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

CategoryDescription
MainStory-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
HiddenNot shown until the player discovers them

Quest Lifecycle

Every quest follows this status flow:

  • Draft → you're still working on it (not in-game)
  • Under Review → ready for testing
  • Active → live and available to players
  • Disabled → temporarily removed from the game
  • Archived → permanently stored, not active
Only Active quests are available to players in-game.

Repeatability

SettingWhat Happens
NeverOne-time quest — complete it once, done forever
DailyResets once per day
WeeklyResets once per week
MonthlyResets once per month
AlwaysCan be repeated immediately after turning it in

Objective Types

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

TypeDescriptionExample
KillDefeat N of a specific mob"Kill 10 Forest Slimes"
GatherCollect N of an item"Collect 5 Iron Ore"
InteractUse N world objects"Activate 3 Shrine Crystals"
ExploreVisit N locations"Discover the Hidden Cave"
CraftCraft N items"Craft 2 Iron Swords"
DeliverBring an item to an NPC"Deliver the letter to the Captain"

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.