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 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 NPCNPC who accepts the turn-in
PrerequisitesOther quests that must be completed first
RewardsGold, XP, and item rewards
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
  • Complete Quest — force-complete it
  • Fail Quest — mark it as failed
  • Advance Objective — add progress to an objective counter
This lets you trigger quest progress from dialogue and cutscenes.