Quests
Quests are tasks tied to mob templates. A quest is available whenever its requirements pass; players do not formally accept or start it before working on its objectives.
Create quests from a zone’s Quests list. Every quest needs a zone and a quest-giver mob template. For a functional quest, that mob must exist in the running world. Its template may be referenced by at most one loader rule, and that rule’s Number of Copies must be 1; the editor rejects a quest mob configured to load multiple times. See Loading for how templates become live mobs.
Availability and explicit quest chains
Section titled “Availability and explicit quest chains”A mob can have several quests, and several of them can be available to the same player at once. Merely assigning multiple quests to one mob does not order them or create a chain. Some interactions, including targeted enquiry and entrance commands, use the first available quest they find, so do not rely on list order for progression.
Use Requires Quest for a reliable chain. A quest with this field stays blocked until the player has completed the selected prerequisite quest. The prerequisite and dependent quest may belong to the same mob or to different mobs.
Other configuration fields control availability:
- Conditions must pass before the quest is available. Use these for access requirements such as a mark, faction standing, or another completed quest.
- Requires Level blocks players below that level.
- Max Level permanently closes the quest to players above that level.
- Suggested Level is guidance shown with the quest; it does not gate the quest.
- A hostile quest giver will not offer quests. Use a passive mob when opposing core factions must still be able to interact with it.
Completion Conditions are different from Conditions. They are checked only when the player attempts to finish an otherwise available quest. Objectives and Completion Conditions must all pass. See Conditions for the expression language.
Repeatable quests
Section titled “Repeatable quests”The Quest is repeatable control maps to these values:
- disabled: the player can complete the quest once;
- enabled with
0seconds: the quest is repeatable immediately; and - enabled with a positive number: the quest becomes available again after that many seconds.
During the wait, the quest is blocked by its cooldown. A different quest on the same mob may still be available.
Player-facing quest information
Section titled “Player-facing quest information”Use the configuration fields to separate player instructions from builder notes:
- Name identifies the quest in the editor and quest log.
- Quest Summary, when present, is the condensed instruction shown in the quest log instead of the enquiry dialogue.
- Notes are builder-facing and are not shown to players.
- Logged Quest controls whether the quest appears in the player’s open, repeatable, and completed quest-log views.
- Is Setup Quest is for a completed handoff step that sets up a dependent quest. Its summary can remain in the open quest log while the quest that requires it is still outstanding.
Players normally add a quest to their open log by enquiring about it. Test the log as well as the room dialogue: a good Quest Summary is often clearer than replaying several say and emote commands out of context.
Quest lifecycle
Section titled “Quest lifecycle”The quest detail screen groups its interaction fields into entrance, enquiry, and completion behavior.
Entrance commands
Section titled “Entrance commands”Entrance Commands are executed by the quest mob when an eligible player enters its room and still needs to meet the quest’s completion requirements. Wait before repeating entrance commands limits how often the mob can repeat them.
Completion Entrance Commands are the equivalent reminder for a player who can now complete the quest. Their repeat delay is configured separately.
The repeat gate is shared by the live quest giver, not a private timer for each player. In a multiplayer room, one player’s entrance can therefore suppress the same entrance sequence briefly for the next player.
Enquiring
Section titled “Enquiring”Enquire Commands tell the player what to do. They are commands executed by the mob, one per line, so dialogue usually starts with say or emote; builder commands such as echo are also useful. See Mob and room commands for supported syntax.
Players can trigger the sequence in either of these ways:
- Enable Enquire Command is Available so
enquireorenquire <mob>can select the quest. - Add words to Enquire Triggers. Saying any listed word in the mob’s room triggers the enquiry sequence, even when the normal enquire command is unavailable.
Disabling the command and providing no trigger leaves ordinary enquiry dialogue unreachable. Use that deliberately only when another scripted path reveals or completes the quest.
Completion
Section titled “Completion”A quest needs at least one completion route:
- Completion Command is Available lets players use
completeorcomplete <mob>. - Completion Triggers attempt completion when a player says one of the listed words in the room.
- Completion Action defines a custom full command. Separate exact alternatives with
or:
cut web or cut webbing or cut silkA completion action may also be followed by a valid keyword for the quest mob, such as cut web victim. Item and room actions are checked before quest completion actions, so avoid reusing the same text when a different action should win.
Completion Commands are executed by the quest mob after successful completion. Despawn on Completion for hides the live quest giver for the specified number of seconds. Complete Silently suppresses the normal quest-complete notice, but reward messages still appear.
Objectives
Section titled “Objectives”A quest can have several objectives, and all of them must be satisfied:
| Objective Type | What the player must do |
|---|---|
| Item Turned In | Carry the configured quantity of an item template; the matching items are consumed on completion. |
| Mob Killed | Kill the configured quantity of a mob template. |
| Gold | Pay the configured amount of gold. |
| Glory | Pay the configured amount of glory. |
| Medals | Pay the configured number of medals. |
| Currency | Pay the configured amount of the currency selected in the dedicated Currency field. |
For example, one quest can require three oranges, two apples, and ten gold. Keep Completion Conditions for state that is not naturally represented by one of these consuming or tracked objectives.
Rewards
Section titled “Rewards”Select Add in the Rewards section for each reward. The current Reward Type choices are:
- Item from an item template;
- Random Item from a random-item profile;
- Experience;
- Gold;
- Glory;
- Faction Standing for a non-core faction; and
- Currency.
Enter the amount in Quantity. Item, Random Item, and Faction Standing rewards also expose their corresponding selector. A Currency reward uses the dedicated Currency selector; it is not configured as an item or generic profile reference.
Faction Standing quantities adjust the player’s current standing and can cross membership or rank thresholds. See Factions before using faction rewards as progression gates.
Enquire-to-complete setup quests
Section titled “Enquire-to-complete setup quests”An objective-free quest with no Enquire Commands can act as an immediate handoff: if it has rewards or Completion Commands, enquire <mob> completes it. Untargeted enquire only discovers quests that have enquiry dialogue, so make the intended targeted command or another interaction clear to the player.
For a dependable two-step handoff:
- Make the first quest objective-free and give it the setup reward or commands.
- Enable Is Setup Quest and provide a useful Quest Summary if it should remain visible in the log.
- Set the second quest’s Requires Quest field to the first quest.
This explicit prerequisite is what creates the chain; placing both quests on the same mob is not enough.