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-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 |
| Hidden | Not 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
Repeatability
| Setting | What Happens |
|---|---|
| Never | One-time quest — complete it once, done forever |
| Daily | Resets once per day |
| Weekly | Resets once per week |
| Monthly | Resets once per month |
| Always | Can be repeated immediately after turning it in |
Objective Types
Each quest has one or more objectives that must be completed:
| Type | Description | Example |
|---|---|---|
| Kill | Defeat N of a specific mob | "Kill 10 Forest Slimes" |
| Gather | Collect N of an item | "Collect 5 Iron Ore" |
| Interact | Use N world objects | "Activate 3 Shrine Crystals" |
| Explore | Visit N locations | "Discover the Hidden Cave" |
| Craft | Craft N items | "Craft 2 Iron Swords" |
| Deliver | Bring an item to an NPC | "Deliver the letter to the Captain" |
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