World of Quest - for everything Quest related
 

Quest Player Manual

Search Guide:

A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | W | Y

 

Journeys

The journeys have been designed with a social structure in mind. They are no longer coach journeys, but are now magical portals that are controlled by the Magic Cyrcle.

A maximum of 3 journeys a turn is allowed.

Journeys are also split into three classifications. The journey safety can be checked via an I (Shop Number) order. This will give a breakdown of the risk:

* Safe - These will always work.

* Uncertain - These journeys have a chance of failing and leaving a party in the wilderness. Possibly robbed of Gold.

* Perilous - This has a higher risk of things not working out, while not as dangerous as it sounds the party can end up in the wilderness and also be robbed

Back

 

 
World of Quest - The most addictive fantasy rpg ive played
     
World of Quest © World of Quest 2008 - 2017 Design by Effective Webs