Difference between revisions of "High mortal"
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Revision as of 11:01, 30 October 2006
High mortal is a status obtained by a player after gaining a certain amount of Quest points.
High Mortalhood can be attained at 805 quest points. With quests not being mandatory for many years now, this figure daunts quite a few people. Although in the grand scale of things, it's actually quite a low number.
If you need some motivation to get to High Mortal status, consider this. A recent player on 3K - who admittedly did have considerable (Oracle+) questing knowledge became the first player in 3K's history to get high mortal with an adventurer object. Never joining a real guild. The largest mob fought was only 47k. So the moral of the story is, if you have the time, and can kill a single 47k mob, you too could feasably be a (Champion) ranked High Mortal.
The questing system is central to 3K's success. Without it, it would just be another mud, and dead years ago. Anyone who disagrees is wrong. Got it?
Some people have various reasons for questing on 3K. In one guild, a minor interest in questing is mandatory for advancement. All other guilds, this was abolished long ago. Questing comes with some obvious perks, firstly, a lot of the higher ranks are sparsely populated, attaining one of these ranks sets you apart from the teeming masses.
For players that either cheat, or solve quests by rote, perhaps the HM powers are of specific interest to them. Some people just want another flapline. And some people.. Now this is a very small niche, actually quest because they enjoy it. Imagine that. The wizards have put a monumental amount of time into quests over the last decade and beyond, its there to be enjoyed. But only if you've got the stugots for it.
Theres several advantages for questing. First and foremost, a large amount of the high reward items on 3K are in quest areas. And thanks to the rules on information regarding quests, a lot of these items manage to remain pretty much exclusive property of the high mortal crowd (until they auction it! :p).
Rules
Questing has several hard and fast rules, that can occasionally be superceded by specific quest rules found on qlist <num>. When In doubt, help rules and help quests are always in affect unless directly specified otherwise. These helpfiles are also implied to be in force surrounding guild quests.
The big ones.
No Fargin' Cheating: The powers are nice and all, but that should not be your motivation for questing, simply a small reward for the time you've put in. 3K's been here a long time, and it'll still be here tomorrow, next week, next month, next year. You have plenty of time to solve the quests honestly and enjoy the sense of accomplishment that comes with it. And occasionally closure for finally solving that #$*&#@ quest. After cursing some wizards name in the middle of a pentagram over a sacrificial goats stomache.
Party Quests: Its amazing how few people actually know this, but below level 50, if two players are to legally party in a quest, they must be within 5 levels of each other. This restriction is removed for all players above level 50. So long as every member of the questing party is above 50. Party quests are also not a free ride for someone to tag along and get quest points. If one player starts with prior knowledge, and a wizard finds out, expect to be hammered.
Asking For Hints: I know its not a rule, but did you know you can actually mail the QUESTS group and be given a hint? It will be general and maybe even more of a hindrance than a help, but if you think that a hint would prevent you from simply jumping on MSN and asking someone for qinfo, why not try this avenue?
HM Powers
And now on to the powers, that you are compensated with. I'm only listing the ones people actually use. To read in further detail, for a non editorial approach, type 'help hmpowers' in the mud.
805: Champion
- Title: Change your title to anything you'd like, as opposed to guild titles you're lumped with.
- Hmheal (self): Heal your hitpoints and spell points by either 50% or 100%, once an hour. Resets at boot regardless when you last used it.
- Room Messages: Tired of walking? Try moonwalking. It's theraputic.
- Hmsever: Quit in combat, does not work everywhere. Will destroy BoP items.
- Portal: No longer do you need to go to Wayhaven when you enter Fantasy.
- Hm: chatline....Flapflapflapflap.
905: Crusader
- Hmheal (other): Heal another player once per hour. Only works in same room.
1105: Titan
- Hmcharm: Peace an entire room. Perfect for multiple assisting agro's.
1305: Inquisitor
- Hmheal (afar): Heal anyone remotely for 50% or 100%, once per hour.
1455: Questor
- Hmflee: Free teleport to CoT. Once per 24 hours.
2355: Prophet
- Hmsummon: Summon one extremely powerful mob to aid you or tank for you, once per boot. Can do up to 1000 damage per round.
2505: Oracle
- Hmsever2: Once per week. Can sever and save your equipment when you re login. Will destroy BoP items.