Skip to content

Overview

Quests use a D&D-style RPG layer with dice-rolled skill checks and a per-NPC disposition system that affects both dialogue tone and check outcomes.

Quests are split into one or more phases, each with its own objective, XP reward, and item reward. A three-phase quest pays three separate rewards rather than one at the end. Item rewards reroll per accepter, so two party members never receive duplicate drops. NPCs offering a quest show a gold ”!” and switch to a blue ”?” when a turn-in is waiting.

XP rewards are multiplied by difficulty: Easy 0.5×, Medium 1.0×, Hard 2.0×.

Six objective types ship:

  • Collect Resources. Gather a target count of a specific item from anywhere in the world. Exempt from the 80-block party-proximity check at phase completion.
  • Kill Mobs. Defeat a target count of a specific mob type. Only champion mobs at the quest’s hostile POI count toward the counter.
  • Kill Boss. Defeat a single named boss at a fixed location.
  • Fetch Item. Retrieve a specific item and keep it in inventory until turn-in.
  • Peaceful Fetch. Variant of Fetch Item where the target sits in a chest inside a settlement instead of being guarded by hostile mobs.
  • Talk to NPC. Finish a designated conversation with the target NPC.
  • Skill Checks are d20 rolls embedded in dialogue. Pick a skill-tagged response, roll, beat the DC.
  • Disposition is a 0–100 value each NPC tracks per player. It colors dialogue tone and decides whether skill checks roll at advantage, normal, or disadvantage.