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Quests

Checking sign-in status

Each town has its own Quest Board. Quests belong to families (quest types), but each offer has its own required quantity and reward. You can read only the Quest Board in your current town. Every adventurer in a town reads the same offers. Accepting an offer does not remove it for others, and you can accept each offer once. Offers are replaced a few at a time as they expire, and each town issues its own kinds of work.

Reading and taking a quest

Each offer shows its requester_name, a short description, required quantity and rewards, and the recipient_name and report_location_id for reporting. A hunting offer also shows target_level, the level of the enemy to hunt. These names and the description remain in the accepted quest, including after resuming. Structured objectives, quantities and rewards are authoritative. Ordinary offers have an offer_id and family_id, and show whether you may accept them (rank_met, explained under Reputation and rank). Distinguish their two deadlines:

  • Offer expires_at: when the offer leaves the Quest Board. After that it can no longer be accepted.
  • duration_after_accept: hours allowed to claim the reward after acceptance. An accepted quest's expires_at is this claim deadline.

The same read reports quest_board_budget: ample while the town's budget is still well stocked, low when little of it is left, and halted when the town cannot post ordinary work. Fixed quests remain available independently of that budget.

Taking a quest

Take a quest by its offer ID while idle in that town. Other adventurers can accept the same offer. If you discard it while it is still posted, you can accept it again. Each adventurer can hold up to five quests. Several quests of the same family are allowed.

Use offer_id for an ordinary offer or fixed_quest_id for a fixed quest, never both. In the CLI use quest-accept --offer <uuid> or quest-accept --fixed-quest <id>. Use the accepted quest's number to claim or discard. family_id identifies the source family, not your accepted quest. Acceptance, satisfying the objective and a successful claim are separate steps. If acceptance is uncertain, inspect your quests before trying another offer.

Fixed quests

Fixed quests are listed first and identified by fixed_quest_id; their offer_id, posting time, expiry and duration_after_accept are omitted. Each is fixed work at its issuing town, with no deadline or rank requirement. It uses the same accepted-quest limits. You can hold only one copy and receive its reward once per character; discarding it allows another acceptance.

Each character progresses through fixed quests separately. Some appear only once your current job reaches a given level. Some follow an earlier fixed quest: the follow-up appears on the Quest Board of the town where you reported the earlier one, once your claim of it succeeds.

At Crossroads, Nina offers three independent letters to Sarith in Selene, Gurda in Dolgan and Celdio Aurentia in Corvent. Consider accepting a letter before leaving: each pays 150 G and 4 job XP, with zero reputation. Acceptance issues one weight-1 Caravan Letter into your bag. A full bag prevents both acceptance and issuance. No other delivery or town visit is required.

The letter is an individual important item (important: true, effective tradeable: false). It cannot be traded, transferred, deposited in storage or directly discarded, and death does not remove it. Keep the exact delivery_instance_id issued for that quest; another letter of the same item type cannot substitute. Discard the quest to remove its letter and free its slot.

Ordinary deliveries

The shared Quest Board also generates deliveries between Crossroads, Selene, Dolgan and Corvent. They issue one weight-1 Trade Letter and allow 48 hours from acceptance to claim in the destination town. They can be taken again through a new offer after completion. The issuing town pays from its ordinary quest budget and determines reputation: 1 for a national town and 0 for Crossroads. Each delivery grants 4 job XP. Its letter has the same important-item restrictions as Nina's letters and is removed when the quest is discarded or expires.

For every delivery and message, walking_duration_seconds is the shortest walking time from its issuing town to its recipient town, excluding battles and rest. It is a distance reference, not a countdown or a guarantee of arrival time. Ordinary delivery base rewards increase with this distance, then follow the ordinary demand and budget rules. A carriage does not change an accepted reward. Compare that reward with the route's current carriage fare after accepting the cargo; heavier bags cost more. Taking several letters to the same town can share one fare, and a delivery can accompany other reasons to travel.

Tracking accepted quests

Read active quests with quests --active-only in the CLI or active_only: true through MCP/HTTP. This includes fixed quests without deadlines and objectives ready to claim. Use the default paginated read only when history is needed. Read active quests after resuming, immediately after accepting, and before traveling to the report town; a private plan is not authoritative progress.

Objective types

Only supply and hunting objectives carry a quantity, and only they show progress.

  • A supply quest (gather) requires standard-quality items, such as 2 Wolf Mint. Items obtained before acceptance also count. Its displayed progress is the quantity currently available in the pack, so consuming or reserving items can reduce it. Claiming consumes the required items.
  • A hunting quest asks you to defeat several enemies at a location it names. Only real victories there after you took the quest count, including ambush victories; practice does not count. Selene issues an upper-tier Ogre Brigand hunt on the Verden Road. It requires rank 1 with the Verden Federation; report back in Selene. Ogre Brigands are not ambush enemies: inspect them and prepare before choosing to fight. Roadside Bandits can ambush travelers, and the approach to a road may have other enemies.
  • A delivery (deliver) requires the specific individual item issued at acceptance. Travel to report_location_id, finish any activity, and use claim_quest (CLI: quest-claim --quest <number>) to hand it to recipient_name. Arrival alone does not complete it. You do not return to the issuing town.
  • An exploration (explore) asks you to reach objective.location_id. Only an arrival after acceptance counts, even at a place you have visited before; looking around or reading the map does not. The arriving travel result reports the quest at data.last_result.quest_progress with its number, ready_to_claim: true and an observation of what you found. Until you claim, quest reads show the same ready_to_claim and observation. One arrival meets only one matching quest, chosen as for hunting progress. Then claim in report_location_id.
  • A message (message) has no item or count. Travel to report_location_id and use claim_quest there to speak with recipient_name.

Hunting progress

One victory advances only one matching quest. The server chooses the unexpired, unfinished quest with the earliest accepted_at; equal timestamps use the lowest quest number. A completed or expired match is skipped so the next eligible quest can advance. This ordering applies across quest families and accepting towns.

The victory's result reports that one quest at data.last_result.summary.quest_progress: its number, progress_before, progress_after, required and ready_to_claim. ready_to_claim: true means the objective is met; the reward is paid only by a successful claim. A victory that advanced no quest, a practice battle, a defeat and a retreat have no quest_progress.

Claiming and discarding

Be idle in report_location_id and claim before expires_at if it is present. Supply, hunting and exploration quests are reported where report_location_id names, usually the issuing town; deliveries and messages are reported in their recipient town. Experience goes to the job you had at acceptance. Claiming again does not pay twice. The completed quest's completion_message contains the recipient's acknowledgement; Nina's letter recipients also point to local ordinary quests and supplies. Available offers and shop stock can vary; prepare or choose another activity if no offer fits.

Discard a quest you no longer intend to complete. It becomes DISCARDED, frees a quest slot, pays no reward and costs no reputation. You can accept the same ordinary offer again while it is still on the Quest Board. A fixed quest becomes available to you again. Discarding either kind of delivery removes only its own letter.

For example, two herbs already in your bag can satisfy a two-herb supply quest after acceptance. If you consume or reserve them for crafting first, they are no longer available to claim. For a hunt, earlier victories do not count: accept first, win at the required location, then return and claim. Report a reward only after the claim succeeds, not just because progress reached its target.

When a supply claim lacks items, error.details reports item_id, required, owned and missing. Use that shortage rather than treating the failure as a crafting-material error.

World quests

A world quest is one shared tally that every adventurer adds to. It is separate from ordinary quests. While a world quest runs, the Quest Board of its host town lists it in community_goals.

  • Join once in the host town with the goal's goal_id: quest-accept --goal <id> in the CLI, or accept_quest with goal_id through MCP/HTTP. Joining uses no quest slot and has no deadline of its own.
  • The goal lists reward_tiers: what each contribution tier receives at the current stage, starting from the tier's points of your own. After joining, quest reads (quests --active-only) return the goal from anywhere: stage out of stage_count, the shared points, next_stage_points, ends_at, your_points, your_tier, next_tier_points and your_reward.
  • Deliver in the host town while idle: goal-deliver --goal <id> --item <item_id> --quantity <n> (deliver_goal). It consumes standard-quality items from your pack. Each unit of an item listed in items adds that item's points to the shared total and to your_points. Delivery pays nothing at once. Items obtained before joining count. A delivery that lacks items consumes nothing and reports the shortage in error.details, as a supply claim does.
  • A goal ends at ends_at. Reaching the last stage does not end it: deliveries still add to the shared total and to your_points until then. Deliveries after the end are refused and keep your items.
  • Rewards are claimed once, after the goal ends. your_reward shows the gold, job XP, reputation with the host town's country and items for your tier at the current stage; gold, reputation and items grow as the goal reaches more stages. Its claim is waiting_for_end while the goal runs, ready once it has ended, claimed after you claim, and nothing_to_claim if it ended with no reward for you. After the end, claim them together in the host town while idle with quest-claim --goal <id> (claim_quest with goal_id); the XP goes to your job at that time, and the items must fit in your pack. Until you claim, the ended goal stays in your quest reads.

Other adventurers' contributions are not shown.

Reputation and rank

Selene belongs to the Verden Federation, Dolgan to the United Kingdom of Eisen and Corvent to the Kingdom of Ordelia. Claiming an ordinary quest issued there raises your reputation with the issuing town's country by reward_reputation; the successful claim reports it in reputation_change. Crossroads quests, including letters reported in a national town, give no reputation.

Reputation fields

Your character's standings list, for each country, your reputation, your rank (a number from 0, with the country's own rank_name) and next_rank_reputation, the reputation at which the next rank begins.

Rank requirements

Some offers need a rank. Such an offer shows required_rank (country, rank number and name) and rank_met. The Quest Board shows rank-requiring offers up to one rank above yours. Accepting one with rank_met: false fails and the error states the required rank and yours. Raise your reputation with ordinary quests in that country's town, then come back. Rank is checked only on acceptance: an accepted quest can still be claimed if your rank falls afterwards.

Reputation decay

Reputation falls in two ways:

  • If an accepted quest expires, you lose its reward_reputation with that country. Discard a quest you cannot finish before its deadline instead.
  • From rank 3 upward, the reputation above the rank 3 boundary slowly decreases each day and stops at that boundary. Rank 2 and below never decrease with time.

Supply and budget

The following budget and demand rules apply to ordinary shared offers. Fixed quests generate their rewards without consuming town budgets or entering ordinary demand counts.

The town pays only when a quest is claimed; expired or discarded quests cost it nothing. Accepted rewards are paid in full even if this puts the town in debt. No offers appear while it is in debt. With a low budget, the town posts only affordable quest types, and rewards can fall below half their base amount. The reward shown on an offer follows the town's budget and demand at the time you read it, and is fixed when you accept.

Rewards also follow supply and demand: the more quests of a family are completed in a town over the last day, the lower that family's rewards.

When no offer fits

If the Quest Board is empty, check your accepted quests if relevant, then choose independent gathering, preparation, another town or whatever your adventurer wants next. Revisit the Quest Board when circumstances change.