Quest Suggestions and Gameplay Enhancements

Content and general development discussion, including quest scripts and server code. The Mana World is a project comprising the original tmwAthena server & a designated improved engine server based on evolHercules


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This forum houses many years of development, tracing back to some of the earliest posts that exist on the board. Its current use is for the continued development of the server and game it has always served: The Mana World.

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Krystianh4296
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Quest Suggestions and Gameplay Enhancements

Post by Krystianh4296 »

Hello everyone,

I’d like to share a few quest and gameplay suggestions that I believe could enrich the experience of both new and veteran players.

🧪 1. Gold Slime Quest – “Dust of Greed”
An idea for a quest involving the Gold Slime. Upon defeating it, players could receive Gold Dust or Gold Ore, which would be used to craft a Simple Ring — perhaps with minor stat bonuses or symbolic value. This would give more purpose to farming Gold Slimes and tie their unique identity into crafting.

🏹 2. Meluna's Desert Bow Quest
There’s a character named Meluna, sitting near Pachua. According to the wiki, there is a bow called Desert Bow present in the game files, but it currently isn’t used. I propose a quest given by Meluna to acquire this bow — intended for lower-level archers, as an alternative to the Banshee Bow which requires a much higher level.
I feel archers are significantly underrepresented in the game, and the meta heavily favors magic and melee classes. This could help restore some balance and variety.

⚔️ 3. Sword and Long Sword Adjustments
There are weapons like the Sword and Long Sword listed on the wiki, which could be implemented or adjusted to have longer reach (e.g., Range 2 or 3), since they are naturally longer than Daggers. I suggest their damage be around 30–45, offering a stepping stone before acquiring powerful weapons like the Short Sword, which in my opinion is slightly overtuned with 100 damage.
Compare that to the Scythe with 100 damage and range 2 — the Short Sword seems to make many earlier weapons irrelevant. These swords could be acquired through quests, possibly involving underutilized named NPCs.

📘 4. Incomplete or Missing Quests in the Wiki
There are several quests available in-game that are still missing from the wiki. Since the game world is vast and exploration-heavy, the wiki becomes an essential tool for many players. I’d suggest prioritizing the documentation of all current quests, especially those that are not yet listed.

🌍 5. Translation Contributions
I’ve started helping with Polish translations on the wiki. I’m doing this in my free time and I’ve completed a small part so far. From what I understand, translations go through a verification process — I’m open to feedback, both positive and critical, on my work.

🦂 6. Black Scorpion Claws – New Daily Quest Idea
Not sure if all items tied to quests have been updated since I last played (back in 2010), but the Black Scorpion Claws could be used in new daily quests for players around level 45–50. That’s the level range when many players spend time farming Black Scorpions, Spiders, and Red Slimes in the cave north of Hurnscald. A quest that ties into this activity would feel natural and rewarding.

⛩️ 7. A New Divine-Themed Map
I know there’s a shortage of map makers, but I’d love to see a new map themed around one of the gods from the game’s lore. Currently, we seem to have:

Tulimshar representing the God of Fire or Earth (I dont be sure)

Hurnscald representing Wind

Nivalis representing Water

These are just some of the ideas I’ve been thinking about. I hope they might inspire future development or community projects. Thanks to all the devs and contributors for keeping the world of TMW alive — it still holds a special place in my heart after all these years.

Warm regards,
Krystian

I'll start with the fact that I got to know TMW when archants were the main monster in the Tulishmar mine and the Candor island didn't exist yet. At the moment I play when I have time. I worked a bit on translating Moubootaur Legends into Polish after consulting with one of the devs.

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Hello=)
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Re: Quest Suggestions and Gameplay Enhancements

Post by Hello=) »

First of all I would like to thank you for very thorough, detailed feedback and ideas. I wonder, what your nick name in game happens to be? And then if you wonder why I say some things. I'm game master - so I dwell on server. And can crawl server, checking for bots, etc. So I inherently have some ideas how players use things and how this looks "averged". Interestingly I'm also "developer" as well.

1) There're some gold slimes already - they drop gold ore, actually. But they're small and relatively easy to kill. HoraK vaguely called bringing bunch of various slimes + "engine" to spawn as "miner mania". I'd say thing stands for its "codeword", forcing ppl to crawl over whole dungeons to keep collecting things from slimes. Do you mean something like bigger version of that slime? Like e.g. Yellow Super Slime but for golden slimes? These are way harder to kill - and upon death split to bunch of smaller slimes. Shoould thing like this be some "mini boss" or something?

2) Actually, archers below Lv 90 are competitive. They can wear heavy armor without much of malus (maybe its a bug actually). So can stand few occasional hits by hard mobs. But low level mages got weak/expensive magic AND forced to wear low def robes/cloth to have at least some M.Atk. In fact they perhaps most undepowered on low levels. Did you tried low level mage yourself to compare? Warriors have inherent malus: they need to withstand retrubution. It takes a lot of stat points - and heals - especially for low level and rewarding mobs like e.g. skeletons. Arhers on other hand can shoot something like skeletons on Graveyard, do not need to stand retribution, get plenty XP, not really spend GP on heals, and only requirement is ability to hit these. So in fact archer is good choice around Lv 50 or so to pay Graveyard a visit. Where archers are going bad is past Lv 90 and Banshee. Not sure if you noticed but on high levels game heavily dominated by "rage warriors", wearing bull and focused on Raging skill. This problem needs to be dealt with. I got idea e.g. some items - like enchanter amulet - can have mind of their own and be "smart enough" to favor archers, giving extra bonus to try to level field at least a bit. Right now banshee both drains health and fails to make its point in DPS - and this especially profound in location called "Keshlam Swamp", highest level players dwelling. So I'm not sure empowering mid-level archers is wise idea. Empowering Lv 90+ archers, especially how they fare on "Keshlam swamp" definitely a thing. But as I understand, you offered it for lower levels than 90.

3) I would wholeheartedly agree on possible improvements to melee. And actually there're also some other options underused a lot. Game engine can do much more things vs what currently used. E.g. there was idea to e.g. allow using e.g. holy water to enchant weapon doing extra damage against undead, etc. Main catch is: as I said game already dominated by high level warriors. Doing fun things on melee risks cementing this even further and figuring out how to add more of fancy things to warriors without causing this is some quest on its own right.

4) Wiki written by volunteers in their free time. Time is limited resource. Anyone welcome to contribute. Could be you as well. If you got difficulties on some technically advanced topic you can try asking ppl around, e.g. in game. Me included.

6) Reasonable - and in fact easy to implement. But where NPC should be placed (any suggesions)? How it should look? And most important of all: why they repeatedly want these claws? I.e. what's excuse/explanation/lore behind this?

7) As some continuation of idea: there's plenty of "winged" beings, both "good" and "bad". Mana Guards and Mana Tyrants are white, glowing winged beings. There're less good ones like Mana Slayers, Koyntety, etc - also winged but more like "fallen angels" or just preferring chaos. These beings come from "end of world" lore spinoff, and while end of world didn't happened and thus lore became partially irrelevant, beings ARE here. And they all call for some e.g. "celestial" maps and some quests involving some fighting these beings. Actually they're quite hard to beat so can be quest miniboss. Guess key issue on this route is: so far I'm not really aware of tileset suitable for this beginning. If someone to make one or point some suitably licensed art, this can set things in motion.

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