
FAQ on Questing
Concept: Questing is a basic form of enhancing your MUD equipment using quest points. Quest points are awarded according to the amount of quest card points you have. Example, if you have a 100 quest point card, once you complete it you will get a 100 quest point token. once you have accumulated the quest points to a respectable sum, then you can use them to enhance your equipment by spending quest points on them.
Now, how do you go on quests?
1. You should get your character to a REASONABLE hit point level and also your fighting skills should also be adequate ie. proficient in weapon and stances if you have chosen to train any / or have trained them, see section on stances. This is because some of the items will be placed/carried/equipped on mobiles and thus you have to attack them to get these items. If not, sometimes you will have to hack your way through a bunch of aggressive mobiles [the ones which attack you on sight!] to get to the item. Hint: Highly skilled in a weapon/stance of choice should be adequate.
2. Train your primal energy to a certain degree, bear in mind that 100 primal is the maximum and training more primals after that will not bring you any benefit. Primal energy is mainly for questing, say if you have trained up to 100 primals, when you cast quest you will get a 100 point quest card! And if you train to 10, you will get a 10 point quest card. The exp needed to gain primal points do not increase in a linear fashion, ie. 1 primal = a constant 500 exp, but increases at an almost exponential rate. Which means that the more primals you want to accumulate the more exp you need to spend for each primal you train. First primal point = 500 exp, second primal point = 1000, third primal point = 1500 and so on....approxamately 2.6 milion exp for 100 primal.
3. You should also get your character to a least 500 mana, because you will need the mana to cast the 'Quest' spell explained here after.
4. Practice the 'Quest' spell, this spell only comes in handy whenever you have primals, because the function of this spell is to convert the amount of primals [say X amount] you have into an X quest point card. After casting this spell, which needs 500 mana, you will have a quest card in your inventory. At this stage you can/should/highly recommended you:-
5. CLAIM the card, by typing 'claim card' make sure you have 5000 exp first. So that your card won't be stolen from you.... he he he!! * If it gets stolen simply type 'call all' and you will find that your eyes flicker and your quest card will be returned to you in your inventory.
6. CAST IDENTIFY on the card to se how many quest points it is and the such.
7. Type 'complete card' to see what items you will need to get in order to finish the card. You will see something like this:
You still need the following items to complete the quest or something...
A mining pick
The Sceptre of Might
A black silk robe
Mithril leggings
8. Start finding the items.... there are NO RULES of engagement when it comes to finding quest items, you can kill another player for it, steal from another player, BEG/ASK/GROVEL for it, THREATEN another for it... you get my drift... Apple polishing also will help.. heheheeeee!!
9. When you get one of the items say in the above example MITHRIL LEGGINGS, you then type 'complete card leggings'. You will see that the leggings will vanish from your inventory and the MUD will tell you how many items more you will have to find in order to finish the quest card, in this example 3 more.
10. Say you have found all of them and then the MUD tells you 'A quest card has been completed'. THEN, Go find a quest machine! The places of these quest machines are a 'secret' so you will have to ask another Player Character the location of these machines, they MAY ask you something in return... quest points... items.... up to them, if you feel like taking their offer, then so be it. I prefer asking some kind PC for advice.
11. When you finally find the machine, type 'Recharge Card Machine' well, what happens here is:-
12. If you wish, you can have more than one quest card to increase your chances of completing another quest as you endeavour to complete the current one, and sometimes, some cards will be NEAR impossible to get items, which you really have to beg for. Or they may be in some places which are hard to get into.
13. It is also advisable to have a great knowledge of the areas in Vampire Wars before actually questing for items because it will cut down the time needed to complete the quests and also, you won't have to depend on begging and groveling for those easy to get items, which you can find on you own without consulting/troubling the more veteran players.
Spending Quest Points!!
14. NOW THIS IS THE BEST PART OF QUESTING.... spending quest points!! Now you have done loads of quests and you have a significant number of quest points.. WOW!! Like say 300 ish, you can start to spend them. first of all, you will need to claim the item which you intend to spend on, then you type "quest", you will see a table like this:-
IMPORTANT NOTE:
YOU HAVE ONE CONSTRAINT WHICH GOVERNS ALL OF THE BELOW... YOU CAN ONLY QUEST ANY CREATED ITEM TO A MAXIMUM VALUE OF <1260 + 10 * STATUS> QUEST POINTS AND STANDARD MUD ITEMS CAN ONLY BE QUESTED TO A MAXIMUM VALUE OF <760 + 10 * STATUS> QUEST POINTS. SPELLS ON EQUIPMENT AND WEAPONS DO NOT COUNT INTO THE MAXIMUM QUEST POINT VALUE. CHOOSE YOUR LIMITS AND PLAN CAREFULLY BEFORE SPENDING ANY AMOUT OF QUEST POINTS.
O==|=======> Creating Weapons [CREATION COSTS: 70 qps]
O==|=======> Creating Armour. [CREATION COSTS: 40 qps]
O==|=======> Creating Stakes. [CREATION COSTS: 30 qps]
O==|=======> Creating Containers. [CREATION COSTS: 10 qps]
O==|=======> Creating Blood Rods. [CREATION COSTS: 10 qps]
What this means that if you get a Deity/God/Coder to create a weapon/armor for you, you will need to pay some quest points to the Deity/God/Coder depending on their mood. This sum DOES NOT include naming the object and the weapon type. Thing is, created weapons and armor are quite a novelty because of these reasons:
O==|=========> Cloning
This is not available to you at the moment, because some players have gotten smart in the past and cloned quest cards, BETTER still quest tokens, created armor, created weapons!! Now only Deities, Gods and Coders can clone items and it is upon their desecration which items can be cloned and which cannot. Some of the items cannot be cloned at all, so please understand if the MUD refuses to clone some of these items. Usually, it will cost 5 quest points to clone a MUD equipment/item.
O==|=========> Protection
| syntax: | Quest [armor] protection # |
| example: | quest silvery protection 15 |
| cost: | 1 qp per ac decreased |
| effects: | Cumulative, you can make your armor bonus until armor class is 15 (max). There will NOT be any reimbursements of qps spent on protection when the item is sacced. |
| max amount: | For any equipment, ie. standard equipment on the MUD and created armor, the maximum you can spend on protection is 15. |
O==|=========> Min/Max Damage
| syntax: | Quest [weapon] min/max # |
| example: | quest sword min 10 |
| cost: | 1 qp per max/min point |
| effects: | Cumulative. No reimbursements of qps spent on max/max damage |
| max amount: | Max: 20 Min: 10 |
Another thing you can do to make your weapon really damaging is to increase its minimum
and maximum damages. When you cast identify on a weapon, it will have a average damage on
it and the range of damage it will cause when it hits. To do this you type 'quest
O==|=========> Extra
| syntax: | Quest [weapon/item] extra anti-good / anti-evil / anti-neutral / hum / invis / glow / loyal |
| example: | quest silvery extra anti-good |
| cost: | 1 qp to aff a flag, 10 qps to remove a flag. except for glow, hum and invis. |
| effects: | N/A |
| max amount: | N/A |
| Flags | Brief explanation |
| Glow | Make the object have a glowing aura |
| Hum | Allows the object to have a magical hum |
| Invis | The object is invisable and cannot be seen |
| Anti-Good | All good aligned characters will be zapped when trying to wear it and hence will drop it |
| Anti-Neutral | All neutral aligned characters will be zapped when trying to wear it and hence will drop it |
| Anti-Evil | All evil aligned characters will be zapped when trying to wear it and hence will drop it |
| Loyal | If a weapon with this flag gets disarmed, it will jump back into your hand, and you will be equipped with it |
O==|=========> Wear
Only, Deities, Gods or the Coder himself can change the wear locations of an item.
O==|=========> Power
| syntax: | Quest [weapon] power # |
| example: | quest soul power 47 |
| cost: | 1 qp per power point |
| effects: | cumulative |
| max amount: | 50 power points |
Example, Soul Blade, has a VERY nasty "energy drain" spell on it and when you cast a identify on it, you will see that it says this is a minor spell weapon. What this means is that the power of that spell is quite weak. But if you start spending quest points on it, ie. say to make the item's spell power more significant you have to remove the soul blade (if you are wearing it), type
'questpower #'
in this case,
'quest soul power 47'
and you will see that when you cast identify on it, it now says that the soul blade is a SUPREME spell weapon. To add a degree of power to a weapon costs 1 qp. Basically, it now kicks ass and the 'Energy Drain' is really, really pronounced! Without spending quest points, you may drain about 10 hps, if you are lucky, but with enhancements [to a supreme spell weapon], you are looking at 60 to 100ish hps! This is the same for all weapons, it does not however, increase the damage that you make, but will increase the damage of the spell which is dormant in the weapon. The harder you drain someone the more damage you make. You also can add a spell to your weapon which does not have a spell to begin with, you can type
'questspell'
to see a list of spells you can add to your weapon.
O==|=========> Shields
| syntax: | Quest [armor] spell [spell] |
| example: | quest silvery spell fireshield |
| cost: | 50 qp per spell/shield |
| effects: | not cumulative, spells already existing on a weapon will be nullified by a new spell. No reimbursements of qp spent on shields/spells will be made when the item is sacced. |
| max amount: | only one shield OR one spell per item. Except for mud standard or created weapons, where you can have a maximum of 2 (one spell like a shield or sanctuary / 1 weapon spell i like flaming or vampiric). It is not wise to quest weapons with needed spells like sanctuary because you willoften be changing weapons to fight different kinda of mobs or players. |
Spells like protection, sanctuary, fly and passdoor are beneficial to the wearer as it give the wearer a permanent spell and thus, you don't have to cast protection or sanctuary whenever you want to go into battle. SeeInvis and detect hidden, sneak and hide are also very good for ambushing people especially player characters.
O==|=========> Shields
| syntax: | Quest [weapon] spell [spell] |
| example: | quest soul spell infravision |
| cost: | 50 qp per spell/shield |
| effects: | not cumulative, spells already existing on a weapon will be nullified by a new spell. No reimbursements of qp spent on shields/spells will be made when the item is sacced. Or when you change the spell to a weapon. |
| max amount: | only one shield or one spell per item |
One really cool aspect about vampwars is you can add a shield to your weapon/armor. Well, you will see a lot of people which are surrounded by a shield of burning acid/fire/ice/lightning, which help you a whole lot in killing tough mobs. Some of the tougher/higher levelled mobs are near impossible to hit, but the shields almost always manage to hit and cause damage to the mob. This will help you in killing the mob which you can't possibly hope to hit in the first place.
O==|=========> Weight
Especially needed when trying to wield an extra heavy weapon. Only when you have certain strength can you wield the extra heavy weapons. Therefore, to make the weight 1, you would never drop the weapon, even if you strength drops to a record low. Good for counteracting chill touch, weaken and poison where these spells weaken you.
O==|=========> Stat enhancement
| syntax: | Quest [armor] [stat] # |
| example: | quest silvery dex 3 |
| cost: | 30 qp per +1 stat |
| effects: | NOT cumulative, say once you choose to +1 on str, you cannot 'quest armor str 2' to make it a +2 on str anymore. Existing stats already enhanced by the armor cannot be altered or added. No reimbursements upon saccing the enhanced item. |
| Max amount: | You can only make the enhancement up to a +3 on EACH stat. Except for created armor, where you can quest it up to 6 per stat. |
Say we have a silvery plate which already increases str by 2 and wis by 1, we:- CAN 'quest silvery dex 3' AND 'quest silvery con 3' if you want to, but... CANNOT 'quest silvery str 3' OR 'quest silvery wis 3'
O==|=========> MANA/HP/MOVE enhancement
| syntax: | Quest [item] [mana/hp/move] # |
| example: | quest silvery mana 30 |
| cost: | 5 qp per +1 stat |
| effects: | NOT cumulative, say once you choose to +15 on hp, you cannot 'quest silvery hp 30' to make it a +30 on hp anymore. Existing stats already enhanced by the armour cannot be altered or added. No reimbursements upon saccing the enhanced item. |
| Max amount: | You can only make the enhancement up to a +30 on EACH stat. |
O==|=========> Dam/Hitrolls [FOR WEAPONS]
| syntax: | Quest [weapon] damroll/hitroll # |
| example: | quest soul damroll 5 |
| cost: | 30 qp per hit/damroll increased |
| effects: | Not cumulative, you can only make your weapon bonus once and then you cannot increase the hit/damroll any more. IE. the first time you spend qps to increse the damroll/hitroll, better make certain that the value is what you want. There will be reimbursements of qp spent on dam/hitrolls when the item is sacced. max amount: for normal equipment, ie. standard equipment on the MUD, the maximum you can spend on hit/dam roll is 5. IE. you can make you weapon an additional +5 hit AND +5 dam. There are exceptions are when considering a created weapon, in this case you will need a deity/god/coder and request for him/her to create you a weapon which costs 60 qps. However, you can choose the name for the weapon and what sort of weapon it will be a sword, dagger, axe, polearm and the like. The thing is with a created weapon you can make it a +10 hit and +10 dam when you choose to spend qps on it! |
Well, this section is already quite detailed in its explanation. What I prefer to do is spend on +5 hit or +dam and then use the item for awhile, when I want to upgrade to a created piece of weapon, then I sac the old one to get my qps back and then spend them on the newly created weapon for +10 hit or dam. Remember that you can only do them once!! There must be no mistakes!
O==|=========> Hit/Damrolls [FOR ARMOR]
| syntax: | Quest |
| example: | quest silvery spell hitroll 5 |
| cost: | 30 qp per hitroll/damroll |
| effects: | Not cumulative, you can only make your weapon bonus once and then you cannot increase the hit/damroll any more. IE. the first time you spend qps to increase the damroll/hitroll, better make certain that the value is what you want. There will be reimbursements of qp spent on dam/hitrolls when the item is sacced. |
| max amount: | for normal equipment, ie. standard equipment on the MUD, the maximum you can spend on hit/dam roll is 5. IE. you can make your armor an ADDITIONAL +5 hit AND +5 dam. |
There are exceptions are when considering a created armor, in this case you will need a deity/god/coder and request for him/her to create you an armor which costs 40 qps. However, you can choose the name for the armor and what sort of wear position it will be; a neck, body, torso, legs, feet, head the like. The thing is with a created armor, you can make it a +10 hit and +10 dam when you choose to spend qps on it!
O==|=========> AC
| syntax: | Quest |
| example: | quest silvery ac -25 |
| cost: | 20 qp per ac decreased |
| effects: | Not cumulative, you can only make your armor bonus once and then you cannot decrease the ac any more. IE. the first time you spend qps to decrease the ac, your decision is final. There will be reimbursements of qps spent on AC when the item is sacced. |
| max amount: | for normal equipment, ie. standard equipment on the MUD, the maximum you can spend on ac is 25. IE. you can make your armor to -25 ac, where as with created armour, you can spend up to -50 AC. |
This murderously long FAQ was brought to you by Alex P'ng [TOKUGAWA SHUKENJI] and converted to HTML by Peter. FAQ update September 12th, 1996. Updated & transferred by Joker, 3rd February 1999. Updated November 3rd, 1999. Edited and updated by Azazel October 13th, 2001. Converted to Classic design by Wyland, February 11, 2002.