Adventuring 101

Quests, Marks, Dungeons, and Bosses


quest - request or act upon a quest given to you by a governing NPC

 The members of the Council of Seven - the Lords and Ladies of
 Alyria - will allow you to undertake quests in order to gain special
 points called 'quest points', as well as other rewards, such as
 practices, gold, experience, and special items. Quest points can be
 saved up and used at any quest master to purchase specially-enchanted

 Quest Masters
 Each major towne has a active quest master who can be identified by
 the [QUEST] tag preceding their name. Quest masters and their
 respective townes are as follows:

 Lord Agrippa - the Towne of Rune, on Sepharia
 Lady Undya - the Towne of Xaventry, on Sepharia
 Lord Vashir - the Towne of New Rigel, on Sepharia
 Lord Telleri - the Towne of Tellerium, on Avros
 Lady Templeton - the Towne of Templeton, on Avros
 Lord Vendredi - the Towne of Sigil, on Auryn
 Lord Maldra - Maldra Keep, on Beltane

 Requesting a Quest
 To request a quest, you must first locate a questmaster and then use
 the 'QUEST REQUEST' command. The questmaster will select a quest for you
 based on your level. You will then be presented with the quest
 information and a list of potential rewards. If you choose to take the
 quest, you need just set out and attempt to accomplish the quest goals.

 Some optional quests (such as seasonal quests) require you to ACCEPT
 the quest in order to proceed with it. If you are offered more than
 one quest at a time, you may type QUEST STATUS to view the list and
 then QUEST ACCEPT <quest number> will accept that specific quest.

 If you find that you do not wish to attempt the quest, you may use the
 'QUEST COMPLETE' command to turn in the quest unfinished. You must wait
 a bit between each quest request if you choose to turn down a quest.

 Quests consist of a series of goals that must be completed, sometimes
 in the order in which they are listed, to gain the quest rewards. When
 you have completed all the goals - or as many as you can - in a quest,
 you must return to the questmaster that issued it and use the 'QUEST
 COMPLETE' command to gain your reward. If you do not complete all the
 goals in a quest you may be eligible for partial rewards, but you must
 return to the questmaster before the time runs out to get anything.

 During your quest, the 'QUEST STATUS' command can be used to bring up
 information on which parts of your quest you have completed, and what
 you have left to finish. If you are on more than one quest at once,
 you will see a list of quests to choose from. Typing QUEST STATUS <#>
 will display the appropriate full information about that quest.

 Seasonal Quests
 Depending on the time of year, there may be different types of quests
 available. If there are seasonal quests available, you may be able to
 be on more than one quest at a time, if you wish.

 Quest Goals
 Quest goals must be accomplished to complete a quest. Goals are usually
 of the following types:

 Obtain - These goals require you to obtain an object that you will later
 give to the quest master. You must both obtain and retain the object in
 order to get full credit for completing the goal.

 Destroy - These goals require you to destroy an object by using the
 'SACRIFICE' command.

 Rescue - These goals require you to 'rescue' an NPC. When you enter the
 room wherein the specified NPC dwells, the NPC will join your formation.

 Visit - These goals require you to visit an NPC. When you enter the
 room wherein the specified NPC dwells, the goal will be considered complete.

 Defeat - These goals require you to slay a specific NPC.

 Journey - These goals require you to go to a specific location.

 Locate and Deliver - These goals require you to obtain and then deliver a
 specific object to an NPC.

 Some goals may have multiples attached. This means you may have to, for
 example, defeat 5 kobolds or destroy 3 sacred figurines before that specific
 goal is considered complete.

 Some goals require that items be obtained after the quest was granted.

 Some goals may be hidden. You must figure out what you need to do by reading
 the quest description.

 Some goals are dependent on others. These goals must have their
 predecessors completed before the next goal can be attempted (for example,
 before you journey to the chapel you must first visit the Knight - the
 chapel journey goal would be dependent upon the completion of the Knight 

 Be particularly careful when turning in quests that require items.  Even if the
 quest phase appears to be completed, if the item is no longer in your inventory,
 does not belong to you, or is not fresh enough the questmaster may not accept
 the quest as complete.

 The QUEST command is used for information about your current quest,
 to request a quest from a questmaster, etc. Extended descriptions of
 the commands are as follows:

     Displays your current number of quest points. This command may be
     used anywhere.  Quest points can be used to purchase items from

     If you are on a quest, this will inform you of the time
     remaining, the parts of your quest that have been completed,
     and what you have left to do. If you are not on a quest, this
     command will tell you how much longer until you can quest

     If you are on multiple quests, QUEST STATUS will display a
     list of the quests with a number next to them. Typing QUEST
     STATUS <#> will display the full information for the specified

     Petitions the questmaster to send you on a quest. If the
     questmaster has a quest available for you to attempt to complete,
     he will give you a scroll detailing what you must do on your
     travels.  If you accept the quest, you will be given a time limit
     (in game hours) in which you must complete the quest.

     If available, you may be able to request more than one quest
     at a time. This is usually the case when there are seasonal quests

     If you are offered an optional quest, it will show up in QUEST
     STATUS. If you have more than one quest listed there, you can
     accept the offered quest by specifying the displayed quest
     number (e.g., QUEST ACCEPT 2098).

     Once you have completed your quest and recovered the item or
     killed the creature or whatever, you must return to the questmaster
     who sent you on the quest and use this command. If you have
     successfully completed your quest, he will reward you with quest
     points. Lucky adventurers have been known to gain additional
     practice sessions, as well. Once you complete, or default on a
     quest, you cannot request another for a certain period of time.

     If you are on more than one quest, use QUEST COMPLETE <#>, where
     the number of the quest is what is shown when you type QUEST
     STATUS and the quests appear in a list.

     Please note that if you are required to recover certain items on
     the quest, you must have those items unequipped and in your
     immediate inventory when you QUEST COMPLETE, or the questmaster
     will not count them. Items recovered for a quest will be taken
     by the questmaster at completion time.

     Displays the list of fabulous items for sale by the quest master.
     Each quest master has a different list of items. You do not have
     to have earned your questpoints at that quest master in order to
     purchase his items. These items are not buyable via gold, they
     must be purchased with quest points using the 'QUEST BUY' command.

 QUEST IDENTIFY <item name or #> - Identifies the item that you are
     interested in purchasing. It should be noted that not all of an
     item's magical or special characteristics may be obvious at
     first glance.

 QUEST BUY <item name or #> [<#>] - Purchases an item from the quest master
     if you have enough quest points, and the item is within your level
     range. This will deduct the cost from your total quest points.

     If you wish to buy more than one item at a time, you may specify an
     amount after the item number or name.

 QUEST UNDERTAKE [<#>] - Undertakes the quest of the specified number.
     Only certain quests like tutorial quests or dailies may be
     undertaken.  Sometimes NPCs will prompt you to do this to obtain
     a quest they give out.


marks - description of special marks bestowed upon characters

 A Mark is a type of magical branding that creates a mystical
 symbol upon your aura, visible only to specially-trained magic users.
 While certain NPCs within the world of Alyria may bestow Marks upon
 your person for performing tasks, Marks are most often given by the
 Powers themselves, who watch and guide all of the denizens of the land.

 You may receive Marks for:
 * Visiting special locations
 * Defeating certain NPCs
 * Performing certain actions
 * Solving certain puzzles
 * Completing certain quests
 * Participating in certain global events

 Marks will always have descriptive names, such as the Mark of Adventure,
 or the Mark of Valor. You may view a list of the Marks your character
 has received by using the SCORE MARKS command, as well as see a current
 numeric total in SCORE. A complete list of Marks may be viewed using
 MARK LIST. There are hundreds of different Marks that can be obtained.

 When a Mark is bestowed upon you, it will usually come with a reward
 of some kind, usually in the form of additional practice sessions.
 Sometimes having a specific Mark will allow you safe passage into a
 certain area, or will let you receive a special item. There may be
 multiple ways to receive the same Mark, but you can only obtain each
 specific Mark once.

 MARK LIST displays a list of all Marks available to you and hints for 
 their acquiring, or information on how you acquired it if you already have
 that Mark. MARK LIST can be filtered by level range and/or keyword. To see 
 all marks regardless of availability, search by level range. 

 MARK SUGGEST shows all marks available to you at your current level, without
 filtering for other criteria (for example race, class, or religion).


boss - find out more information about the NPCs that endanger Alyria

 The vast majority of Alyrians are quiet folk, content to lead their lives
 such as they do. Whether they are pious, Powers-fearing folk, or filching
 bards that stray into the morally-grey areas more often than most, or simply
 thuggish wizards that make their livings incinerating innocent wildlife for
 their folks, their lives are largely their own and do not meaningfully
 impact others'.

 Some Alyrians, however, are not quiet folk. Often megalomaniacal, power-
 hungry, and willing to destroy whatever they must to accomplish their goals.
 Whether their goals are to sate their bloodthirsty god, to overthrow a
 monarchy, or simply to end the world in a nihilistic rage, these beings are a
 different breed. Known well by those unlucky enough to exist within striking
 range of them, these individuals are colloquially known as Bosses, and have
 often built up riches, land, influence, power and a following sufficient to
 reach their goals.

 These Bosses are denoted as such, marked with a [Boss] when observed up
 close, and have typically had bounties placed upon their heads by the forces
 of Order, such is the risk that they pose towards the status quo. Bosses
 killed by adventurers will grant 1 practice for each boss previously killed,
 up to the 100th boss killed. After 100 boss kills, adventurers will be
 granted 1 Archon Point for each boss previously killed.

 Bosses are categorized on a 7-point scale, as follows:

 (1) - low level, almost no cpk risk
 (2) - lower level, cpk risk
 (3) - high fourth class, little cpk risk - not too difficult
 (4) - high fourth class, cpk risk - not too difficult
 (5) - standard-difficulty archon boss - can be difficult, usually in cpk
 (6) - hassle to get to, skilled group
 (7) - metaboss - rarely encountered
 Many bosses have built their surroundings up to be as dangerous as possible
 to those unfamiliar, to prevent invasions and assassinations; as such, bosses
 should be approached with caution. All bosses category 5 and higher will always
 grant Archon Points.