Quests
A questmaster sends you on a quest: hunt down a monster, or find an object lost somewhere in the realm, before the time runs out. Bring the job to an end and you earn quest points and gold, to spend on the rewards below.
The questmaster of Midgaard is the Giant Easter Egg, in the Temple Of Stupid: from the temple, go south three times, west twice, then south. Several clans and areas have their own questmaster.
quest request- Ask the questmaster for a quest (you must be in the same room).
quest info- What you have to do, and where.
quest time- How long you still have, or when you can ask for the next quest.
quest complete- Come back to the questmaster once the job is done to get your reward.
quest giveup- Abandon the quest (you then wait longer for the next one).
quest points- Your quest points.
quest list- The rewards and their price.
quest buy <code>- Buy a reward with your quest points, for example quest buy A3.
What a quest pays
- Kill a monster: 20 to 35 quest points and 250 to 600 gold.
- Find an object: 13 to 25 quest points and 100 to 400 gold.
- Sometimes 1 or 2 practices as a bonus.
After a quest you wait 3 minutes before the next one (5 if you gave up or ran out of time). On the game screen, the Quest square does all of this with buttons, and lists the rewards.
The rewards
Every reward with the stats of its object, as the game files define them. A bought object takes your level (26 at least). Armor values protect you (the higher, the better); a negative armor class or saves is a bonus.

- light: never goes out
- +15 hitroll
- +15 damroll
- -15 saves
- -20 armor class
- haste
glow · hum · magic · burnproof

- light: never goes out
- +100 hit points
- +2 strength
- -15 armor class
- -10 saves
- +15 hitroll
- +15 damroll
- life stealer
glow · hum · dark · evil · magic · burnproof

glow · hum · magic · burnproof
Eat it: no more hunger or thirst, for the rest of your career.

glow · hum · magic · burnproof
Give it to an immortal: adds a weapon flag of your choice to one weapon (flaming, frost, shocking, vampiric, purify, vorpal, poison, sharp or acidic).

- armor: pierce 30, bash 30, slash 30, magic 30
- +25 damroll
- +25 hitroll
- +5 intelligence
- +5 wisdom
- -20 saves
- -50 armor class
- resists cold
- resists negative
glow · hum · burnproof

- armor: pierce 20, bash 20, slash 20, magic 20
- +7 constitution
- +7 strength
- +21 hitroll
- +28 damroll
glow · hum · dark · evil · magic · burnproof

- bow, 16d16 (average 136), slash
- flaming, frost, vorpal, twohands, shocking, purify
- +15 hitroll
- +15 damroll
- +100 hit points
- +150 mana
- -10 saves
glow · hum · dark · evil · magic · burnproof

- armor: pierce 35, bash 35, slash 35, magic 30
- +8 hitroll
- +12 damroll
- +300 hit points
- fireshield
glow · hum · dark · evil · magic · burnproof

- sword, 21d11 (average 126), slice
- flaming, sharp, twohands, shocking
- -15 armor class
- +10 damroll
- +10 hitroll
glow · hum · magic · burnproof
You receive 100,000 gold.

- exotic, 18d15 (average 144), divine
- flaming, twohands, shocking, acid
- +100 hit points
- +20 damroll
- +20 hitroll
glow · hum · dark · evil · magic · burnproof

- staff, 19d14 (average 142.5), thrust
- sharp, vorpal, twohands, purify
- +100 mana
- +16 damroll
- +18 hitroll
- +100 hit points
glow · hum · magic · burnproof

glow · hum · magic · burnproof
Give it to an immortal: removes an anti-alignment flag or a weapon flag from one piece of equipment (usually two-handed).

- 100 applications to envenom a weapon: hold person, level +101
glow · hum · magic · burnproof

- armor: pierce 20, bash 20, slash 20, magic 15
- +10 constitution
- +10 strength
- +25 damroll
- +25 hitroll
glow · hum · magic · burnproof

- dagger, 19d13 (average 133), stab
- frost, vampiric, sharp, twohands
- +15 damroll
glow · hum · dark · evil · magic · burnproof

- 50 arrows, 15d18 each
- +15 hitroll
- +15 damroll
- +100 hit points
- +150 mana
- -8 saves
glow · hum · magic · burnproof

- armor: pierce 35, bash 35, slash 35, magic 30
- +300 mana
- +300 hit points
- +12 damroll
- +12 hitroll
- planeshift
glow · hum · magic · burnproof
You receive 20 practices.

- mace, 20d12 (average 130), crush
- flaming, frost, twohands, shocking
- +15 damroll
- +7 hitroll
- +5 strength
- -25 armor class
- +150 hit points
- resists fire
glow · hum · magic · burnproof

- a never-ending source of water: drink from it anywhere

- a never-ending source of elderflower cordial: drink from it anywhere
burnproof

- armor: pierce 25, bash 25, slash 25, magic 20
- -2 damroll
- -2 hitroll
- +250 mana
- -5 save vs spell
- -2 save vs breath
glow · magic

- -5 armor class
- +1 strength
- +1 dexterity
- +1 intelligence
- +1 wisdom
- +1 constitution
dark · burnproof

- a never-ending source of spiced cider: drink from it anywhere
burnproof

- armor: pierce 20, bash 20, slash 20, magic 5
- +2 damroll
- +2 hitroll
- +250 hit points
glow · magic · burnproof

- armor: pierce 15, bash 15, slash 15, magic 10
- +300 move
- +5 hitroll
- +6 damroll
glow

- -15 hitroll
- -20 damroll
- +6 wisdom
- +6 intelligence
- +6 dexterity
- +6 constitution
- +6 strength
glow · burnproof