Quests
How to find, accept, track and turn in quests, and what they pay.
Quests are given out by questmasters, who are ordinary NPCs standing in the world with work
to hand out. Everything a quest does is driven from a single command, quest, which behaves
differently depending on whether a questmaster is in the room with you. This page covers the
machinery only. What any particular quest asks of you, and how to satisfy it, is for you to
discover.
Finding a Questmaster#
Questmasters are not marked on any list. They are found by exploring, talking to people and paying attention to what NPCs say about themselves. A questmaster with work available for you will usually make that plain when you arrive.
Standing in a room with a questmaster and typing quest shows what they have. The list is
tailored to you: quests you cannot yet take are shown, but marked, so you can see what you
are working towards.
Reading the List#
The list separates storyline quests from ordinary tasks and gives each a status.
| Status | Meaning |
|---|---|
| Available | You may accept this now |
| In Progress | You have already accepted it |
| Completed | You have finished it and it cannot be taken again |
| Cooldown | Repeatable, but not yet ready to be taken again |
| Locked | You do not meet the requirements |
A quest can be locked for several reasons. It may have a minimum or maximum level, it may be restricted to certain races, classes, genders or religions, it may need a standing with some faction, or it may require another quest to be finished first. Chains of quests are gated this way, so a storyline will refuse to hand you its ending before its beginning.
quest info <name> gives the full detail on a quest, whether you are looking at a
questmaster's board or at something already in your log. It shows the quest's description,
each objective with a tick box, a running count where more than one of something is
wanted, and the rewards on offer. Quests can be
referred to by name or by partial name, so you rarely need to type anything in full.
Accepting#
| Command | What it does |
|---|---|
quest accept <name> |
Take one quest from the questmaster in the room |
quest accept all |
Take everything they have available for you |
Accepting records the quest against your character, along with who gave it to you, so you can find your way back. There is no limit on how many quests you may carry at once.
If a quest asks you to acquire something you are already carrying, that progress is credited the moment you accept, rather than making you drop the item and pick it up again.
Tracking Progress#
Away from a questmaster, quest on its own lists everything you are currently carrying and
how far along each one is. quest info <name> gives the detailed view of any active quest.
Progress is credited automatically as you play. Objectives come in several kinds.
| Objective | Credited when you |
|---|---|
| Kill | Defeat a matching creature |
| Visit | Enter a matching room or area |
| Talk | Speak to a matching NPC |
| Use | Use a matching item |
| Acquire | Obtain a matching item |
| Deliver | Hand a matching item to a matching NPC |
Each objective carries a required count, which is 1 unless stated otherwise, and the display shows your progress against it. Some objectives are marked optional, and are labelled as such; they are not needed for completion, though they may still be worth doing.
Some quests require their objectives to be done in order. Where that is the case, progress on a later step is simply not credited until the earlier ones are finished.
Kill credit is shared. If you are in a party, every member standing in the same room as the killer is credited for the kill.
Restrictions#
Individual quests can impose extra conditions while they are active. A quest may confine you to a region, require a particular kind of weapon, demand a minimum in some skill, require you to remain stealthy, forbid killing, forbid dropping the items involved, or fail outright if you die. A quest may also carry a time limit, in which case it fails when the limit expires.
Where a quest forbids dropping its items, the game enforces it: you will not be able to put them down while the quest is active.
Turning In#
Return to a questmaster to claim your reward.
| Command | What it does |
|---|---|
quest complete <name> |
Turn in one finished quest |
quest complete |
Turn in every quest you have ready |
A quest can only be turned in once every required objective is complete, the quest has not failed, and its time limit has not run out. Items you were asked to acquire are consumed on turn-in.
Abandoning and Sharing#
| Command | What it does |
|---|---|
quest drop <name> |
Abandon a quest and lose all progress on it |
quest drop all |
Abandon everything you are carrying |
quest share <name> with <player> |
Pass a quest to another player |
Dropping a quest discards its progress, but if the quest is repeatable or you never completed it, you can take it again from the questmaster.
Sharing hands the quest to another player so they can work it alongside you. If you share while standing at the questmaster, the recipient must meet the quest's own requirements to receive it.
Rewards#
quest info shows the experience, coin, quest points and gear on offer, and any standing
with a Brinewarrens faction. Other item rewards and general reputation are paid on turn-in
but are not listed in the panel beforehand. The possible components are:
- Experience, added to your unspent balance for use with
advance. - Coin, a small sum set by the quest's level and size, on your first hand-in only.
- Quest points, a permanent record of what you have achieved.
- Gear, a piece of equipment fitted to your guild.
- Items, placed directly into your inventory.
- Reputation, either general standing or standing with one of the Brinewarrens factions.
Not every quest pays every kind.
Experience#
A quest's experience follows the level of the quest and how much it asks of you, not a fixed sum. Work in a dangerous region pays far more than the same kind of work in a starting village, because the levels there cost far more to earn. Within a region, a simple errand pays least, a hunt pays more, and a named foe or a chapter of a story pays more again, with the last chapter of a long story paying most of all.
A few quests have no level of their own, such as village errands and guild work offered across a wide band of levels. These pay according to your own level, within the range the work is meant for.
Gear#
The first time you complete a quest as a member of a guild, you are handed one piece of equipment along with everything else. It is fitted to your guild and made for the level of the quest, never above your own level, so you can use it at once. If you cannot carry it, it is set down at your feet.
Each quest hands over a different kind of piece. The first is a weapon, then armour one slot at a time, a shield for the guilds that carry one, and then a ring, a necklace and a bracelet, before the round begins again. A quest that is harder, or that is part of a story, hands over a better made piece.
Repeating a quest pays its experience again, but no coin and no second piece. Every quest in the game done once comes to about a hundred platinum, so questing is not how you get rich; see the economy page for what is. Explorers are not handed gear by quests; the first chapter with your guild trainer gives a full set to start with. A few guild chapters name particular pieces of their own instead.
Quest Points#
Quest points are a separate score from experience. They accumulate as you complete quests
that award them and are not spent on anything, serving instead as a lasting measure of how
much of the world you have worked through. Both score and wealth display your total.
quests shows your questbook, a record of titled accomplishments kept separately from your
active quest log.
Repeatable Quests#
Most quests can be done once. Some are marked repeatable and can be taken again after a cooldown, which is 24 hours unless the quest sets its own. A repeatable quest on cooldown shows as Cooldown on the questmaster's list, and becomes Available again when its timer expires. A small number of quests are repeatable with no waiting period at all.