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Quest Player Manual

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Combat - Initiating Combat

There are two common ways to start a fight. You can issue an ENGAGE order that will cause your party to attack the monsters or other player's party as soon as you come into contact with them. This order will remain in place until either your party meets the target, or you issue a new ENGAGE order or the turn ends.

If your party is in the same location as your target when you issue the order, your party will attack immediately. Multiple ENGAGE orders can be used in an attempt to finish off any monsters that fled, though this will not work against other players' parties. Alternatively, issue a new ENGAGE order for another target and move to fight this.

Within settlements, laws prohibit the use of weapons and spells. While this does not prevent fights, it means that generally a brawl at the local tavern is the only alternative. These skirmishes can be fought against other players' parties using the ENGAGE order. Typically, they are relatively harmless and can even be a lot of fun.


ENGAGE

E (target)

For example: E 2123 tells your party to attack on sight monster group 2123.

The second common way a fight will start is due to your party's attitude. You can set how you would like your party to behave towards other monsters and players. The choices are friendly which is option 1, neutral which is option 2 or hostile which is option 3. This overall attitude uses 0 as the target.

You can set up to a further eight attitudes towards specific targets. These can be a monster class (i.e. all orcs) or a monster group (i.e. orc group 3451) or another player's party. In addition to your eight specific attitudes you can set your reaction towards all monsters by using code 180. To cancel an independent attitude, use 0 as the attitude code.

Where two or more attitudes clash, the most specific attitude is used

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