Difference between revisions of "Quests"

From Regisfall Wiki
Jump to: navigation, search
(Created page with "==Summary== Quests can be completed to receive a reward. ==List of Quests== This list is a work in progress and may be incomplete. X Y Quest-Name (NPC) 3388 1337 Consortium...")
 
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
==Summary==
+
==Quests==
Quests can be completed to receive a reward.
 
  
==List of Quests==
+
Quests in Regisfall are organized into two main types, with others occasionally appearing:
This list is a work in progress and may be incomplete.
 
  
X Y Quest-Name (NPC)
+
'''Kill''' and '''Collect'''
  
3388 1337 Consortium Bounty (Estelle)
+
Kill: Defeat a certain number of type of enemies.
  
3381 1321 Secret Beer Recipe (Pete)
+
Collect: Gather items from the world
  
3309 1085 Killing Rootwood (Theodore)
+
The other types of quests you may encounter are:
  
3965 2303 Cleansing the Forest (Master Anton)
+
'''Give''' and '''Escort'''
  
3107 1141 Blackwatch Bounty (Duncan)
+
Give: Deliver item(s) to specified NPCs or Targets.
  
3973 2306 Hops Sample (Malloy)
+
Escort: Protect an NPC while they travel to a destination. (Quests of this type have not been implemented yet)
  
3488 1789 Vanity Ticket Quest (Galeno)
+
These quests can also have a "Named" variety: Kill Named, Collect Named which would specify the name of the mobile/item required.
  
3945 1719 Dragonslayers Visage (Rory)
+
Quests are activated by locating a Quest NPC (Often identified by "'''(Quest)'''" in their name) and single clicking their sprite to produce a context menu with a 'Talk' option. Use the 'Talk' option to engage with the quester, this will begin the quest.
  
3952 1725 Drake Egg Disposal (Dalomden)
+
''Please note that all Quest NPCs are on timers. If you 'Talk' to a Quest NPC and they do not respond immediately, please retry after a few seconds''
  
2647 1973 Rare Dye Tubs (Leland)
+
= The Triune Wayhouse =
  
3490 1782 Uncommon Dye Tubs (Monty)
+
The Triune Wayhouse stands at the heart of Ameresh, centrally located in Regisfall, where roads, rivers, and trade routes converge. It is a sanctuary for adventurers seeking challenge, purpose, and reward. Its name, “Triune,” comes from the three quester factions that govern its halls, each offering a distinct path for those who enter.
 +
 
 +
Quests given within the Triune Wayhouse are repeatable on a '''5 day''' cooldown on completion per individual quest giver.
 +
 
 +
On accepting a quests, players will be required to wait '''2 hours''' before being able to accept another quest from ''any quester within the Wayhouse.
 +
 
 +
==Ardon the Taverener==
 +
 
 +
Ardon inherited the Wayhouse decades after the Triune first formed in its first iteration and funded the construction of it's relocation to Ameresh. Reserved to the point of suspicion, he speaks in measured words and listens far more than he lets on. Most assume he knows far more about the Triune’s early years and its darker dealings than he cares to share.
 +
 
 +
He never confirms anything.
 +
He never denies anything.
 +
He simply pours another drink.
 +
 
 +
Ardon acts as the unofficial keeper of balance between the factions. Fights don’t break out under his roof. Secrets don’t spill freely. And no matter who you are, he’ll treat you with the same calm steadiness.
 +
 
 +
If you ask about the cell, he’ll only say:
 +
 
 +
''"Some folk need a night to cool down. Others… need a reminder the Triune keeps order here."''
 +
 
 +
==Factions of the Wayhouse==
 +
 
 +
===The Bounty Hunters===
 +
 
 +
The Bounty Hunters Faction thrives in the shadows of the realm, where danger and reward go hand in hand. Renowned for their razor-sharp instincts and unmatched tenacity, they pursue high-value targets with a singular focus, whether it be notorious criminals, fearsome creatures, or fugitives of great renown. Armed with specialized skills and an intimate knowledge of the terrain, they navigate the realm as both feared adversaries and indispensable allies.
 +
 
 +
Whether stalking their prey alone or orchestrating missions through their vast network, the Bounty Hunters Faction exemplifies resilience, resourcefulness, and the relentless pursuit of justice or profit, depending on their motives. Their presence serves as a reminder that in a world full of chaos, there is always someone watching, ready to strike when the price is right.
 +
 
 +
Their presence is why the Wayhouse includes a reinforced holding cell.
 +
Some captives arrive alive… for a time.
 +
 
 +
Rumor says Ardon knows exactly how often that cell is used.. and who built it but he’s never offered more than a shrug.
 +
 
 +
Quest Types: '''Kill''' and '''Kill Named'''
 +
 
 +
===The Adventurers===
 +
 
 +
Where hunters deal in certainty, adventurers deal in possibility. They are explorers, relic-seekers, ruin delvers, and risk-takers who chase whatever waits beyond the next ridge.
 +
They come from every walk of life: scholars, sellswords, would-be legends, and the occasionally reckless farmer who decides plowing fields isn’t exciting enough.
 +
 
 +
Many blame the adventurers for stirring up things best left buried.
 +
The adventurers respond by lifting their mugs and drinking to it.
 +
 
 +
For all their chaos, they bring knowledge, stories, and sometimes rare finds that help Ameresh thrive.
 +
 
 +
Quest Types: '''Collect''' and '''Collect Named'''
 +
 
 +
===The Couriers===
 +
 
 +
The couriers seem the least dangerous of the three, yet their reputation is one of iron-bound honor. They carry sealed missives, sacred parcels, and long-distance contracts the other factions rely on.
 +
A courier’s oath is absolute: once a burden is taken, it reaches its destination.
 +
 
 +
They don’t boast. They don’t threaten.
 +
They simply walk the roads no matter the danger.
 +
 
 +
The Wayhouse shelters them, and in return they maintain the maps, routes, and whispered network that keeps Ameresh connected to the wider world.
 +
 
 +
Even Ardon speaks quietly around them.. A rare sight.
 +
 
 +
Quest Types: '''Give''' and '''Give Named'''
 +
 
 +
==Features of the Triune==
 +
 
 +
===Quest Book===
 +
 
 +
The '''Quest Book''' is available for purchase from '''Ardon the Taverner'''. The Quest Book acts similar to a BOD book, storing your quests in a single location. From the quest book you can see: Quest Name, if it is Solo or Party quest, quest status (completed/incomplete), and expiry. You can also open a quest to see it's specific details in the original quest gump. You can drop a quest from the book which will place it in your pack. Similarly to Quest Holders, if you attempt to lay them on the ground, you will be prompted to confirm your action as '''the book and any quests within will be deleted regardless of their status.'''
 +
 
 +
''Please do not alter the ID of this item or it may not work properly.''
 +
 
 +
===Quest Rewards===
 +
 
 +
Quests reward points equal to their difficulty. Over time as players accumulate these points they can be spent at the '''Quest Reward Cache''' located within the triune.
 +
 
 +
Quest Rewards are separated into tiers which require a ''minimum points obtained'' to be unlocked to purchase. The minimum points required are seen in the ''Min Points'' column in the Reward Cache. Spending credits will '''not affect''' your Min Points.
 +
 
 +
===The Triune Contract Ledger===
 +
 
 +
The Contract Ledger is an item that players can interact with to produce ''blank quests''. These quests are designed for players to create themselves.
 +
 
 +
What is a Playermade quest?
 +
 
 +
Playermade quests are created by giving out blank ''QuestHolder'' books that have the PlayerMade property set to true.
 +
They allow players to design quests for other players to complete.
 +
 
 +
Players can edit blank QuestHolders by double clicking them. This brings up a quest-design gump that allows them to enter their own objectives, text, and attach their own rewards.
 +
 
 +
Playermade quests can be just designed just like normal quests that a GM or other staff might create with some additional restrictions and features.
 +
 
 +
These quests can be given directly to other players or placed on player vendors or added to the Task Board bulletin board within the Triune.
 +
 
 +
The quests will automatically be configured for AutoReward when reward items are attached meaning players will be rewarded upon quest completion.
 +
 
 +
Differences between Playermade and non-Playermade quests:
 +
 
 +
So that player quests can always be distinguished from non-player quests by spawners and other triggering items, player quests will have "PQ: " automatically appended to the beginning of their name.
 +
 
 +
When playermade quests expire or are deleted before being completed, the reward item that was attached to them will be returned to the quest creator. This way, players can hand out quests without worrying about losing the committed reward if the quest isn't used or completed.
 +
 
 +
A return container can be specified to receive quest reward returns. If not set, then it is returned to the issuing players backpack.
 +
 
 +
Playermade quests have the weight of the reward items that they contain. This is to prevent exploits involving use of playerquests as weight-free containers. Non-playermade quests are weightless.
 +
 
 +
Players have to use the ''']whatisit''' command to identify the name and type of a targeted object to use in their quest objectives.
 +
 
 +
==Player Made Quest Types==
 +
 
 +
===COLLECT and GIVE type quests:===
 +
 
 +
Players can design quests that require other players to go out and collect or retrieve specified items.
 +
 
 +
The items collected or given are returned to the quest creator and placed into the specified return container (or the creators backpack if nothing is specified).
 +
This allows resource contract type quests to be made, in which players offer rewards in return for certain goods.
 +
 
 +
For example constructing a quest with this objective
 +
 
 +
'''COLLECT,goldingot,100'''
 +
 
 +
would create a basic contract for 100 gold ingots.
 +
 
 +
'''COLLECT,greatercurepotion,100'''
 +
 
 +
would create a basic contract for 100 greater cure potions.
 +
 
 +
===KILL type quests:===
 +
 
 +
Playermade quests can specify objectives that require certain creatures to be killed by using the same type of KILL objective specifications used in normal quests. For example
 +
 
 +
'''KILL,balron,5'''
 +
 
 +
would instruct the player to kill 5 balrons.
 +
 
 +
If suggested installation STEP 6 is followed, the playermade quests will support various types of player kill contracts.
 +
 
 +
For example, a player constructing a quest with an objective
 +
 
 +
'''KILLNAMED,playername,PlayerMobile'''
 +
 
 +
would create a basic contract that would give the reward when the named player was killed. ''You must spell the name exactly for the quester to be rewarded.''
 +
 
 +
Note that specifying the PlayerMobile type avoids exploits that would be possible with just a simple name specification of the target (for example killing a pet named the same as the target player).

Latest revision as of 19:00, 22 March 2026

Quests

Quests in Regisfall are organized into two main types, with others occasionally appearing:

Kill and Collect

Kill: Defeat a certain number of type of enemies.

Collect: Gather items from the world

The other types of quests you may encounter are:

Give and Escort

Give: Deliver item(s) to specified NPCs or Targets.

Escort: Protect an NPC while they travel to a destination. (Quests of this type have not been implemented yet)

These quests can also have a "Named" variety: Kill Named, Collect Named which would specify the name of the mobile/item required.

Quests are activated by locating a Quest NPC (Often identified by "(Quest)" in their name) and single clicking their sprite to produce a context menu with a 'Talk' option. Use the 'Talk' option to engage with the quester, this will begin the quest.

Please note that all Quest NPCs are on timers. If you 'Talk' to a Quest NPC and they do not respond immediately, please retry after a few seconds

The Triune Wayhouse

The Triune Wayhouse stands at the heart of Ameresh, centrally located in Regisfall, where roads, rivers, and trade routes converge. It is a sanctuary for adventurers seeking challenge, purpose, and reward. Its name, “Triune,” comes from the three quester factions that govern its halls, each offering a distinct path for those who enter.

Quests given within the Triune Wayhouse are repeatable on a 5 day cooldown on completion per individual quest giver.

On accepting a quests, players will be required to wait 2 hours before being able to accept another quest from any quester within the Wayhouse.

Ardon the Taverener

Ardon inherited the Wayhouse decades after the Triune first formed in its first iteration and funded the construction of it's relocation to Ameresh. Reserved to the point of suspicion, he speaks in measured words and listens far more than he lets on. Most assume he knows far more about the Triune’s early years and its darker dealings than he cares to share.

He never confirms anything. He never denies anything. He simply pours another drink.

Ardon acts as the unofficial keeper of balance between the factions. Fights don’t break out under his roof. Secrets don’t spill freely. And no matter who you are, he’ll treat you with the same calm steadiness.

If you ask about the cell, he’ll only say:

"Some folk need a night to cool down. Others… need a reminder the Triune keeps order here."

Factions of the Wayhouse

The Bounty Hunters

The Bounty Hunters Faction thrives in the shadows of the realm, where danger and reward go hand in hand. Renowned for their razor-sharp instincts and unmatched tenacity, they pursue high-value targets with a singular focus, whether it be notorious criminals, fearsome creatures, or fugitives of great renown. Armed with specialized skills and an intimate knowledge of the terrain, they navigate the realm as both feared adversaries and indispensable allies.

Whether stalking their prey alone or orchestrating missions through their vast network, the Bounty Hunters Faction exemplifies resilience, resourcefulness, and the relentless pursuit of justice or profit, depending on their motives. Their presence serves as a reminder that in a world full of chaos, there is always someone watching, ready to strike when the price is right.

Their presence is why the Wayhouse includes a reinforced holding cell. Some captives arrive alive… for a time.

Rumor says Ardon knows exactly how often that cell is used.. and who built it but he’s never offered more than a shrug.

Quest Types: Kill and Kill Named

The Adventurers

Where hunters deal in certainty, adventurers deal in possibility. They are explorers, relic-seekers, ruin delvers, and risk-takers who chase whatever waits beyond the next ridge. They come from every walk of life: scholars, sellswords, would-be legends, and the occasionally reckless farmer who decides plowing fields isn’t exciting enough.

Many blame the adventurers for stirring up things best left buried. The adventurers respond by lifting their mugs and drinking to it.

For all their chaos, they bring knowledge, stories, and sometimes rare finds that help Ameresh thrive.

Quest Types: Collect and Collect Named

The Couriers

The couriers seem the least dangerous of the three, yet their reputation is one of iron-bound honor. They carry sealed missives, sacred parcels, and long-distance contracts the other factions rely on. A courier’s oath is absolute: once a burden is taken, it reaches its destination.

They don’t boast. They don’t threaten. They simply walk the roads no matter the danger.

The Wayhouse shelters them, and in return they maintain the maps, routes, and whispered network that keeps Ameresh connected to the wider world.

Even Ardon speaks quietly around them.. A rare sight.

Quest Types: Give and Give Named

Features of the Triune

Quest Book

The Quest Book is available for purchase from Ardon the Taverner. The Quest Book acts similar to a BOD book, storing your quests in a single location. From the quest book you can see: Quest Name, if it is Solo or Party quest, quest status (completed/incomplete), and expiry. You can also open a quest to see it's specific details in the original quest gump. You can drop a quest from the book which will place it in your pack. Similarly to Quest Holders, if you attempt to lay them on the ground, you will be prompted to confirm your action as the book and any quests within will be deleted regardless of their status.

Please do not alter the ID of this item or it may not work properly.

Quest Rewards

Quests reward points equal to their difficulty. Over time as players accumulate these points they can be spent at the Quest Reward Cache located within the triune.

Quest Rewards are separated into tiers which require a minimum points obtained to be unlocked to purchase. The minimum points required are seen in the Min Points column in the Reward Cache. Spending credits will not affect your Min Points.

The Triune Contract Ledger

The Contract Ledger is an item that players can interact with to produce blank quests. These quests are designed for players to create themselves.

What is a Playermade quest?

Playermade quests are created by giving out blank QuestHolder books that have the PlayerMade property set to true. They allow players to design quests for other players to complete.

Players can edit blank QuestHolders by double clicking them. This brings up a quest-design gump that allows them to enter their own objectives, text, and attach their own rewards.

Playermade quests can be just designed just like normal quests that a GM or other staff might create with some additional restrictions and features.

These quests can be given directly to other players or placed on player vendors or added to the Task Board bulletin board within the Triune.

The quests will automatically be configured for AutoReward when reward items are attached meaning players will be rewarded upon quest completion.

Differences between Playermade and non-Playermade quests:

So that player quests can always be distinguished from non-player quests by spawners and other triggering items, player quests will have "PQ: " automatically appended to the beginning of their name.

When playermade quests expire or are deleted before being completed, the reward item that was attached to them will be returned to the quest creator. This way, players can hand out quests without worrying about losing the committed reward if the quest isn't used or completed.

A return container can be specified to receive quest reward returns. If not set, then it is returned to the issuing players backpack.

Playermade quests have the weight of the reward items that they contain. This is to prevent exploits involving use of playerquests as weight-free containers. Non-playermade quests are weightless.

Players have to use the ]whatisit command to identify the name and type of a targeted object to use in their quest objectives.

Player Made Quest Types

COLLECT and GIVE type quests:

Players can design quests that require other players to go out and collect or retrieve specified items.

The items collected or given are returned to the quest creator and placed into the specified return container (or the creators backpack if nothing is specified). This allows resource contract type quests to be made, in which players offer rewards in return for certain goods.

For example constructing a quest with this objective

COLLECT,goldingot,100

would create a basic contract for 100 gold ingots.

COLLECT,greatercurepotion,100

would create a basic contract for 100 greater cure potions.

KILL type quests:

Playermade quests can specify objectives that require certain creatures to be killed by using the same type of KILL objective specifications used in normal quests. For example

KILL,balron,5

would instruct the player to kill 5 balrons.

If suggested installation STEP 6 is followed, the playermade quests will support various types of player kill contracts.

For example, a player constructing a quest with an objective

KILLNAMED,playername,PlayerMobile

would create a basic contract that would give the reward when the named player was killed. You must spell the name exactly for the quester to be rewarded.

Note that specifying the PlayerMobile type avoids exploits that would be possible with just a simple name specification of the target (for example killing a pet named the same as the target player).