MedHelp - Medievia Help System
Movement | Information | Communication | Newbie | Object
Combat | General | Clans | Socials | Spells | Special | FAQs
Search for:
Max. results:        Search Tips
This help file explains autoquests in detail. If you need a quick list of autoquest commands, please see Help AQ_COMMANDS Autoquests are adventures created by Medievia implementors. They are quests constructed from the many stories and themes that are interwoven throughout the land. Players seeking out and accepting these missions will need to utilize their skills as fighters, as well as their knowledge of the many details of Medievia, to find specific mobs, kill specific mobs, acquire certain objects, give objects to mobs, find certain areas of Medievia, and many other objectives. The ultimate goal is to complete the quest and receive autoquests points, which are a requirement for leveling (See Help MLR Heroes will also perform autoquests and will turn in their points for special bonuses. Autoquest Structure Autoquests are composed of a series of objectives. The objectives range from finding a certain mob, to killing a certain mob and bringing its equipment back to another mob. There are various objective types, but the basic ones are as follows: Kill Objective: A kill objective will require a player to kill a certain number of a certain mob or mobs. The player will be shown which mob he or she must kill by the AUTOQUEST or AQ command, which will show the mob's name. If multiple mobs must be killed, the AQ command will show how many of the required mobs have been killed by the player thus far. Give Objective: A give objective will require a player to give a certain number of a certain object or objects to a certain mob. The player will be shown which objects to give to which mob by the AQ command. If there are multiple objects to give, the AQ command will show how many of the required objects have been given to the mob by the player thus far. Find Objective: The find objective can be further broken down as follows: FIND MOB A find mob objective requires a player to find a specific mob. Finding a mob requires walking into the room that mob occupies. FIND OBJECT A find object objective requires a player to find a specific objective. This requires that the player simply come into contact with the object; however, if paired with the objective flag "FIND ORIGINAL" it will require the player to acquire the object themselves rather than purchasing it, being given it, etc. For more information on the "FIND ORIGINAL" flag please see the section below on objective flags. FIND ROOM A find room objective will require the player to find a room in a Medievia zone. The player will be given the room's name. FIND WILDERNESS ROOM The find wilderness room objective will require the player to find a specific wilderness room given its X/Y coordinates. An autoquest can have one objective, or it can have a million (though most will have fewer than 5). New types of objectives will be developed as the autoquest module progresses. When a player completes an objective, the game will automatically execute a sequence of events designed to enrich the plot and inform the questor of his next objective, if there is one. These actions can range from mobs that speak to the player, to groups of mobs that suddenly appear and bicker with the player, or even items that suddenly appear. The AQ command will let the player know how many objectives are remaining in the quest. Objectives must be done in order, and the player will only be given information about the current objective, not the ones to follow. You won't know where the adventure is leading! Objective Flags Objectives can be modified by flags. These are flags similar to the flags on equipment, like anti-evil, glow, etc. The flags present restrictions on how you can achieve the objective. Most of the flags are self-explanatory, but all will be listed and reviewed here: SOLO The solo flag will keep the questor from being able to join a formation during the objective. NOPORTAL: The noportal flag will keep the questor from using clantown portals during the objective. NODRAGON: The nodragon flag will keep the questor from calling dragons during the objective. NOMAGIC: The nomagic flag will keep the user from using spells during the quest; however, this only restricts the CAST command, so the questor will be able to use scrolls, staffs, magical items, etc. NOCOMMUNICATION: This will keep the player from utilizing any communication channel except pray during the objective. NODEATH: The presence of this flag means that if at any point on the objective the player dies, the objective and consequently the quest will be failed. This cannot be avoided by resurrection. NOSUMMON: The player will not be able to be summoned by another player during the objective. NOPHASE: The player will not be able to phase to another player during the objective. NOTOPHASE:The player will not be able to be phased to by another player during the objective. FINDORIGINAL: The findoriginal flag is perhaps the most difficult aspect of autoquests to understand. It will be used on find object and give object objectives. It basically requires the player to obtain the object by actually finding it on the mob, or in the room that it normally loads. It stops players from buying objects off auction, getting objects from their clannies or others, and using objects they had on hand before the quest to complete the objective. This uses the same code as the clan equipment point system. If the objective is marked find original, you must go and get the object yourself. When you do loot the object it bonds to you (See Help BOND If you are on an objective to give an object to a mob, and the findoriginal flag is set, you must find the item yourself, have it bound to you, and give the bound item to the mob. NOTE If, during your autoquest, you get more of an object than you need, the excess objects will be removed from you when you abandon, fail or complete the quest. Thus, if you are asked to find 4 flutes and the "FIND ORIGINAL" flag is set, and you find 5, all of them bonding to you, the remaining flute will be removed from you when you abandon, complete, or fail the quest. This is done to keep people from exploiting the aq code to pop objects for them with the express purpose of keeping the object after the quest. This only applies to objects that bond to you during the autoquest. "FORCE HINT" Low-level players are automatically given a hint on objectives, telling them in what zone to look for the object or mob they need to find. On some objectives for higher-level players, this hint might be helpful or necessary. The "FORCE HINT" flag causes the autoquest code to tell you what zone to look in for your objective, no matter how high your level. This is shown at the time you receive the objective, so pay attention. Autoquest Time Limits Autoquest time limits can be somewhat tricky. Each objective has a time limit, a set amount of days, hours, or minutes that you need to complete the objective in. In addition to this, the overall quest has a time limit. Sometimes the quest will have no time limit, and you may perform the quest at your leisure. Sometimes particular objectives will have no time limit. You can perform these at whatever pace you like, provided you still finish the overall quest before the overall time limit expires. The AQ Command See HELP "AQ COMMANDS" for a list of options. The AUTOQUEST or AQ command has several options. If you simply type AQ it will show your current quest. If you type AQ HISTORY it will give you a detailed history of quests you have completed, failed, died on, etc. If you type AQ ABANDON it will allow you to abandon your current autoquest, but note that this could result in a penalty and possible loss of autoquest points (the penalty is waived if you have completed the first objective). If you type AQ REVIEW it will show you a list of all the text messages you have received so far on the autoquest. How Does One Start an Autoquest? There are two different ways to start an autoquest: Receive the quest from a mob: Autoquests will be attached to random mobs through the game. If a mob has knowledge of a quest that you are capable of, it will be shown with a yellow AQ in front of its description. To ask the mob about the quest, use the ASK command. ask <mob>. You will be shown the first objective and some other bits of information and then be asked if you wish to accept the quest. The second you accept, the timer begins, and you can type AQ to look at your first objective. Once a mob has given their AQ out to a player they will no longer have it to give to others and will no longer display the yellow AQ The mob that you receive the quest from may have nothing to do with the actual quest itself. Receive the quest from an autoquest scroll: Autoquest scrolls will load on random mobs, like orbs or potions. They will be bonded to the person who makes the kill and will not be lootable by anyone else. You simply then type "look quest" and you will be told how many objectives the quest has and what the overall time limit is. If you choose to proceed, you will be shown the first objective and asked if you wish to accept the quest. However, if you choose to see the first objective and then do not accept the quest, the scroll will disappear. This is to prevent people from bypassing the time limit by looking at the first objective, let's say it is to find Scruff, turning down the quest, holding on to the scroll, finding Scruff, THEN looking at the scroll and accepting the quest and thus cheating their way past the first objective. Bonded Mobs Sometimes the mob or mobs you need to complete a quest will not be loaded because other players have killed them. This can make meeting the timelimit difficult. In an attempt to help players compensate for this we have added a complex system of checks that occur when a player enters a zone that contains the target or targets of their current objective. If the mob the player needs to find has already been killed the code will pop that mob and bond it to the player. Bonded mobs will have the BONDED tag and will only be attackable by the player they are bonded to, or his/her form. This will occur for objects that load on mobs as well. If a player needs to find an object that loads on a mob that has already been killed, the game will pop that mob when they enter the zone. Note though that the percentage chance of the object loading will still be checked by the code. This special popping can only occur one time each objective. This restriction is in place to prevent players from popping then killing a mob over and over in order to get easy equ or exp. Please note, this system is NOT a guarantee that what you need will be popped for you. The code that determines this popping is very complex and may not work in every possible situation. It is merely intended as a bonus aid that will sometimes help you find what you need. Autoquest Ghost Objects Ghost objects are an attempt to keep players from failing autoquests simply because an object refuses to pop in a zone. When a zone resets, the code will check to see if any of the objects loading in that zone are currently needed by an autoquester. When it loads one of these objects, it will first attempt to load it under normal conditions. If the initial load fails, the autoquest code will raise the chances and attempt to load the object again. Objects loaded by autoquest code are visible only to autoquesters who need the object for their current objective. Hence, they are named "Ghost" objects. Once the object is looted it becomes visible to others. Note: This does NOT guarantee that an object you need will load. It merely makes it more probable for it to load. Also, the presence of a ghost object on a mob does NOT stop a non autoquester from killing the mob. If a mob with a ghost object is killed by a formation that does not have a member that needs the object, the object is extracted instead of being placed on the corpse. Autoquest Points Unlike experience points, you can only get autoquest points when you need them to level. This is done so that an experienced player won't simply do a whole bunch of easier autoquests in low levels and then not have to do higher level quests later on. The amount of points for autoquests varies depending on the difficulty. Also, in some cases you will be allowed to run the same quest more than once, if you can find it, but each successive time you run it, your points will be reduced by 1/2. In other words, if you run a quest for the first time and receive 100 points, and then run that quest again, you will receive 50 points, then 25, then 12, then 6, etc. Autoquest Cash Rewards: All players receive a cash reward when they complete a particular autoquest. The reward is given only the first time the autoquest is completed. The formula for the cash amount is: 50,000 X (current level-9) Hero Autoquests: Heroes will have autoquests in the future, and the prizes they will receive for participation will be very valuable and exciting. Please use the PRAY command to report AQ problems, or if you receive no response e-mail Thanks. See Also: MLR ANNOUNCEMENT AQ_COMMANDS "TRACK AQS"