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Multiquest

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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 "error messages" from quest NPCs that suggest they've turned in the wrong number of items, when they in fact turned in the correct amount: a previous player had turned in the incorrect amount, and the NPC still "remembered" them.

Because of this, if you are completing a quest with multiple turn-ins of the same item (eg. Gnoll Fangs), you should turn them in one at a time, until you successfully complete the quest once: that way you avoid turning-in extra unnecessarily.

See Also