Quests and Tasks
This page is under construction. In the meantime, enjoy the old table. It may or may not be up-to-date.
Capital letters (G / N / E) – limited to the given alignment(s)
Class or race abbreviation – limited to the given class or race
- – availability based on varying factors
Quest or Task Primary Area Levels Limited
Obtain the School Sigil School of Heroes 1-10 –
Find your Guildmaster School Heroes 1-10 –
Find Rentil’s Remains Var Bandor 1-25 –
Dangerous Ingredients I Earendam Sewers 1-15 N,E
Laid to Rest Lithling Freehold 1-25 –
Pyzick: The Dust Geese Var Bandor 5-10 –
Arec: Net the Gopher Alensha 5-10 –
Aldred: Recover Merchandise Var Bandor 5-16 –
The Clockmaker’s Heart The Clockmaker’s 5-19 –
Marid: Join the Bandits The Clockmaker’s 5-10 –
Help the Ratcatcher Earendam Sewers 6-12 –
Infect the Fountain Earendam Sewers 7-14 –
Arec: Net the Sea-Eagle Alensha 10-20 –
Aemi’s Delivery Var Bandor 10-20 Air tem.
Qirnelvra: The Crysmal Hunt Var Bandor 15-30 Earth sch.
Aid the Fretful Servant Var Bandor 15-20 –
Dangerous Ingredients II Earendam Sewers 18-24 N,E
Save Leeluq’s friend Kzaya Ha Canyon 18-25 G,N
Pyzick: The Ice Ghouls Var Bandor 20-30 –
Poison the Well Earendam Sewers 20-30 –
A Book of Demon Bindings Earendam 20-51 Void tem.
The Rabid Wolf Ryarl Plains 21-51 G, N, Kank.
Quests for Void Symbols Various 25-51 Void sch.
Sea-Sprite Queen’s Request Alensha 25-35 –
Arec: Net the Badger Alensha 25-35 –
Rescue Lady Lyrrin Kohli City 25-35 –
The Mountain Lake Var Bandor 25-35 Water sch.
Aid the Mining Leader Chaja Caves 25-35 G
Serve the Shuddeni Leader Chaja Caves 25-35 E
Hunt the Hill Giants Krilin 25-35 –
A Petty Vendetta Earendam Sewers 26-30 N,E
Find Rskaljirr’s Child Ryarl Plains 26-35 G, N, Kank.
Slay the Brintor Bandits Var Bandor 30-35 –
Arec: Net the Boar Alensha 30-40 –
Aid Mother Lajway Nordath 30-40 –
Ralle’s Revenge Nordath 30-40 –
The Yithoul River Earendam 30-40 Water sch.
Dangerous Ingredients III Earendam Sewers 35-40 N, E
Break the Curse Nordath 35-45 *
Restore the Curse Nordath 35-45 *
The Bilge Rat Ransom Earendam Port 40-45 –
The Iridescent Pearl Var Bandor 40-45 –
Jahona’s Revenge Jasa Lake 40-45 –
Mystery of the Missing Youths Alensha 40-45 G, N
The Aphrodisiac Var Bandor 40-45 –
The Stench Crabs Var Bandor 40-50 –
The Mad Man’s Blight Qilarn Forest 40-50 G, N
The Catacomb Pool Var Bandor 40-50 Water sch.
Defeat the Sea-Dragon Alensha 40-50 G, N
Defeat the Leviathan Alensha 40-50 –
Defeat Gogoth Gogoth 40-50 –
Defeat Haj-Ra Titan Palace 40-50 –
Reach Xiganath’s Altar Xiganath 40-50 –
Rough up Dralus Earendam Sewers 41-45 –
Dangerous Ingredients IV Earendam Sewers 45-50 N, E
Recover the Amulet Sythtys Swamp 45-51 G, N
Ostinel’s Last Request Undersea Lidreau 51 G, N
Zanala: The Funnel Earendam 51 Air sch.
Zanala: The Windshroud Earendam 51 Air sch.
Defeat Sothmogga Titan Castle 51 G
Pig Herding Lithling Freehold – –
Beekeeping Lithling Freehold – –
Haymaking Lithling Freehold – –
Crop Protection Lithling Freehold – –
Lord Marledo: The Job Jandiska Village – –
Lord Marledo: The Proposition Jandiska Village – –
Losoli: A Shameful Trick Jandiska Village – G
The Mason’s Brutal Brew Jandiska Village – –
Stolen Srryn Treasure Mlejian Mountains – –
The Traveler’s Kidnapped Son Mlejian Mountains – G
Imirnsa: The Wayward Goat Arid Wastes – –
A Letter for Pedynin Earendam Port – –
Help Arren Synd Nendor Forest – *
Help the Cloaked Figure Var Bandor – *
Help the Housewife Eril Village – *
In game: help task
- Syntax
tasks
tasks complete
tasks cooldown
begin
complete- See also
- quest2
Many NPCs offer jobs, tasks, and quests to enterprising players; this is broadly covered by Avendar's tasks system. NPCs offering a task that is currently available will be noted by the universal symbol of open quests, (!) prepended to their description in a room.
To accept a task, type begin in the presence of such an NPC. They will then provide you with details about the task.
Once you have accepted your task, you will be able to review the pertinent details by typing tasks. Many tasks have a time limit; it will be listed by this command. Should you exceed the available time for a task, it will be automatically failed. You will be able to begin it again after sufficient time has passed. You may review this time with the tasks cooldown command. 'Tasks cd' will also suffice.
Once you have completed the request, you will receive a message informing you that you have satisfied the requirements. For some tasks, you will receive your reward immediately. More often, you will then need to return to the NPC who gave you the task and type complete. This will finish the task and provide you with your reward.
Typing tasks complete will show you tasks you have completed in the area you're currently in. 'Tasks completed' will work as well.
Some tasks can be repeated. This will be visible in your tasks log. Most tasks will only persist until you quit out of the game, and be automatically failed should you do so. Some will be persistent across sessions; these tasks can never be repeated.
There is no consequence for failing a task. Should you wish to end a task prematurely (perhaps you do not wish to do it after all), simply type 'complete' without fulfilling the conditions of the task.
Verbs
Here on Avendar, we have an innovative way of handling commands. Along with the regular commands, which you can use anywhere (you can see a list of these by typing COMMANDS), we also feature a system where you can use additional verbs on certain rooms or objects.
The long and short of this is that you can do things like:
PULL cord
TURN knob
CUT rope
KNOCK on door
PUSH boulder
etc.
If you cannot use a verb in a particular place, but it is used somewhere, you will be told "You can't do that here" if you attempt it.
Watch for clues in the descriptions of rooms, monsters, and items for when a given verb will be appropriate.
Factions
- Syntax
finquiry <name>
factions
Avendar is home to a number of groups, orders, and factions. Your reputation with each of these groups is handled by a standing system, which is often affected by the completion of quests and who or what you kill. When you kill NPCs of who are aligned with a faction, your standing with them, their allies, and their enemies will change.
Much of the time, your standing with a faction will be neutral, which incurs no bonus or penalty. When you are a friend of a faction, NPCs will respond differently, and at times offer different reactions or services. When you are a faction's enemy, at best they will ignore you; at worst, they will attack you on sight. Most classes will automatically be considered a friend of the guild of which they are a member.
To find out your standing with a given faction, use the finquiry command on an NPC aligned with it. To see all allied and enemy factions, use the factions command.
Factions
In your travels you will encounter many people and creatures which are aligned with a particular faction. Harming members of these factions will cause other members of the same faction to take a dim view of you, along with any other faction to which that group may be allied with. On the other hand, any enemies of the affected faction will take note of your actions, and become friendlier with you as a result. Harming more important members of a faction will cause attitudes to change towards you you more quickly.
The three levels of attitudes are currently: enemy, neutral, ally.
You can use the 'finquiry' command to determine information regarding the faction of certain mobs, as well as their attitude towards you and others.
Please note! Eventually, if you become sufficiently hated by a given faction, there is no coming back. No amount of 'good' deeds will redeem you in their eyes.
Think carefully about the long-term affects of that which you kill.
Faction Inquiry
- Syntax
finquiry <mobile>
finquiry <mobile> <player>
This command will allow you to inquire with a mob as to your current standing with the faction the target mob is a member of. If you are in good standing with that faction, you can also inquire as to their opinions of other players who are currently in the realm.
Chess
- Syntax
chess <command>
The ancient game of chess is available in Avendar, if you find a chess board.
The 'chess' command is used for setting chess options, and inputting chess moves.
The following are available:
Chess showboard: Show the current game board.
Chess move <co-ordinate 1> <co-ordinate 2>:
Move the piece on co-ordinate 1 to co-ordinate 2.
Chess play: Begin playing chess
Chess leave: Stop playing chess
Chess reset: Return chessboard to the initial conditions.
Chess autoshow: Show the layout of the board in response to your opponent's move.
Chess colour: Turn colour off for the chessboard. For players with color, black pieces appear as dark grey. For players without colour, black pieces appear in lower case.
Chess takeback: You can take back your opponent's last move, returning the game to his turn.
For more information about playing chess, consult
help CHESSRULES
Chess Pieces
We refer to chess pieces by the symbols used by the game. (Read help CHESS RULES for a picture of a chess board).
P: Pawns Pawns are the most basic unit in chess. Pawns move forward, one square at a time, toward the opposing player. On their first move, pawns may optionally move forward by two squares. Rather than moving, a pawn may opt to capture an opposing pieces which are diagonally forward and adjacent to the pawn.
Thus, if we had:
K * B
* P *
The pawn in question could either move forward, or opt to capture the opponent's Knight or Bishop.
Pawn's also have two additional special properties:
(1) Pawns which reach the eighth row of the chess board (i.e., the opponent's back row) become queens.
(2) En passante:
The following special case allows one pawn to capture another by moving diagonally onto the square behind another pawn.
Suppose:
(i) A pawn moves two squares forward. (ii) An opposing pawn is located horizontally adjacent to the final location of the pawn that moved two squares.
then, and only then, can the opposing pawn take the other 'en passante'.
To illustrate:
Suppose we have:
Then, the owner of pawn P takes his turn:
Then, the owner of pawn p may take P 'en passante':
Notice, p moves diagonally behind P, and captures P.
R: Rooks
Rooks begin the game in the upper or lower corners of the board. Rooks move horizontally or vertically (but not both at once), and may move as many squares forward or to the side they wish until they encounter an obstacle. Rooks capture opposing pieces by moving horizontally or vertically onto the square of the opposing piece.
N: Knights
Knights begin the game in the squares horizontally adjacent to the rooks. Knights move in an 'L' shape fashion, moving either one square horizontally and two vertically, or two horizontally and one vertically. Any opposing piece on the square the knight lands on is captured.
So, if we have a knight:
- * * * *
- * * * *
- * N * * , the following are all possible knight moves:
- N * * * * * * N * * * * * * * * * * *
- * * * * * * * * * N * * * * * * * * N
- * * * * , * * * * *, * * * * *, * * * * *
B: Bishops
Bishops begin the game horizontally adjacent to the knights. Bishops may move diagonally as far as they wish (but not in both directions at once), until they encounter an obsctable. Bishops capture opposing pieces by moving diagonally onto the square located onto the opposing space.
Q: Queens
Queens begin the game horizontal adjacent to the bishop and king. Queens can move horizontal and vertically like a rook, or diagonally like a bishop (but not both at once). Queens capture in the same fashion as rooks or bishops.
K: King
The king is the most important chess piece, as its safety determines whether the game is won or lost.
Kings move just like queens, subject to the caveat that they only move one square at a time.
Kings, unlike other pieces, cannot move into a position of danger. A 'position of danger' is a location on the board where the opponent could take the king on their next turn. In chess parlance, kings cannot 'move into check'.
The game is won when the opponent's king is in 'check' (in a position of danger), and no move the opponent makes can take the king out of check (checkmate).
Kings cannot be captured: only placed in check, or checkmate.
Kings have a special move available to them, known as 'castling', which involves the rooks. For a king to castle, the following must be true:
(1) Neither the king or the rook may have moved this game. (2) All pieces horizontally between the king and rook must have moved, leaving the squares blank.
Kings can castle on their side, or the queen's side.
King's side castling occurs as follows:
The king moves two squares toward the rook.
The rook then moves one square past the king, on the side opposite
Thus:
- * * * K * * R (before castling)
- * * * * R K * (after castling)
Queen's side castling occurs as follows:
The king moves two squares toward the rook. The rook then moves one square past the king, on the side opposite the rook's previous location.
Thus:
R * * * K * * * (before castling)
* * K R * * * * (after castling)
Castling is carried out within the game's chess engine by instructing the king to move two spaces to the left or right.