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 Categories
| Category | Description |
|---|---|
| Main Story | Story-critical quests that drive the narrative |
| Side | Optional quests for extra rewards |
| Daily | Reset every 24 hours — players can repeat them |
| Event | Tied to world events or seasonal content |
| Guild | Guild-oriented objectives |
| Tutorial | Onboarding / 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
Repeatability
| Setting | What Happens |
|---|---|
| Once | One-time quest — complete it once, done forever |
| Repeatable | Can be repeated immediately after turning it in |
| Daily | Resets once per day |
| Weekly | Resets once per week |
Objective Types
Each quest has one or more objectives that must be completed:
| Type | Description | Tracking |
|---|---|---|
| Kill | Defeat N of a specific mob | Automatic |
| Collect | Gather N of an item (looted, harvested, or bought) | Automatic |
| Talk to NPC | Speak with a specific NPC | Automatic |
| Visit Location | Reach a zone / area | Automatic |
| Craft Item | Craft N items from a recipe | Automatic |
| Deliver | Hand an item to an NPC at turn-in | Automatic |
| Escort | Protect an NPC to a destination | Event-driven |
| Use Item | Use an item / world object | Event-driven |
| Timer Survival | Survive for a set time | Event-driven |
| Emote Interaction | Perform an emote/interaction | Event-driven |
| Composite | Group sub-objectives with AND / OR logic | Event-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
| Property | Description |
|---|---|
| Name / Description | What the player sees in the quest log |
| Category | Main, Side, Daily, Event, or Hidden |
| Suggested Level | Level recommendation for players |
| Required Level | Minimum level to accept |
| Start NPC | NPC who offers this quest |
| End NPC | NPC who accepts the turn-in |
| Prerequisites | Other quests that must be completed first |
| Rewards | Gold, XP, and item rewards |
| Chain Next | Automatically 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
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