How quests work
The three marks over NPCs, taking a quest, the four kinds of objective, sharing with your party and handing in.
Press L (or the Quests button) to open your quest log. The tracker on the right of the screen follows your quests as you play.
The marks over NPCs
An NPC with something for you wears a tablet over its head. There are three:
Quest available: a gold tablet with "!". This NPC has a quest you can take right now; it only shows when you meet every requirement.
In progress: a grey tablet. You carry a quest handed in to this NPC, but it is not finished yet.
Ready to hand in: a green tablet with a tick. Every objective is met; talk to this NPC for the reward.
When an NPC has more than one, the most useful wins: ready to hand in, then available, then in progress. There is no mark for quests you are too low for. The same tablets appear beside each quest in the NPC's conversation.
Take a quest
- Walk up to an NPC with a gold tablet and talk to it.
- Choose the quest, read the offer and press Accept.
- The quest appears in your log and in the tracker.
You must stand close to the NPC to accept; if you are too far, your character walks over and tries again. If your party leader is already talking to that NPC on the same map, you can accept from anywhere on the map. The log's Available tab lists every quest you can take on your current map; click a giver's name to walk there.
A quest is refused when you already carry it, when you have finished a one-time quest, when today's repeats are used up, or when its conditions are not met: your class, your level range and any quest it follows. There is no limit on how many quests you carry.
Objectives
- Defeat a number of creatures. Any level of that creature counts, and kills by your party in the same fight count for everyone who carries the quest.
- Deliver items to the NPC. The count is what is in your bag right now; they are taken when you hand in.
- Gather or equip: collect items, or own a piece of equipment. Equipment you are wearing counts.
- Talk to an NPC. Many story quests are a conversation and nothing more.
Quest items drop only for players who carry the quest, each rolling separately, and stop dropping once you hold enough. A tick replaces an objective's icon in the tracker when it is done, and a dot lights on the Quests button when a quest is ready to hand in.
Click an NPC's name in the log or tracker to walk to it; click a creature's name to mark where it lives on the map and minimap. Press Track to pin one quest to the top of the tracker.
Share with your party
Open a quest in your log and press Share: every other member of your party gets it straight into their log, wherever they are. Each must still meet its requirements; the game tells you who could not take it and why. The button lights only in a party and only on a quest that can be shared; the quest sheet says Shareable: Yes or No.
Hand in and rewards
Go to the quest's turn-in NPC (the green tablet) and choose Hand In. It is often not the NPC who gave you the quest: the quest sheet names both. Quests never complete on their own.
Experience as listed on the quest.
Gold on the main story chains and on daily quests. Other quests pay no Gold.
Most listed items come bound to you; there are no choice rewards. A few quests also give a belief point for your talent tree. If your bag is too full for the reward, nothing happens and the quest stays in your log: make room and hand in again. Your level is not checked again at hand-in, so a quest you have outlevelled can still be finished. Some quests open a follow-on quest, offered right away when the same NPC gives it.
Other cases
- Abandon from the log, after a confirmation. All progress is lost; items you collected stay in your bag.
- No time limits: quests never fail, but an event quest can only be handed in while its event runs. Only daily allowances follow the daily reset.
- Logging out keeps every quest and its progress.
- Class quests appear only for their own class.
