One of the most prominent features of our server is the Legends Quest System that greets players almost as soon as they create a character. There are a few things that we would like you to know about this system.
First, almost all quest givers will be recognizable by the icon that illuminates over their head. Currently, this icon is a skull. (The icon may be subject to change) This item will remain over the NPC's head even when they do not have a quest to offer, although it will illuminate in red when they have a quest available. We hope this provides players with clear indication of which NPCs to speak to in order to obtain relevant quests.
As you speak with the NPC, you will see a window open that offers the quest text and the quest objective. In this initial window, you will also see the reward that they are offering you upon completion. Please not, as you are clicking "Continue" you are doing just that, you are continuing the quest. Only when you click "Complete" do you complete the quest and receive the reward. Most NPCs offer a combination of experience and/or gold, although some will offer items. If more than one item is offered as a reward, usually it will involve a choice between these items, and players will only be able to select a single reward.
As you complete quests, often times the NPC will offer another quest immediately thereafter, and the quest offering window will immediately appear. This is to save players from having to immediately speak with the NPC again. Players are free to Decline the quest if they so choose.
New quests may become available as the result of a number of a number of variables. Previous quests completed, current progress in related quests, level, items in possession, items found or examined, race, alignment, class or even the time of day may all factor into whether a quest is available or not to you.
Quests are often designed for specific levels. The quest title will help a player to determine the difficulty of the quest compared to their level.
PURPLE = PC Is 5 Levels Lower than Quest
RED = PC is 4 Levels Lower than Quest
YELLOW = PC is 3 or 2 Levels Lower than Quest
GREEN = PC is 1 level lower than quest, AT the quest
or 1 level higher than quest.
CYAN = PC is 3 or 2 Levels Higher than Quest
WHITE = PC is 4 Levels Higher than Quest
GREY = PC is 5 Levels Higher than Quest
Players will also notice an icon of either a single person or a group of people. This represents whether the quest is designed for a player to do individually or intended to be tackled as a group. For quests designed for individual completion, players may still group to complete them, and often times the areas will recommend it.
To keep track of one's quests, players have a new and improved journal (press J to open it). Players may have as many as ten quests active at any given time. There may be times when a player must choose between available quests to stay within this limit. This is by design. Players will also notice a number of tabs: QUESTS, LORE BOOKS (not yet implemented), DEEDS and COLLECTIONS (not yet implemented).
Quests are pretty straight forward. Deeds are similar to quests in that they present themselves to players when certain conditions are met, and they do not require another NPC to either start or finish them. The completion window will pop up as soon as the player finishes the objective. An example of a Deed is Vigilante, offering bonus experience to characters that help deal with the bandits encamped around Toad Knoll.
Both Lore Books and Collections are in development and not yet implemented. More information will be made available as these systems are available to players.
Please note: it is the purpose of these quests to present players with objectives and purpose, offering an in game excuse to go out and gain experience towards leveling. One will quickly note that experience awarded from slaying monsters is greatly diminished. This is intentional. The majority of experience will instead be awarded from quest completion. I feel that this is much preferred to constant grinding.
Also please be aware that some of these quests may need adjusting after initial implementation and therefore we ask for player feedback on the quests and the system in general. (Please limit spoilers though!)
First, almost all quest givers will be recognizable by the icon that illuminates over their head. Currently, this icon is a skull. (The icon may be subject to change) This item will remain over the NPC's head even when they do not have a quest to offer, although it will illuminate in red when they have a quest available. We hope this provides players with clear indication of which NPCs to speak to in order to obtain relevant quests.
As you speak with the NPC, you will see a window open that offers the quest text and the quest objective. In this initial window, you will also see the reward that they are offering you upon completion. Please not, as you are clicking "Continue" you are doing just that, you are continuing the quest. Only when you click "Complete" do you complete the quest and receive the reward. Most NPCs offer a combination of experience and/or gold, although some will offer items. If more than one item is offered as a reward, usually it will involve a choice between these items, and players will only be able to select a single reward.
As you complete quests, often times the NPC will offer another quest immediately thereafter, and the quest offering window will immediately appear. This is to save players from having to immediately speak with the NPC again. Players are free to Decline the quest if they so choose.
New quests may become available as the result of a number of a number of variables. Previous quests completed, current progress in related quests, level, items in possession, items found or examined, race, alignment, class or even the time of day may all factor into whether a quest is available or not to you.
Quests are often designed for specific levels. The quest title will help a player to determine the difficulty of the quest compared to their level.
PURPLE = PC Is 5 Levels Lower than Quest
RED = PC is 4 Levels Lower than Quest
YELLOW = PC is 3 or 2 Levels Lower than Quest
GREEN = PC is 1 level lower than quest, AT the quest
or 1 level higher than quest.
CYAN = PC is 3 or 2 Levels Higher than Quest
WHITE = PC is 4 Levels Higher than Quest
GREY = PC is 5 Levels Higher than Quest
Players will also notice an icon of either a single person or a group of people. This represents whether the quest is designed for a player to do individually or intended to be tackled as a group. For quests designed for individual completion, players may still group to complete them, and often times the areas will recommend it.
To keep track of one's quests, players have a new and improved journal (press J to open it). Players may have as many as ten quests active at any given time. There may be times when a player must choose between available quests to stay within this limit. This is by design. Players will also notice a number of tabs: QUESTS, LORE BOOKS (not yet implemented), DEEDS and COLLECTIONS (not yet implemented).
Quests are pretty straight forward. Deeds are similar to quests in that they present themselves to players when certain conditions are met, and they do not require another NPC to either start or finish them. The completion window will pop up as soon as the player finishes the objective. An example of a Deed is Vigilante, offering bonus experience to characters that help deal with the bandits encamped around Toad Knoll.
Both Lore Books and Collections are in development and not yet implemented. More information will be made available as these systems are available to players.
Please note: it is the purpose of these quests to present players with objectives and purpose, offering an in game excuse to go out and gain experience towards leveling. One will quickly note that experience awarded from slaying monsters is greatly diminished. This is intentional. The majority of experience will instead be awarded from quest completion. I feel that this is much preferred to constant grinding.
Also please be aware that some of these quests may need adjusting after initial implementation and therefore we ask for player feedback on the quests and the system in general. (Please limit spoilers though!)