Ranger.) neck - Chameleon's Amulet +6 dam/hit +100 hp 50% Chameleon Power weapon - Garelia's Staff of the Woods 4d18 +6 hit/dam 10% moonbeam earring - a Loop of Woven Grass +7 dam +4 hit +125 hps AC15 Monk ==== on body - Robes of Austerity +6 hit +3 dam +5 ki Gives monks ki-defense. With this, a monk will have a 5% chance to "counterattack" any attack done to them, doing 1/4th of the damage in return. feet - Unfettered Sandals of Simplicity +5 dam/hit +25 hps +1 ki Increases the hit percentage of all "kicked" monk attacks by 10%. waist - Belt of Humility +7 hit +5 dam +50 hp +5 ki AC5 hat - A Simple Cloth Hat +6 dam/hit +10 ki AC10