QUEST FAQ(shortned version) From: bssbc3jma@dct.ac.uk (Hunter) Date: Thu, 25 Nov 1993 18:36:45 +0000 Forwarded for inclusion in Rec.Games.PBM by bssbc3jma@uk.ac.dct Originated from :- From: quirke_a@kosmos.wcc.govt.nz ---------------------------------------------------------------------- FAQ - Quest PBM (short version) [This is a truncated version of a full Quest FAQ, with mage spells and other information which might spoil your enjoyment deleted] [NOTE: If you can help fill in the gaps, please email me and I'll acknowledge your help. My only request is that you indicate where you've put the new information (even if just by not using a "quoted text" character.] Participants: Tony Quirke, <quirke_a@kosmos.wcc.govt.nz> "MELANDRA, INSANE ELF." <mcssenct@vaxd.dct.ac.uk> Harvey Barker, email contact withheld on request David Low, <dlow@physics.adelaide.edu.au> Lee Vogt, <lvogt@dsccc.com> Marko Poutiainen, <mep@phoenix.oulu.fi> Eric McDermott <u9036547@cc.uow.edu.au> Alan Brown <epat19@festival.ed.ac.uk> ---------------------------------------------------------------------- ---------------------------------------------------------------------- Contents: I - Spells and Miracles a, Mage Spells b, Priestly Miracles II - Gods III - Monsters IV - Common Weapons V - Armour VI - Other Items VII - Services VIII - Quests (comments) IX - Dungeons (comments) X - Money and Thievery (comments) XI - General (comments) ---------------------------------------------------------------------- I - Spells and Miracles ======================= a) Mage Spells ---------------- [ This information only appears in the full FAQ ] b) Priestly Miracles ---------------------- (101) Healing - character or group, more if high EXP or close to Baldor (102) Cure Poison - slows or neutralizes based on EXP, won't heal damage (103) Baldor's Touch - Cures disease. Exact effects based on priest's EXP (201) Kill Undead - causes undead to flee or die based on priest EXP (202) Flame - Sets weapons alight. No effect on party or weapons. (203) Bless - [?] (301) Strength - increase for entire turn (302) Berserk - party fights with reckless courage, still uses retreats. (303) Wrath of Sundonak - Heavenly fireball, if weak opponant, may hit YOU ! [NB: 202 and 302 may be reversed. Above is KJC version] (401) Terror - Scares enemies. Can kill from fear if experienced priest. (402) Poison - Poisons weapons. Potency based on priest's power. (403) Fleyshur's Gift - Curses target item/group (501) Disease - eventually results in death (502) Call Monster - summons like-aligned monsters for one combat (503) Ythcal's Touch - Drains energy from 1 character, energy given to caster (601) Plant Control - either defend against attacks, or entangle foes (602) Blight - attack plants, or curse crops in wilderness (603) Insanity - drives citizens of a town mad (% depends on EXP) (701) Charm - affected creature will not act against caster (702) Luck of Novala - extra luck for duration of turn (703) Hiding - makes group invisible/very hard to detect for duration of turn (801) Oracle - obtain minor information (802) Slumber - causes target group to fall asleep, allowing time to escape (803) Revelation - provides information on all aspects of the target (901) Ritual - sanctify/desecrate buildings, depending on relative alignments (902) Manna - creates lots of rations (903) Call Spirit - summons spirit-servant of same alignment for the turn ------------------------------------------------------------------------ II - The Gods ============= (1) Baldor: Likes a friendly general attitude, and hates hostile attitude. Expects regular prayer and donations, and completing quests which help the poor or weak. Dislikes use of "E" or "W" orders, quests for personal gain or those sponsored by patrons of dubious alignment. (2) Garthrana: Likes attacking followers of evil gods, regular prayer and temple donations. Dislikes use of non-hostile attitude towards evil groups, and failure to attack evil. Dislikes theft. (3) Sundonak: Likes followers to use neutral or hostile attitudes, using "A" order. Likes followers to fight, especially powerful opponents, as well as regular prayer and donations. Dislikes unnecessary magic, fleeing from combat, theft, or using missile weapons. (4) Fleyshur: Likes evil deeds, senseless violence, hostile attitudes. Dislikes low retreat thresholds, acts of kindness or generosity to others, failure to hurt followers of Baldor or Garthrana. (5) Ythcal: Likes regular prayer, temple donations, and regular sacrifices (preferably human/sentient). No particular dislikes. (6) Molwanh: Expects regular prayer, temple donations. Do not kill animals for their furs or bounty (food is OK). Do not further the cause of civilization (building roads/towns, destroying forests for timber, etc...). (7) Novala: Expects regular prayer and donations, and acts of cunning/trickery (thievery). Dislikes unnecessary violence. (8) Phyloqure: Expects regular praying and donations. Followers should have a friendly attitude to all encounters and a low retreat factor. Strongly disapproves all use of violence, no matter what the circumstance. Learning mage spells seems to help. ---------------------------------------------------------------- III - Monsters ============== (801) Basilisk: Found underground, turns victims to stone. (802) Centaur: Rough or woodland. Usually friendly. Follow Molwanh. (803) Gorgon: Like Medusa. found underground and can turn victim to stone (804) Harpies: Disgusting, mountain caves, use paralysing poison (805) Hydra: Found underground, turns victims to stone. (806) Gargoyle: small, winged, stone-like, found mainly underground (807) Balrog: Demons of death & destruction, follow Fleyshur, cause burns (808) Dragon: Intelligent, rare, magical, avoids fights, deadliest of all. (809) Wyvern: Smaller than dragon, less rare, less intelligent, less tough. (810) Dwarves: Found anywhere. Mainly worship Garthrana. (811) Elves: Prefer woodlands. Worship peace/good. (812) Goblin: Nocturnal, wilderness humanoids. Worship Fleyshur. (813) Gnoll: won't initiate combat; small, scrawny; worship Ythcal (814) Gnomes: Found anywhere. Pleasant, related to dwarves. (815) Half-Bloods: Hated by most, low intelligence, argumentative. (816) Hobgoblin: largest of the goblinoid races, not as well equipped (817) Kobold: live in caves/underground lairs; worship Molwanh (818) Orc: most common goblinoid race; worship Fleyshur (819) Cavemen: Primitive and ferocious, but few in number, poorly equipped. (820) Unicorn: Horselike, dangerous horn, magical, hate all evil. (821) Giant Frog: Poisonous. Swamps, jungles, underground. (822) Giant Ant: Strong. Fearless. Jungle, marsh. (823) Giant Spider: Inject sleep-inducing venom, underground, mountains (824) Kharne Python: Underground, desert or jungle. Poisonous, stealthy. (825) Giant Toad: Marshes, sometimes underground, seldom retreat (826) Drake: huge lizard, underground/forest; fearless in battle (827) Giant Wasp: Deadly poison sting, fast, seldom attack (828) Giant Scorpion: Extremely large, poison tipped tail (829) Giant Beetle: Vegetarian, ruins crops so usually good bounties (830) Giant Bat: Carries diseases. Nocturnal. (831) Giant Ape: Great strength, brave but won't fight to death (832) Giant Crocodile: Jungles and swamps, very fast moving (833) Giant Crab: Tough protective shell, swamps and marshes near coast (834) Bear: Short tempered and aggressive. Avoid. (835) Sleech: Blood sucking slug, rare, found in swamps (836) Scorpion Wasp: rare, underground only, poisonous tail (837) Sting Bat: underground only, use sleep venom and poison (838) Wolves: forests and jungles, usually found in packs (839) Kresh: larger version of wolf, powerful, resist mind affecting spells (840) Kreourse: "superhorse", deadly, eats horses; open/barren/rough terrain (841) Tiger: forest and jungle, fast, cunning (842) White Ape: Strong, sharp claws and teeth, highly intelligent (843) Vampire Bat: jungle and underground, carries diseases (844) Slime Mold: underground, drops from above and turns victim to slime (845) Green Fungi: shoots out spores, infecting wounds of injured characters (846) Purple Fungi: Magical rays turn victims to stone (847) Hill Giant: Stupid gluttons/drunkards, their "high-tech"is brewing beer. (848) Mountain Giant: Largest of giants. Big, stupid, mean, ugly. Mountains. (849) Minotaur: underground, fight alone, part man, part bull (850) Cyclops: related to giants; clumsy, but very strong (851) Juggernaut: Magical metal statue, very tough (852) Golem: Artificial life created from dismembered bodies, strong (853) Ogre: generally good-natured, but prone to punch-ups; hills/mountains (854) Troll: Nasty, smelly, can regenerate limbs, stop with fire/acid (855) Lizard men: Primitive. Warlike. Good swimmers. (856) Quikadu: Plains, Large flightless birds, run very fast, avoids fights (857) Garmyk: Hypnotises victims then devours with acid coated tongue (858) Guzzard: Sprays acidic digestive juices from snout (859) Werewolf: Strong, fast, unharmed by ordinary weapons (860) Imps: Small and demonic. Usually messengers between gods and mortals. (861) Jackal: Cowardly. Found in most terrains. (862) Cave bear: Twice as big as normal bear, seldom retreat (863) Anklet: Small, doglike. Not very strong. (864) Nymph: Spirits of Molwanh, use confusion and sleep spells (865) Rat: Found anywhere. May cause infection or disease. (866) Roc: Large flying creature, tough, but doesn't fight to the death (867) Shamblers: Huge manshapped masses of vegetation. Hard to kill. Swamp. (868) Sewer Demon: Relative of troll, underground and in swamps (869) Skeleton: Evil. Only obeys it's creator. Never flees from combat. (870) Zombie: Insane spirits trapped in corpses, weak (871) Ghouls: Feeds on bodies of the dead. Can paralyze. Worship Ythcal. (872) Shadow: Spirits of Ythcal, drain life from victim (873) Wight: Stronger than zombies, intelligent, drain life (874) Wraith: Ghost-like, drain life from victims (875) Mummy: Possessed corpse, cause disease, enormous strength (876) Vampire: Strong, able to regenerate damage (877) Lich: Undead mages, are able to use some magic spells (878) Hounds of Hell: Spirits of Sundonak, wolflike, can be DISPELLED (879) Air elemental: Winds/Hurricanes. Ordinary weapons do not affect. (880) Water elemental: Waves/Oceans. Ordinary weapons do not affect. (881) Fire elemental: All types of fire. Ordinary weapons do not affect. (882) Earth Elemental: Quakes/volcanoes. Ordinary weapons do not affect. (883) Banshee: Kills by voice. Easy to surprise (they're deaf). (884) Doppleganger: Kills victim then imitates and takes his/her place. (885) Venus man trap: Uses sharp spines to trap victims (886) Blood weed: Entangles passers-by then pulls them down (887) Stinger Plant: Feeds upon dead. Poisonous. (888) Dark oak: Spirits of Molwanh, can move and crush victims (889) Jinx: Spirits of Novala, immune to weapons, bring misfortune (890) Valkyrie: Spirits of Garthrana, strong and immune to weapons (891) Seer: Spirit of Phyloqure, know everything (892) Life bringer: Spirit of Baldor, cures diseases and can ressurrect dead ---------------------------------------------------------------- IV - Common Weapons [Average Price] =================================== [ This information appears on in the full FAQ ] ---------------------------------------------------------------- V - Armour [Average Cost] Rating ================================ (150) Cloth Armour [75] Adds 2 to armour rating (151) Leather Armour [150] Adds 3 to armour rating (152) Ring Mail [300] Adds 4 to armour rating (153) Scale Mail [550] Adds 5 to armour rating (154) Chain Mail [780] Adds 6 to armour rating (155) Plate Mail [990] Adds 7 to armour rating (156) Plus1 Armour [?] Adds ? to armour rating (157) Plus2 Armour [?] Adds ? to armour rating (158) Plus3 Armour [?] Adds ? to armour rating (159) Helmet [9] Adds 1 to armour rating (160) Small Shield [22] Adds 1 to armour rating (161) Medium Shield [35] Adds 2 to armour rating (162) Large Sheild [60] Adds 3 to armour rating ---------------------------------------------------------------- VI - Other Items ================ (201) Magic Ring - Wearer gets special powers, several types (202) Magic Wand (203) Magic Potion (204) Magic Scroll - allows holder to cast spell, only works once (250) Mycrom Gem ) (251) Azimur Gem ) (252) Efemerald Gem )\_ The names of the various gems may vary (253) Chiro Gem )/ between games. (254) Mortant Gem ) (255) Lidestone Gem ) (256) Griss Gem ) (257) Liamond Gem ) (258) Necklace (269) Crown (270) Coronet - Jewel, no use (271) Tiara - Jewel, no use (272) Glass Orb - Jewel, no use (273) Earring (274) Goblet (275) Bracelet (276) Locket - Jewel, no use (277) Religious Book (278) Mage's Tome [? - Or is this the Shining Helm ? TQ] (279) Amulet (280) or (278) Shining Helm - High value, may have armour rating (?) (281) Medal (282) Medallion (283) Mage's Robe (284) Gold Chain (285) Silver Chain (286) Credit Letter (301) - (309) Spell components, names vary between games (310) - (317) Travel services, destination and cost varies from shop to shop (401) Altar (402) Throne (403) Statue (404) Pedestal (405) Column (406) Secret Compartment (407) Idol (408) Giant Idol (409) Pew (410) Cage (419) Chest - found in dungeons, too heavy to carry about all the time (426) Desk - found in dungeons, bulky (427) Table - found in dungeons, bulky (428) Barrel (433) Torch - Usually cost about 2 gold, essential for light in dungeons (437) Vase - VOTED MOST USELESS OBJECT 1992! (442) Painting (446) Crystal Ball (448) Prism - used by mages to tell what magic rings/scrolls will do (452) Pipe (455) Jar (456) Bottle (457) Kettle (465) Spade and Shovel - useful in dungeons but not essential (467) Backpack - reduces % load of wearer, useful for mages (468) Ten Rations - 10 food rations (469) Thirty Rations - 30 food rations (470) Fifty Rations - 50 food rations (472) Lockpick - helps thieves in robberies (useful for opening chests) (474) Bag of Gold - contains random amount of gold pieces (about 100) ---------------------------------------------------------------- VII - Services ============== (603) Drink - increases health of player slightly (604) Sleep - increases health of group a lot (cost is per character) (605) Minor Healing - Heals specific character a lot (607) Strength Skill - Increases TO of character (requires 100 EXP) (608) Weapon Skill - Increases SK of character (requires 100 EXP) (609) Spell Research - may reveal spell components (610) Magic Skill - Increases SK of mages only (Req. 100 EXP, best with 500) (611) Quest - Free, gets you an offer of an advanced quest (Req. 2000 EXP) (612) Map - Larger map of area around settlement (614) Thief Skill - Increases thieves SK and AW of character (Req. 100 EXP) (620) News - Gets a local news-sheet for that area (626) Library Visit - Can reveal dungeon locations (627) Tithe - Donation of 10% of gold to that temple (630) Used Edged Weapon - Increases Melee Weapon Skill (Req. 100 EXP) (632) Use Ranged Weapon - Increases Missile Weapons Skill (Req. 100 EXP) ---------------------------------------------------------------- VIII - Quests ============= - One type of quest involves buying an object at one village and returning with it to your current location. Note that the *cost* of the object(s) will generally be two thirds the offered reward. This is far better for small items such as bottles or spell powders, though. - Another type involves carrying a message to another location. No need to return to your first location. Payment is per character. - A similar type involves journeying to a location, and returning with details of prices there. Also paid per character. - A similar type involves travelling to a city, casting a ritual on a building, and returning. Also paid per character. - You can get Temple quests by "buying" them from temples at no cost, but you need 2000 EXP for the group. These are rumoured to be high in risk but provide exceptional rewards, and are sometimes not all that dangerous. They involve offing nearby monsters, and get harder the longer they are taken in the same town. - You can get Library quests by "buying" them from Librarys at no cost, but you need 4000 EXP for the group. These are rumoured to pay very well indeed. They don't involve monsters, but rather travelling to locations such as forests and "mapping" them. -------------------------------------------------------------------------- IX - Dungeons ============= - Information on Dungeons may be obtained from Libraries, or by talking to owners of taverns, guilds, restaurants and the like with DUNGEON on your chat list. The information found in Libraries may be more specific on later visits. If you are told that there is a dungeon 4 sectors north east, go to that location and in that general area issue I 0 orders, and you should soon find the entrance. - If actually entering a dungeon, be very careful and incredibly well prepared. Two parties might be a good idea. it is ESSENTIAL to have at least one torch per character. - Beware of dungeons in mountainous terrain, they usually only have 2 or 3 rooms and a really nasty monster in the first one you enter. (usually something that kills one of your characters outright) -------------------------------------------------------------------------- X - Money and Thievery ====================== - By talking and buying from several shops over several turns, you may be able to get quests to the same place. This saves on time and expenses, while gaining you money. Should the quests be paid per character, you may wish to recruit before completing them, offsetting the cost of recruitment. - Robbing places is good for money and experience. If you try more than three robberies in a turn, you get thrown out of town. The character with the best Awareness serves as lookout, and gets half as much experience as the thief. - "Luck of Novala" at the start of the turn helps robberies. "Hiding" and "Invisibility" don't seem to help, however. - Robbing other groups may be worthwhile. But shopkeepers don't hold grudges... - Thieves should be equipped with cloth/leather and a dagger, rather than a longbow, two handed sword and plate mail. The reasons for this are obvious. Keep their loads down. -------------------------------------------------------------------------- XI - General ============ - As regards standing orders, a P 0 is a good idea. However it should work the first time, or not at all, and never more than once per turn. [NB: This is unclear. Has anyone had a first P0 fail, and a later succeed ?] - A P ? (where ? is a god's number) in standing orders may be desirable if you're attempting to impress a god. - I 0 and I 99 are also useful in standing orders. - A U training command might be useful in standing orders (e.g "U 2 113 2"). - Avoid hostile attitudes if weak or injured. Unnecessary combat can be fatal. This is true in the wild, and especially true in dungeons. - "Luck of Novala" at the start of a turn helps with burglaries, helps you notice hostile thieves, and helps with information gathering. We won't mention casinos... - "Oracle" always gives you a blurb, whereas "Revelation" won't. You may wish to cast "Oracle" in any blank orders on weapons/items you'd rather not buy. Doesn't use power or experience, but doesn't work on monsters. - Alliances are generally good for maps, spells (and their components), monster and item tokens, and a whole host of other hints & tips. The right alliance could even be good for protection, such as a safe path through hostile territory, or as retaliation against enemy group action. The major drawback is being expected to help out with such excursions. - Town names in the chat list gives you a chance of finding their location. A LOOK command will work only if the players know the number of the town. In KJC, "L 23" will make the party locate town 23 whether they know where it is or not. - Each god, in addition to having temples, is rumoured to have shrines, somewhere. The great relics of that religion are kept there. The locations is closely guarded, and death is said to be the reward of any betraying the location. - Halfblood fighters (high awareness) make good companions for thieves. The experience they gain from this can be used for weapon training, and they can then train others without cost. - Offering 1000 gold for a new recruit will get you a highly skilled applicant! (SK 50 elven mage anyone!? I had one apply once! - EM) Tony Quirke, Wellington, New Zealand (email for phone no.) "I can't believe this. Trapped in Ryoval's basement with a sex-starved teenage werewolf. There was nothing about this in any of my Imperial Acadamy training manuals..." - MVN, "Labyrinth", Lois McMaster Bujold. Up