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Quest Sharing

When one party member accepts a quest from an NPC, the entire party is locked in as the quest’s accepters. This is a snapshot taken the moment the accept button is clicked: everyone in the party at that instant becomes an accepter, and nobody else.

This list never changes. If a new player joins the party afterward, they do not see the quest at all: not in their Quest Log, not on their world map, not in any dialogue. The quest is invisible to them.

If a current accepter leaves the party (voluntarily or via kick), the quest still belongs to them. They keep it in their log, and rewards still flow to them when the quest finishes.

All accepters share one set of objective counters. If the quest is “kill 10 goblins,” the counter ticks up whenever any accepter kills a goblin, regardless of whose area it happened in or whether other accepters were nearby. Phase transitions happen once, for the whole party.

Progress is not re-rolled per player. There is one quest record, one set of counts, one list of phases.

When a phase’s objective finishes, the game checks which party members were near the triggering player (the one who finished it) at that exact moment.

  • Within 80 blocks of the triggering player: eligible for this phase’s rewards.
  • More than 80 blocks away: marked as having missed this phase and shown a Quest Missed banner for it.
  • Offline entirely: silently misses this phase. No banner, no reward.

Collect Resources objectives are exempt from the distance check. Gathering happens over time and in many places, so any online accepter is eligible regardless of where they are. Only offline disqualifies you for a gather phase.

The Quest Missed banner means “you weren’t present for this particular phase.” It is a consequence of one phase only, not the whole quest. Missing a phase:

  • Loses you that phase’s XP and that phase’s item reward. You get nothing from that turn-in.
  • Keeps you on the quest. Your quest log still shows it. Your waypoint advances to the next phase’s target like anyone else’s. You can freely participate in later phases.

A missed player does not see the return-waypoint or turn-in dialogue for the phase they missed: the party must turn it in through an eligible member. Once the party advances to the next phase, the missed player is again a full participant.

Any eligible (non-missed) accepter can trigger turn-in by talking to the source NPC. The first one to do so fires the turn-in for the whole party: everyone who was eligible for that phase receives their reward and the quest advances to the next phase.

Rewards are split per-accepter. Each eligible accepter gets:

  • XP, scaled by their own level and the quest’s difficulty.
  • A freshly rolled item of the phase’s tier and item level. Two party members never receive identical items: the loot system re-rolls for each recipient so every player walks away with their own unique piece.

Offline accepters at turn-in time get nothing. If you want your share of a phase’s reward, be online and within 80 blocks when it completes.

Per-phase XP is based on the accepter’s current level multiplied by a difficulty factor:

DifficultyMultiplier
Easy0.5x
Medium1.0x
Hard2.0x

So a hard-quest phase pays roughly twice what a medium-quest phase of the same level pays, and four times what an easy-quest phase does. Each phase pays its own amount, so a three-phase hard quest pays roughly three times a one-phase hard quest.

Anything you accepted before joining a new party stays yours and only yours. The new party’s other members are not automatically added as accepters of your old quests. Similarly, the new party’s pre-existing quests are invisible to you.

The only way to share a quest with new party members is to accept a new one together.