Create quests with objectives, rewards, and story chains.

Quest System

Quests are the main way you guide players through your game world, tell stories, and reward exploration and combat.

Quest templates — Create New Quest modal with blank, kill, fetch, dialogue, escort, dungeon, daily, branching, and chain templates
Quest templates — Create New Quest modal with blank, kill, fetch, dialogue, escort, dungeon, daily, branching, and chain templates

Quest Categories

CategoryDescription
Main StoryStory-critical quests that drive the narrative
SideOptional quests for extra rewards
DailyReset every 24 hours — players can repeat them
EventTied to world events or seasonal content
GuildGuild-oriented objectives
TutorialOnboarding / new-player quests

Quest Lifecycle

Authoring uses a simple three-state flow:

  • Draft → you're still working on it (not in-game)
  • Published → live and available to players
  • Deprecated → retired; no longer offered
Only Published quests are available to players in-game. (At runtime a player's own progress moves through a separate axis — available → active → completed → failed → turned in.)

Repeatability

SettingWhat Happens
OnceOne-time quest — complete it once, done forever
RepeatableCan be repeated immediately after turning it in
DailyResets once per day
WeeklyResets once per week

Objective Types

Each quest has one or more objectives that must be completed:

TypeDescriptionTracking
KillDefeat N of a specific mobAutomatic
CollectGather N of an item (looted, harvested, or bought)Automatic
Talk to NPCSpeak with a specific NPCAutomatic
Visit LocationReach a zone / areaAutomatic
Craft ItemCraft N items from a recipeAutomatic
DeliverHand an item to an NPC at turn-inAutomatic
EscortProtect an NPC to a destinationEvent-driven
Use ItemUse an item / world objectEvent-driven
Timer SurvivalSurvive for a set timeEvent-driven
Emote InteractionPerform an emote/interactionEvent-driven
CompositeGroup sub-objectives with AND / OR logicEvent-driven

Automatic objectives are advanced by the server itself as the player plays. Event-driven ones have no automatic hook — they are advanced from your event logic with the Advance Quest Objective event command, which is what lets you decide exactly what "escorted" or "survived" means in your game.

Quest items are handed over at turn-in

Collect and Deliver objectives both take the items. The difference is when:

  • Deliver takes them the moment the player speaks to the NPC named in the objective.
  • Collect takes them at turn-in, along with the rewards.
A player who collected the items and then dropped, sold, or banked them cannot turn the quest in — they get "You no longer have the quest items" and the quest stays active until they have them again. Nothing is taken unless the whole hand-over succeeds, so a partly-emptied bag never loses half its contents to a failed turn-in.

This matters most for repeatable quests: accepting a collect quest counts what the player is already carrying, so if the items were not consumed the same stack could be handed in over and over for unlimited rewards.

Optional objectives

An optional objective is a bonus goal: it is tracked and shown in the quest log, but the quest can be completed without it.

Where: Quests → open a quest → Objectives tab → the objective's Required dropdown → Optional.

1. Add the objective as usual (type, target, count). 2. Set Required to Optional. The objective's header badge changes from Required to Optional. 3. Save the quest.

SettingWhat it does
RequiredThe objective must be finished before the quest can be completed
OptionalTracked and shown with an (Optional) label, but never holds the quest back

Gotchas

  • A quest is complete when every required objective is done. A quest whose objectives are all optional is complete as soon as it is accepted.
  • Optional Collect objectives do not take their items at turn-in, and a player who does not have them can still turn the quest in.
  • Optional objectives are not rewarded separately — the quest's rewards are the same whether or not the bonus was done. Use a follow-up quest or an event (a Conditional Branch on the objective's progress) if you want a bonus reward.

Completes automatically

With End Type → Auto Complete, the quest turns itself in the moment the player finishes its last required objective: the rewards are granted, Collect items are taken, and the quest moves to the player's completed list — no NPC visit.

Where: Quests → open a quest → Setup tab → End TypeAuto Complete.

1. Set End Type to Auto Complete. The End NPC picker disappears — there is nobody to hand it to. 2. Give the quest at least one required objective. 3. Save the quest.

It works with every way progress is made: kills, gathering, crafting, visiting a zone, talking to or delivering to an NPC, and the Advance Quest Objective event command. If the objectives are already met when the quest is accepted (a Collect objective the player's bag already covers), it completes on accept.

Gotchas

  • Rewards are granted exactly once. Progress after completion, or an event that also runs Complete Quest afterwards, does nothing — no second payout and no error in chat.
  • A quest with no required objectives never completes on its own — there is nothing to wait for. End it with the Complete Quest event command.
  • The player never sees "Return to turn in" for these quests; they get the quest's completion message instead.
  • Collect items are still checked at that moment. If the player no longer holds them the quest stays active and the quest log shows a Turn In button; it completes when they press it with the items back in the bag.

Quest Properties

PropertyDescription
Name / DescriptionWhat the player sees in the quest log
CategoryMain, Side, Daily, Event, or Hidden
Suggested LevelLevel recommendation for players
Required LevelMinimum level to accept
Start NPCNPC who offers this quest
End TypeNPC Turn-in (default): the player hands the quest in to the End NPC. Auto Complete: the quest completes itself — see Completes automatically
End NPCNPC who accepts the turn-in (NPC Turn-in quests only)
PrerequisitesOther quests that must be completed first
RewardsGold, XP, and item rewards. Add Reward → Add several items at once… creates one item reward per ticked item, so a quest that hands over a whole kit is one pass instead of ten
Chain NextAutomatically offer the next quest on turn-in

How Tracking Works

Quest progress is tracked automatically by the game server:

  • Kill objectives — tracked when mobs are defeated
  • Gather objectives — tracked when items are picked up
  • Craft objectives — tracked when crafting finishes
  • Explore objectives — tracked when entering zones or reaching coordinates
Players see their progress update in real-time in the quest log.

Event Integration

Quests can also be advanced manually using event commands:

  • Start Quest — begin a quest. Works for any Start Type (NPC Start, Auto Start, Trigger Start, Item Start) — no NPC needs to be nearby
  • Complete Quest — turn it in, with rewards (its required objectives must be done)
  • Fail Quest — mark it as failed
  • Advance Objective — add progress to an objective counter
This lets you trigger quest progress from dialogue and cutscenes.