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GuidesQuests

Quests

Sixteen hundred quests run from your first minute in Waldchen to the Boreas Mountains at level 155. Here is what kinds there are, how many you can carry, what the map now marks for you, and the Journey window that answers the question every new player asks: where does the story go next?

L

opens the quest window

1,600

quests

50

held at once

4

tracked on the map

Step by step

How a quest works

Every quest follows the same shape: an NPC gives it to you, it waits in your quest window while you do it, and you hand it in for the reward.

  1. 1

    Take it from an NPC

    Talk to the quest giver and accept. Quests can ask for a minimum level, and many only open once you have finished the one before them. A handful start instead when you use a particular item — “Whose Book?” and “Rochel’s Treasure” are two.
  2. 2

    Check it in the quest window

    L opens the quest window. It lists everything you have accepted, with a count of how many you are holding out of the fifty allowed.
  3. 3

    Track it

    Accepting a quest tracks it automatically, and up to four can be tracked at once. A tracked quest is the one the minimap and the world map mark for you — the next section covers what that looks like.
  4. 4

    Do the objective

    Kill something, collect something, gather from a spot on the ground, or go and talk to someone. Anything you were asked to bring is taken from your bag when you hand the quest in.
  5. 5

    Hand it in

    The quest names who to report to, and it is often not the NPC who gave it to you. Your very first quest is a good example: Irhanna gives it, and Guard Captain Von Carloan pays it out.

What there is

The story, chapter by chapter

The story is split into chapters, one for each region, and you can see where you stand in every one of them in the Journey window. Levels here are the recommended levels of the chapter's quests, first to last.

ChapterLevelsQuests
Ch.1 Forest of Beasts1 – 2671
Ch.2 Etherain Sewer20 – 41100
Ch.3 Frozen Palace37 – 6399
Ch.4 Valley of the Dragonkin54 – 79124
Ch.5 Aiort Graveyard70 – 102130
Chain quest70 – 8097
Ch.6 Helron Castle83 – 124213
Green Earth128 – 156214, plus 10 daily
Shelter for Spirits131 – 140113, plus 16 daily
Boreas Mountains147 – 155129, plus 17 daily
The chapters overlap: Chapter 2’s first quests are level 20, before Chapter 1 is over. Outside the chapters there are 178 more daily quests, a set of crafting courses and odd jobs, and a few event quests.

Once only

1,264 of the 1,600 can be done once per character. That is almost the whole story, and it is where the big one-off experience payments are.

Daily

223 quests come back every day. Most are in the Daily Quest set, and most of the rest belong to the last three chapters. How the daily rotation works is further down.

Repeat freely

104 more can be taken again as soon as you hand them in, with no daily limit and no count.

Repeat a set number of times

Nine quests can be repeated between two and ten times, then close. They say so in their name — “Spy Interrogation (Repeat 9 Times)”, “Guard the Godtree (Repeat x10)”.

Every new character starts in Waldchen, and the story starts there too: talk to Irhanna for New Recruit Training 1, and the first chapter carries on from that quest until about level 26. The first-hour guide walks through those opening steps.

Finding your targets

What the map marks for you

A tracked quest is shown on the minimap and the world map, so you do not have to work out from the quest text where the monsters are. Each of your four tracked quests gets its own colour.

Kill quests

The area your targets spawn in is drawn as a circle on the minimap and the world map. Click the circle and your character walks there. Monsters you need for a quest carry an arrow over their heads, so you can pick them out of a crowd.

Collect and gather quests

If the item comes from a monster, that monster’s area is circled the same way. If it comes from a spot on the ground, the gathering spots show on the map from any distance, not just when you are next to them.

Tracking sticks. The quests you track stay tracked when you change zone, a quest frees its slot when you hand it in, and a new quest you accept will not push out one you picked yourself when all four slots are full. Monsters standing a little above or below you on uneven ground, such as the crocodiles in the water of Nirvelle Swamp, show on the minimap along with their quest colour.

Some quests have nothing to mark, and that is not a fault. If the quest hands you its item when you accept it, there is nowhere to go. If the item comes from a shop, from another quest or from a scripted event, there is no single place to point at either.

“Kill any leader monster of level 30 or higher”

53 quests ask for a kind of monster rather than a named one: so many normal, elite, leader, captain or boss monsters at or above a level. Eliminate Mean-Spirited Ghosts 2 is one, and it wants leader monsters of level 30 or higher. Because any matching monster counts, there is no circle. Instead, every monster on your minimap that qualifies is drawn in that quest’s colour. Two rules decide what counts: the type must match exactly (an elite does not count towards a leader quest), and the level is the one shown on the monster.

Where next

The Journey window and /nextquest

The most common question in any new game is where the story went. The Journey window answers it: it knows every chapter, what you have done in each one, and which NPC your next step is waiting with.

  1. 1

    Open it from the game menu

    Journey is in the main menu, directly below Quest. It has no key of its own.
  2. 2

    Pick a chapter

    The left-hand list shows every story chapter with how many of its steps you have done out of the total. Finished chapters change colour. Click one to look at it; the header shows its progress bar.
  3. 3

    Pick a zone

    A chapter is split by the zones its quests are given out in, and the zone box shows how many are left in each. The list below it has the main chain, with a tick against what you have done and an arrow on your next step, and then the side quests for that zone.
  4. 4

    Go to it

    The Go To block at the bottom names the zone and the NPC for your next step. Show on Map opens the area map if that NPC is on the map you are standing on, where you can click them to walk over, and the continent map if they are somewhere else.

Or just ask in chat

Type /nextquest — or the short form /nq — in the chat box. You get one line back: the chapter and how far through it you are, the quest, and the NPC and zone to find. If nothing is waiting, it tells you that instead.

What it will and will not suggest

It only offers a quest the NPC would actually give you right now, so it never sends you to someone who will turn you away. Daily and repeatable quests are left out, because they are not story progress. “Main” means part of a chain, and “side” means a quest that stands on its own.

If you would rather not steer at all, auto-hunting has a quest mode that follows the same trail on its own: it hands in what you have finished, works on the quests you are carrying, and travels to the next giver.

Rewards

What a quest pays

Nearly every quest pays experience and heim, and many add an item. Item rewards work one of three ways: a fixed item, a choice where you pick one, or a random draw.

QuestLevelExperienceHeimItem
Exorcism 13580,9674,830
Advancement of the Allied Army37118,5926,800
Law of Equivalent Exchange (daily)905,000,00040,0001 Etherain Silver Coin
Guard the Godtree (Repeat x10)140662,926,06450,00025 Recovery Potion Lv.5
What the quest itself pays, and the same for every class. Guard the Godtree pays that on each of its ten runs, and it is a monster-kind quest — any elite of level 151 or higher counts. A few quests pay different items to different classes.

Notice how steeply rewards climb. A level 37 story quest pays about a hundred thousand experience; one run of Guard the Godtree, a repeatable quest in the Shelter for Spirits, pays several thousand times that. The levelling guide puts quests alongside the other ways to get to the cap.

The rules

Carrying, abandoning and the daily rotation

Three limits are worth knowing before they catch you: the fifty-quest log, the daily draw, and the daily cap.

Fifty in the log

You can hold fifty quests at once. At fifty, no NPC will give you another until you hand one in or drop one. The quest window shows the count, so it never needs to be a surprise.

Abandoning

Select the quest and press Abandon Quest. It leaves your log, any item the quest handed you when you accepted it is taken back, and any gathering you had done for it is reset. Nothing is marked as done, so you can go back to the same NPC and take it again from the start.

The daily draw

The 223 daily quests are grouped into 104 small sets, and every day the server draws one quest from each set. Just under half the dailies are on offer on any one day, and the rest rotate in. A daily you did yesterday can be swapped today for another quest from its set. Dailies reset at 4:00 in the morning, server time (US Eastern).

Twenty-four a day

The daily limit is 24. It counts the dailies you are carrying as well as the ones you have handed in since 4:00, so taking a pile of dailies uses up the limit before you have finished any of them.

The daily-limit message is misleading. When you reach 24, the game tells you that you have accepted the maximum number of quests. It does not mean your fifty-quest log is full. It means the daily limit, and the dailies you handed in stop counting at the 4:00 reset.