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Okay, here are my ideas on the virtue quests. I tried to make them unlearnable or else difficult to know when your actions are part of the quest or just normal occurence. The quests are not easy, and prolly not achievable for all but fairly powerful characters.

Virtue quests cannot be undertaken by branded criminals or people with a bounty on them. This effectively eliminates the mass PK's and villians from being able to do any quests. Virtue quests are also off limits to anyone who has not achieved at least 70 points in some skill. The idea of George the Neophyte Avatar just doesn't have quite the right sound to it *grin*.


Valor

Quest Idea #1
Kill a dragon. Once it's dead, have a ghost appear to the victorious knight and tell a tale of a murdering player who is currently logged in. The ghost then asks the would-be knight to seek out this murderer and kill him. The murderer is the player who is logged in, has a bounty (I like the bounty system, although not the idea of taking everything from the player's bank account), and has the highest total of tactics plus best fighting skill. If the murderer logs off or is killed, the ghost reappears and sends him after a new killer. Once the killer dies, the player gets the head, but instead of taking it to a guard to collect the bounty, he returns it to the shrine of valor and is rewarded.

Quest Idea #2
Send the fighter off to kill a dragon. Once he slays the dragon, have a ghost appear and send him after a daemon. After he kills the daemon, send him after a liche. When he gets to the room with the liche, it triggers a spawn of undead with a catch: every time he kills one of the undead, another respawns immediately. Make it impossible for the fighter to get to the liche because of the massive numbers of undead. If he can kill 50 undead before being defeated, and he does not flee the room, he is teleported back to the shrine of valor and given his reward.


Spirituality

Quest Idea #1
Visit every city and talk to the NPC who knows the mantra. This NPC's name and appearance will change every thirty minutes or so to keep things interesting (just erase NPC1 and respawn NPC2 every backup). The NPC will also appear to be a normal NPC to all the players except the questing player who will identify the NPC by the glow around his body (kinda like the combat shading now). Other NPC's will know where the quest NPC is at and can give the player directions. Once a player finds the quest NPC, he will be asked a question dealing with that virtue. If he answers correctly, he is given the mantra. He then goes to the shrine of that virtue and yells the mantra. The shrine will have the sparkles and he will be told to go on to the next shrine. The last shrine he will visit is spirituality where he will be given his reward.

Quest Idea #2
Go to Empath Abbey and talk to the monks, Serpents Hold and talk to the fighters, or the Lycaeum and talk to the sages. Several of these NPC's at each location will know about the virtues (these NPC's should respawn and change every 60 minutes unless they are part of a quest). The NPC's will send them to the shrine of a virtue. The player will end up travelling to all three locations to find NPC's for all the virtues. When a player goes to a shrine, they will use the mantra and be given an item which must be returned to the NPC who sent them out. Once the item is returned, and if the NPC has no other players on the quest, he is respawned. The last NPC the player talks to will send him to the shrine of spirituality. Once the player uses the mantra there, he is rewarded and does not need to return to the last NPC.


Compassion

Quest Idea #1
The player is sent to a town seeking a NPC healer or sage or something. While in town, the player will be approached by either a beggar or a NPC who acts like a newbie and has no title (Can you give me a weapon? I just got killed and looted.--sound familiar?) In fact, have the player be approached by several of these, and make it the fourth or fifth that actually is part of the quest. If the player stops and gives the beggar money or the NPC newbie a weapon, the NPC thanks the player and teleports him to the NPC he was sent to find. That NPC then sends the player to the bank to donate all his gold to the NPC's shelter or hospital or library. Once done, the player is returned to the shrine and rewarded.

Quest Idea #2
The player is sent to find a wandering healer and given a general area where that healer will be found. Make it an area with several players and monsters. While the questing player is looking for the healer, have a titleless NPC in death robe run up to him ask for equipment. If the player asks about the healer, the NPC tells him he hasn't seen any healers nearby. If the player gives the NPC equipment, the NPC "remember" where he saw the a healer and gives him directions, at this point, the healer is spawned several screens away where the NPC directed the player to. When the player finds the healer, he asks for a large donation (ie. all the gold and the two best pieces of equipment the player has in his current inventory). Once handed over, the NPC healer directs him to return to the shrine to recieve his reward.


Humility

Quest Idea #1
The player is sent out into a city and told he will meet a man who will tell him what to do next and that he is not allowed to discuss his quest with anyone nor leave the city until he finds the man. In fact, while on the quest he cannot say anything but "Nay" or "Yea". While he is about, have titleless NPC's approach him and talk about how strong they are and how they just defeated some powerful creature. They then tell him that they saw another of the creatures and want to know if he'll come with them. The player must decline and cannot tell the NPC's why. The NPC's will start goading him, asking if he's afraid, or if he thinks he'll get killed. The NPC's will also encourage other players nearby to make fun of the player. If the player can make it fifteen minutes without getting defensive or saying anything but "Yea" or "Nay", the man he was sent to find will appear and have him go to the bank and give up but 1000 gold.


Honor

Quest Idea #1
The player is sent off to challenge the most powerful branded criminal in the game without looting him. He is told exactly where to find that player, and if the player moves more than a screen away, an NPC guide will be spawned at the location the player is told to give the questing player new directions. Once he finds the criminal, he must say exactly "Thou are a vile crettin. I challenge thee to a duel of honor." Although he is not told this, he cannot attack the villian. Also, once the challenge is issued they are both teleported onto a nearly deserted island. If the villian attempts to flee the island via magic, it will fizzle. On the island will be serveral titleless NPC's who will goad either the villain or questor into attacking, and a wandering healer NPC to resurrect the loser of the fight.. If the villian does anything that triggers his criminal flag, the player is allowed to attack and kill the villian. However, he cannot loot the body, and in fact, must protect the villians body from the titless NPC's who will start looting the body and talking about the great stuff they got. Looting sets off the criminal flag (it's not honorable) so the player is allowed to kill the looters. Once this is completed, he is teleported off the island and rewarded. The villian is also teleported off the island and returned to the exact condition and location he was in when the challenge was issued.


Honesty

Quest Idea #1
The player is given a magic wand of item identification with 50 charges and told to a city and find a man who needs a single item identified. While he is one his way to the man, he will be approaced by a titleless NPC who asks him to identify a very powerful artifact for him. If the player agrees, the NPC's will give him the artifact to be indentified using the secure trade window (same as if it was a player). If the player gives the item back after identifying it, he is allowed to continue on the quest. He will then come upon a pair of titleless NPC's who are discussing a trade. As soon as the player get close to them, one of the NPC's will "accidentally" drop 1100-1500 gold. If the player grabs it, the NPC will demand it back. If the player does so, he is allowed to continue. If the player ignores the gold, he is also allowed to continue. Finally, the player will find the NPC he was sent to who will hand him a helm to be identified. It will be the Mystic Helm. The NPC will then ask for it back, and if the player returns it, he is teleported back to the shrine and given his Mystic Helm.


Sacrafice

Quest Idea #1
The player is sent to a dungeon to find a powerful item. He will also be given a special key that unlocks the chest the item is in. Once he gets close to the chest, spawn several liches and ten or so other undead as well as two titleless NPC fighters who begin to attack the undead. The fighters will start begging for help to distract the monsters so they can escape. One of the liches will then paralyze a fighter trying to escape and start going towards him to kill him, while all the other undead ignore him. The frozen NPC will scream that he stuck. The player needs to attack the liche to distract him long enough for the NPC to escape. The first lightening bolt the liche casts at the player WILL hit and take 1/2 to 2/3 the players hit points. Several other undead will then attack the player. If he flees, he is teleported back to the shrine and has failed. If the player dies, he is instantly resurrected at the shrine and told to bring all his gold to the shrine. Once he gives up his wealth, he is rewarded.

Quest Idea #2
The player is told to go out into the world and find a powerful item, but he is only given hazy directions as to where the item is. After an hour has passed, spawn a fight between a group of similarly dressed titleless NPC's and a couple of newbie looking NPC's. The newbie NPC's will start begging for help to escape the killers. The killers will laugh and warn the player away. The PK NPC's all have high magic resistance and are adept level fighters. If the player attacks any of them, the attacked PK NPC will call out the attack and have everyone kill the questing player. If the player stays in the fight for just one more minute (the PK NPC's will hurt him, but not kill him), he is teleported back to the shrine and told to give up his gold. Once done, he is rewarded.


Justice

Quest Idea #1
The player is teleported to Yew to preside over a series of trials. Each of the trials will test his concept of right and wrong. He will be tested to brand the guilty amongst several possibles in each trial. If he makes it through the trials, he is sent out into the world with his Mystic Brand. During his travels, he will have the ability to brand criminals although he is not yet a judge. Also, he will come upon several titless NPC's committing crimes and have to brand them. He will also come upon NPC's who are sparring and will tell him so. If he brands these NPC's, he fails. He will also be faced with NPC's practicing stealing. They will tell him they are just practicing, but if he doesn't brand them, he fails. After all, the idea of letting people learn to be criminals is unjust to all the future victims of those criminals.

Quest Idea #2
The player is sent out to find a NPC. While the player is travelling to him, he will come across a pair of titless NPC's fighting. They will both claim to be justified in killing the other, but one of them will make minor slips to give himself away as the villian. The player must attack one of them and drive him off. If he picks correct, the other NPC transforms into the NPC he was sent to find and commends him. He then asks him a series of yes/no questions about being just and if the player answers correctly, he is rewarded.


Some final points here. First off, once a player has completed a virtue quest, he is not done being tested. From time to time, he will face situations that are comptuer controlled to test him to make sure he is still following his virtues. For example, an honest player will be asked to identify a sword by a titleless NPC and if he does not return it, he is stripped of his title.

There also need to be specific prerequisites for some of the quests. To undertake the quest of Justice, a player must have both Honesty and Honor. To undertake Spirituality, the player must have Compassion and two other virtues. To undertake Valor, a player must have tactics or magery of 60.

 
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