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Help
tasks

This helpfile contains information about those tasks you are able to give out to young foragers (see HELP FORAGERS) whom you have taken into service, to do your bidding in return for lessons secrets. If you are keen to find out about tasks you may perform yourself, for personal gain/experience, you may wish to look through HELP QUESTS, HELP BADGES (if you are an apprentice), HELP EARNING and similar info files from the earlier sections in HELP INDEX.


Giving out a task to a young forager is done via TASK <forager> <taskname below> [<further information>] command, e..g. TASK FORAGER POISON JEGGA 50 to tell the youngster to go find you fifty of the jegga poison. Young foragers can be given many concurrent tasks - the number pursued at the same time rising as you develop a closer bond and greater trust with the young'un through successfully completed exchanges. Tasks for young foragers are as follows:


HERB <herb name> <number to find>

Charges the youngster to seek out and bring back herbs of the specific type, returning when he has foraged enough to satisfy your needs.


POISON <poison name> <number to find>

Like HERB, save the youngster will be told to go fetch poisons.


RUNE <rune type> <number to find>

Tells the young forager to get hold of runes of the specific type (see HELP RUNES for a list) as cheaply as possible.


CHARMED <charm to look for> [<any specific item preferred>]

Sends the young forager about the task of finding items charged with the specified charm - in a certain specified item, if desired - as cheaply as possible.


SCROLL <charm to look for> [<number to find>]

Gives the young forager the task of finding charm scrolls containing the specified charm (see HELP CHARMS for a list) as cheaply as possible.


ARTIFACT <specific artifact to seek out>

Bestow the more difficult quest on the young forager: to go find the specific artifact you require howsoever he may.


TREASURE <specific treasure or treasure type to search for> [<max gold to use>]

Charges the young forager with a task to go find the treasure, howsoever the boy may achieve this goal. You may optionally inform him of a maximum gold coins to use in his quest (for bribes and such).


ITEM <type of item to look for> [<number to retrieve>]

To have your young forager go about the task of sourcing the designated item type and bringing it back to you, the number of said item to be either a single example or more than one (if you demand it so).


COMMS <commodity name> [<number to find>]

Demands of the young forgaer that he scour the land in search of the specified commodity, sourcing out and retrieving the number you desire.


MYCOMMS [<commodity name>]/ANY

Enlists the young forager about the less dangers task of performing some of the donkeywork of your own commodity work. He will bring to you the specified commodity when it is in an appropriate state, saving you the effort. For instance, a commodity may require a period of drying out in the open before it is ready to be used in a subsequent process and you may use a young forager to ensure the newly dried commodity is fetched and kept safe for you (in the event of your absence or you being busy elsewhere).


BURGLARY [<item type/name>] FROM [<target city/guild/individual>]

This is a dangerous task to charge a young forager with and one requiring a greater level of trust than the norm. It will have the youngster attempt to steal from the specified target (be that an individual, a guild or a whole city) - stealing anything or designated items only - and bringing them back to you.


INFO <target city/guild/individual> GOLD [<gold to use>].

Information is an important part of one's repertoire in the land and the young foragers can make ideal spies/information gatherers since they are relatively innocuous and difficult to tell apart. This task demands the youngster go find out as much info as possible on a target city, guild or individual. You may optionally tell the young forager he may use a certain amount of gold to smooth his way about this covert task.


DISCOVER WHEREABOUTS <specific artifact> [GOLD <gold to use>]

Sometimes artifacts important to you will be stashed away, out of reach and out of range of your locating abilities. This task charges the youngster with the mission to go discover the whereabouts of a specific artifact. You have the option of informing him he may use the specified amount of gold to make the mission easier.


DISCOVER QUESTS IN ANYWHERE/<village/city/CCC> [GOLD <gold to use>]

It may be that you are keen to do more quests on your own account, or that you have an inkling there are quests/secrets waiting to be discovered in a certain area, village, city, or from a certain CCC. The young forager can be charged with the task of finding out more and reporting the information he discovers back to you, his mentor, when he has done so.


DISCOVER PURPOSE <specific artifact> [GOLD <gold to use>]

Often you will come into contact with artifacts you know to be special in some way but be unable to discover precisely how or why or what acitons are necessary to make an artifact work. The young foragers can be used to discover the oft-hidden purposes of a certain artifact.


DISCOVER HOW <quest name> [GOLD <gold to use>]

Many quests are mysterious or involve processes long-since forgotten by your friends, fellow guildmembers, fellow citizens, etc. This task charges the young forager with the purpose of finding out - as far as possible - what needs to be done to perform a certain quest. Not all quests will be of a type the youngster can discover details about but for those he is able to pinpoint (e..g. using the DISCOVER QUESTS task above) he may also be able to gather info enough to educate you precisely how the quest is successfully performed/completed.

Help
tasks
Avalon, Est 1989

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  • Avalon RPG
  • Guide
    • Connecting to Avalon
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    • Growth and Skills
    • Items and Equipment
    • Communication
    • Geography and Navigation
    • Allegiances and Loyalties
    • Politics and Government
    • Farming and Labours
    • Trade and Crafting
    • Warfare and The Battlefield
    • Quests and Events
    • The Theory of Combat
    • Self Defence and PVP Basics
    • Picking Fights
    • Crowns and Purchases
  • News
    • Avalon Online RPG - Latest Updates
    • Bulletin Board in Avalon
      • Public BB
      • News BB
      • Pacifists BB
      • Merchants BB
      • Fighters BB
      • Treaties BB
      • Duellists BB
      • Alumni BB
      • Warfare BB
  • Manual
    • Getting Started
      • Introduction to Avalon
      • Novicehood - The First Steps
      • The Avalon Game World
      • The Basic Command Set
      • Communication
    • Building Your Character
      • Overview
      • Combat
      • State of Health
    • Rich Environs
      • Specifics of the Avalon Worldsystem
      • Items, Creatures and CCCs
      • Geography - Overview, Cities and Curiosities
      • Avalon game world: Towns and Villages
    • Guilds and Professional Classes
      • The Guild and The Guildmaster
      • Character Classes - the Avalon Professions
      • The Avalon Guilds
    • Skills and Subtle Abilities
      • Skills: by Professional Class and by Important Commands
      • The Avalon Skills System
    • City Socio-Politics
      • The City-State
      • Government and Governmental Commands
    • Strategic Warfare
      • War, Conquest, Tribute and Geopolitics
      • The Battlefield Guide: Legion Command and War
    • Gods and Goddesses
      • Patronage and the Gods of Avalon
      • The Pantheon: about individual Gods and Goddesses
    • Histories since 1989
      • History and Legend
      • Avalon Player Memoirs
      • Cellar Door
      • Avalon Archive
    • Combat and Competition
      • Events, Quests, Contest and Organised Competition
      • Articles on Avalon Game Theory and Combat Fundamentals
    • Reference
      • Miscellaneous Avalon Game Documentation
      • Information: Tables and Lists
      • The Avalon Game Environment (Non-Role)
      • Appendices and Extras: in Avalon
      • Miscellaneous Help and Info: Out-of-Avalon
  • History
    • 15th Century ADW
    • 14th Century ADW
    • 13th Century ADW
    • 12th Century ADW
    • 11th Century ADW
    • 10th Century ADW
    • 9th Century ADW
    • Great Past Events
    • Player Memoirs
    • Tales From Old Avalon
  • World
    • Cities
      • Mercinae
      • Thakria
      • Parrius
      • Silverfalls
    • Guilds / Classes
      • The Knight Class
      • Knights Guild
      • Warriors Guild
      • Cavaliers Guild
      • The Mage Class
      • Mages Guild
      • Enchanters Guild
      • Warlocks Guild
      • The Sorcerer Class
      • Sorcerers Guild
      • The Thief Class
      • Thieves Guild
      • Assassins Guild
      • The Ranger Class
      • Rangers Guild
      • Brigands Guild
      • The Seer Class
      • Seers Guild
      • Mystics Guild
      • Astrologers Guild
      • The Loremaster Class
      • Loremasters Guild
      • Alchemists Guild
      • Artisans Guild
      • The Druid Class
      • Animists Guild
      • Druids Guild
      • The Bard Class
      • Bards Guild
      • Sirens Guild
    • Maps
    • Rollcall
  • Info
    • About Avalon: the first online MMORPG?
    • MUD Clients
    • Blind Player Support
    • PVP Combat in Avalon
    • Theory of Combat Balance
    • Name Lists and Generators
      • Famous Wizard Names
      • Famous Witch Names
      • Mythical Creatures
    • Press and Articles
      • Raw Factsheet: the first online RPG?
      • Roleplay chat games meet Roleplaying for Real, by Cornelius
      • Roleplaying, but how far? by Cornelius
      • Why aren't you an MMORPG? by Cornelius
    • Misc Materials
      • Fantasy Life Simulation
      • Fantasy World
      • Text Based Adventure Games
      • Modern History
    • Ancient History
    • Ordinations
  • Crowns
  • Vale Blog
  • Play for Free!