Quest FAQ - Second Draft From: quirke_a@kosmos.wcc.govt.nz Date: Fri, 27 Aug 1993 19:54:43 +0000 Note: The following represents a collective effort, and is as yet uncomplete. Reading this might spoil your enjoyment of the game, Quest, or it might enhance it. ---------------------------------------------------------------------- FAQ - Quest PBM [This is the second draft of an introductory FAQ sheet for the Quest PBM by KJC games, and run under license by various companys.] [NOTE: As the second draft, this contains holes in it. If you can help fill in the holes, please reply with a corrected FAQ and I'll incorporate the changes and acknowledge the participants. Thanks for your help.] Participants: Tony Quirke, <quirke_a@kosmos.wcc.govt.nz> "MELANDRA, INSANE ELF." <mcspikgfm@vaxd.dct.ac.uk> Harvey Barker, c/o <Christine.Barker@Smallworld.co.uk> David Low, <dlow@physics.adelaide.edu.au> Lee Vogt, <lvogt@dsccc.com> ---------------------------------------------------------------------- Contents: I - Spells and Miracles II - Gods III - Monsters IV - Quests V - General ---------------------------------------------------------------------- I - Spells and Miracles ======================= a) Mage Spells ---------------- ( 1) Enchant Weapons I - minor improvement, one character ( 2) Shield I - minor effect, one character with armour ( 3) Magic Dart - small damage, always hits, affects all creature types ( 5) Sleep I - affect weakest monster types ( 6) Healing I - single character, minor healing ( 9) Detect Treasure I - wilderness only, range of a few sectors ( 12) Enchant Weapons II - [?] ( 14) Turn Undead I - protects against weakest undead types ( 31) Destroy Undead - [?] ( 41) Deflect Magic I - [?] ( 51) Battle Lust - [?] ( 58) Fear I - [?] ( 61) Slow Poison - prevents poison damage for the remainder of the turn ( 62) Healing II - [?] ( 81) Awaken - [?] (136) Choking Gas - [?] (143) Turn Undead II - [?] (268) Shield II - [?] (348) Lightening Blast - [?] (356) Ball of Fire - [?] (378) Magic Blast - [?] (519) Fear II - [?] (529) Acid Blast - [?] (536) Dispel I - [?] (548) Confusion I - [?] (549) Confusion II - [?] (568) Sleep II - [?] (839) Exit Dungeon - [?] (841) Teleport I - [?] (842) Teleport II - [?] (912) Reveal Monsters - [?] (914) Detect Treasure II - [?] (937) Map Wilderness - [?] (938) Map Dungeon Level - [?] (978) Make Food - [?] 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 - [?] (201) Kill Undead - causes undead to flee or die based on priest EXP (202) Berserk - [?] (203) Bless - [?] (301) Strength - increase for entire turn (302) Flame - [?] (303) Wrath of Sundonak - [?] (401) Terror - [?] (402) Poison - [?] (403) Fleyshur's Gift - [?] (501) Disease - eventually results in death (502) Call Monster - summons like-aligned monsters for one combat (503) Ythcal's Touch - [?] (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: [?] (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: [?] ---------------------------------------------------------------- III - Monsters ============== (813) Gnoll: won't initiate combat; small, scrawny; worship Ythcal (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 (826) Drake: huge lizard, underground/forest; fearless in battle (840) Kreourse: "superhorse", deadly, eats horses; open/barren/rough terrain (850) Cyclops: related to giants; clumsy, but very strong (853) Ogre: generally good-natured, but prone to punch-ups; hills/mountains ---------------------------------------------------------------- IV - 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. - Another type involves carrying a message to another location. - Another type involves journeying to a location, and returning with details of prices there. - you can get Temple quests (by "buying" them from temples - no cost!), but you need a lot of EXP first, maybe 2000. These are rumoured to be high in risk, but provide exceptional rewards. [What other types are encountered, and are there any notes that might help ?] -------------------------------------------------------------------------- V - General - Get three (or maybe 2) P 0's in your standing orders so your priest goes up every turn..... - Maybe put a U training command in your standing orders (e.g "U 2 113 2") - Alliances are generally good for Maps, spells (and their components), monster, and item tokens, and a whole host of other hints & tips. If you get into the right alliance, they could even be good for protection - for example, a safe path through hostile territory, or if you get thrashed by an enemy group, you could find allies chasing your enemy down. The major drawback is being expected to help out with such excursions. - As for dungeons, put DUNGEON on your chat list, and when in towns, TALK to owners of Taverns, Guilds, Restaurants, etc. A Library is also an excellent source of dungeon info. However, if actually entering a dungeon, be very careful and incredibly well prepared .... - There is no sure way of getting money easily, but a fairly safe bet is on your first few turns in a town, issue STEAL orders from other player groups, provided you have at leat one thief. Also when you get around to looting shops, and provided you are fairly close to Novala cast "Luck of Novala" at the very start of your turn. - my standing orders are P0,P0,P?,I0,I99 where ? is the god I'm currently trying to impress. This keeps the priests going up in skill, moves my alignment where I want it, explores the current area, and tells me about the party (weapon skills). I keep the "U" orders for the main body of the orders, for when I have nothing else to fill them up. (David Lowe) - putting town names in your chat list gives you a chance of finding out where they are (geographically). [Does this mean the characters can seek them out by themselves ?] - robbing shops is good for money, provided your thief has a good skill. The party member with the best Awareness will act as lookout, and get about half the EXP. This is a good way to get your thief (and lookout) lots of EXP! Robbing other players is a good way to get yourself in trouble - shopkeepers don't hold grudges.... - A fairly successful cash strategy I'm using right now is to talk to/buy from a LOT of different shops in one turn (or even over the course of two or more turns) and try to get all three of your quests to have the same destination. This REALLY cuts down on the overhead of travel (journey fees, food, etc) and allow you to maximise profit. (Lee Vogt) - [Shrines - rumoured to be one per religion, with high reward/danger to them. Anyone else heard anything about them ? - TQ] - On finding dungeons: I recently was in a city with a library and decided to pay for a library visit. This research turned up the approximate location of a dungeon complex (I'll have to go search it out). Another player told me of a cave located near another city, but I don't know how he found it - I'll ask him next chance I get. Both dungeons are in the wilderness - I've not seen one in a city. (Lee Vogt) Referenced By Up