Quests
In the game: help first steps
quests
quests start <quest>
quests aside <quest>
quests resume <quest>
quests follow <quest>
quests dismiss
quests resume
quests map
quests bounties
quests bounty <name>
quests giveup
The one-time quests guide you through Daleville and beyond, one step at a time. A new character starts with First steps; you can start any other quest whenever you like, and set any quest aside to pick it up again later where you left it. Each quest shows the levels it suits: a guideline, never a rule. Name a quest by its number in the list, or by the start of its name.
- First steps (levels 1-2): buying and eating food, dressing, identifying, the waystones, going home and the airship, a first fight and a first level.
- Learning the ropes (levels 2-5): who is online, filling a waterskin at the town well, the bank, the sewers under the Catacombs, a death trap (safe until level 10: see DT), resting and sleeping, your headgear, and your class's earring from the quest shop.
- The Catacombs (levels 7-12): under Daleville's North Ride. Touch the waystone at the entrance, take the jailer's key from the cell guard and kill the mad beast in the holding cell, take the key to the crypt from its guard, kill the zombie lord and take his key to the Hall of Spirits. The map leads you to each guard. Exploring every room is optional, for a bonus. Beware the priests, who can blind you;
fleeand thenhomeif a fight goes badly. - The Prisons of Clematis (levels 15-30): find the prison on the world map, touch its waystone, help the girl outside find what she is looking for, take the three keys to the prison (each pays a little as you take it), and defeat Clematis at the top of his tower. Each step pays 5% of your next level, the keys 2% each, and defeating Clematis 25%, up to level 30 (above it, only the quest points). Exploring every room is optional, for 5% more.
- A quest for each trade (botany, mining, fishing, alchemy, smithing, jewelcrafting, cooking): it starts by itself the first time you gather or make something in that trade. The first thing pays 1% of your next level, and reaching 50 in the trade (its second tier) pays 10%, up to level 25 (above it, nothing).
- Finding your feet (levels 4-7): the Newbie channel, selling, wimpy, considering a foe, skills and spells in a fight, the Font of Life, the donation room, the Jermlaine Tunnels and their waystone, the time and the weather, and level 7.
Each step pays a reward as soon as it is done: gold, experience, or a piece of gear any class can wear. Finishing each quest pays 2 quest points, to spend at the quest shop (see QUEST SHOPPE).
A step done somewhere first sends you there: open the map and click "Autowalk there" (past what your map knows, take the exit glowing gold in the room view). Once you are there, the step says what to do.
The Quests pane (on the right) has two tabs: One-time, with your quests and what to do next; and Repeatable, with the treasure hunt and the bounties. 'quests' opens it.
Every quest you have under way counts as you play: each one its own next step, so one thing you do can finish a step in two quests. Within a quest only the current step counts: doing a later one early earns nothing. You follow one of your quests (Follow in the pane, or 'quests follow'): that is the one the map's gold line leads to.
When a quest is done somewhere, the map shows the way there as a gold line, as far as your map goes (an arrow points on past it), and the exit to take glows gold in the room view. "Autowalk there" on the map walks the line for you. "Quest way" on the map turns it off.
Played before? 'quests dismiss' sets every quest under way aside ('quests dismiss yes' to be sure), and 'quests resume' alone picks them all up again. No quest pays twice.
Once First steps is done (or set aside), every character also has the treasure hunt, a quest that comes back each day: 'quests map' takes a treasure map (see TREASURE HUNT). From level 5, bounties put a price on the fiercest monster of a zone at your level (see BOUNTY).
See also: TREASURE HUNT, SETHOME, SCORE
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