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'''NOTE:''' Many quests are '''NOT MQable'''. Players are responsible for researching quests, finding evidence or reports of successful MQs in the past, and considering the risks of failed MQs. '''Do not turn in any quest item you cannot afford to lose to any NPC unless you have a perfect understanding of what you are doing.''' There are many notable exceptions of quests which do not work, such as many (all?) solro temple quests.
 
'''NOTE:''' Many quests are '''NOT MQable'''. Players are responsible for researching quests, finding evidence or reports of successful MQs in the past, and considering the risks of failed MQs. '''Do not turn in any quest item you cannot afford to lose to any NPC unless you have a perfect understanding of what you are doing.''' There are many notable exceptions of quests which do not work, such as many (all?) solro temple quests.
  
A [[velious class armor]] quest is one example of a multiquestable (MQable) quest. For example, a [[Monk]] wishes to acquire [[Grand Master's Wrist Wraps]]. He possesses three [[Crushed Flame Emerald]]s and has kindly or higher [[Coldain]] faction, but he does not have an [[Eroded Leather Bracelet]]. Another character possesses an [[Eroded Leather Bracelet]] from a [[Kael]] group he attended, and wishes to sell it, the seller also has kindly [[Coldain]] faction or higher. After agreeing to a price, the seller first turns in his [[Eroded Leather Bracelet]], then the Monk buyer turns in his three [[Crushed Flame Emerald]]s. Because the Monk was the last person to turn in an item, the NPC gives him the reward.
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== Example: Journeyman's Boots ==
  
The technical reason why this works is because ''most'' NPC quests treat each item as separate, individual actions, rather than the intuitive behavior of treating an entire give window as one transaction. Every time the NPC receives one or more items, it checks the last three items to see if this recently received item completes the quest. This is why players will sometimes receive extraneous error messages from the NPC that might convey a need for additional items when they turn in 4 items at once. This is an indication that the quest treats items individually, and makes it a candidate for possible MQs.
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A popular example of this is the {{:Ring of the Ancients}}, which is commonly acquired by one player who then "sells it" to another player.  They do this by turning it in to the quest NPC first, allowing the "buyer" to turn in the remaining pieces (3250 gold and a [[Shadowed Rapier]], letting them gain a {{:Journeyman's Boots}}.
  
A full multiquest (full MQ) involves the transfer of one or several requirements to another character (often a buyer) who uses those transferable requirements to complete the quest after the seller turns in their non-transferable requirements. For example, a [[jboots]] seller will trade a shadowed rapier to the buyer. Next, the seller first turns in his [[Ring of the Ancients]] before the buyer turns in his 3250 gold and the shadowed rapier, completing the quest. In this sense, the seller provided both items for a price to the buyer so that the buyer could receive jboots
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== Example: Velious Armor ==
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A piece of [[velious class armor]] quest is another example of an "MQable" quest. Let's say a [[Monk]] wishes to acquire [[Grand Master's Wrist Wraps]], and they possessed three [[Crushed Flame Emerald]]s, and has kindly (or higher) [[Coldain]] faction ... but they did not have an [[Eroded Leather Bracelet]].
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Another character possesses an [[Eroded Leather Bracelet]] from a [[Kael]] group he attended.  They wish to sell it, and they also have kindly (or higher) [[Coldain]] faction. After agreeing to a price, the seller first turns in his [[Eroded Leather Bracelet]], then the Monk buyer turns in his three [[Crushed Flame Emerald]]s. Because the Monk was the last person to turn in an item, the NPC gives him the reward.
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== How it Works ==
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In EverQuest quests are inherently communal unless coded otherwise, so if (for instance) an NPC requires three gnoll fangs, then if player A turns in two, although they don't get any reward, those two fangs don't disappear.  Instead they stay on the NPC until player B turns in a third fang to claim the reward, and this basic principle applies to any of the (up to) four items required for a quest.
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This fact is why players will sometimes receive extraneous error messages from the NPC that might convey a need for additional items when they turn in 4 items at once. This is an indication that the quest treats items individually, and makes it a candidate for possible MQs.
  
  

Revision as of 18:27, 24 October 2019

Multiquest (MQ) is a method to transfer the credit or rewards for full completion of a quest from one character possessing partial requirements to another character possessing other partial requirements. This method is useful when both the rewards and some or all requirements are NO DROP, which would otherwise prevent transfer between characters.

NOTE: Many quests are NOT MQable. Players are responsible for researching quests, finding evidence or reports of successful MQs in the past, and considering the risks of failed MQs. Do not turn in any quest item you cannot afford to lose to any NPC unless you have a perfect understanding of what you are doing. There are many notable exceptions of quests which do not work, such as many (all?) solro temple quests.

Contents

Example: Journeyman's Boots

A popular example of this is the
Ring of the Ancients
Ring of the Ancients
Item 563.png

MAGIC ITEM LORE ITEM NO DROP
Slot: WRIST
AC: 6
INT: +5
WT: 2.0 Size: SMALL
Class: ALL
Race: ALL

, which is commonly acquired by one player who then "sells it" to another player. They do this by turning it in to the quest NPC first, allowing the "buyer" to turn in the remaining pieces (3250 gold and a Shadowed Rapier, letting them gain a
Journeyman's Boots
Journeyman's Boots
Item 764.png

MAGIC ITEM NODROP
Slot: FEET
AC: 1
Effect: JourneymanBoots (Any Slot, Casting Time: Instant)
WT: 2.5 Size: SMALL
Class: ALL
Race: ALL

.

Example: Velious Armor

A piece of velious class armor quest is another example of an "MQable" quest. Let's say a Monk wishes to acquire Grand Master's Wrist Wraps, and they possessed three Crushed Flame Emeralds, and has kindly (or higher) Coldain faction ... but they did not have an Eroded Leather Bracelet.

Another character possesses an Eroded Leather Bracelet from a Kael group he attended. They wish to sell it, and they also have kindly (or higher) Coldain faction. After agreeing to a price, the seller first turns in his Eroded Leather Bracelet, then the Monk buyer turns in his three Crushed Flame Emeralds. Because the Monk was the last person to turn in an item, the NPC gives him the reward.

How it Works

In EverQuest quests are inherently communal unless coded otherwise, so if (for instance) an NPC requires three gnoll fangs, then if player A turns in two, although they don't get any reward, those two fangs don't disappear. Instead they stay on the NPC until player B turns in a third fang to claim the reward, and this basic principle applies to any of the (up to) four items required for a quest.

This fact is why players will sometimes receive extraneous error messages from the NPC that might convey a need for additional items when they turn in 4 items at once. This is an indication that the quest treats items individually, and makes it a candidate for possible MQs.


See Also