Quests
Three NPC-given chains a day, a handful of long weekly goals, and a mana cap that decides what the week is allowed to pay.
In short
A quest does not reward a new action: it rewards an action you were going to take anyway. Its real job is to say in which order, and to send you through an NPC to find out.
A daily is not a counter laid over your day. It is a chain of nodes anchored on a character: you talk to them, they set one or two tasks, you come back to report. The catalogue holds 18 of them, spread over 13 NPCs, and the board draws 3 every day.
The 3 slots never move: at the first level as at the last, the daily board holds 3. It resets on the timezone the player declared, not on a shared server midnight, and clearing it entirely pays a bonus worth more on its own than the day's quests put together.
The weekly board, on the other hand, opens with level: 2 slots to start, 4 from level 500, 6 at 1ย 000, 8 at 1ย 500. Its 25 active quests each hold 3 tiers, and a quest whose last tier would no longer fit in the days left is kept out of the draw rather than offered then lost.
A daily slot you dislike can be rerolled, for endercoins and not mana: 500, then 1ย 000, then 1ย 500, and no fourth. Premium adds 1 or 3 free rerolls, spent before the paid ones.
The week finally carries a mana cap, independent of the slot count: 8ย 000 by default, 12ย 000 for anyone who has sacrificed at the altar. That cap is not a round number picked at random: it is exactly 8 weekly quests carried to their last tier.
The shape of a daily quest
No daily boils down to "do something N times". Each one opens and closes on a dialogue, and places one or two tasks in between, in single file or in parallel.
The opening dialogue is a tree: asking for details before accepting leads to a second line, accepting outright skips to the next node. Neither path changes the reward: the choice exists for context, not for optimisation.
The daily board
The block below is the >quest screen. One line per chain, the progress of the current node, and the reroll counter at the foot of the board.
The draw is weighted, not uniform: 14 chains weigh 10 and 4 weigh 8, out of a total of 172. A weight 8 quest therefore comes up about 20 % less often, and the board never offers the same chain twice on the same day. Four of the 18 are given by Renรฉ alone, which makes the forge the most frequently met NPC.
The full-board bonus
Clearing the day's slots does not only pay each quest: the completed board hands out one more lot, heavier than the quests together.
This bonus is the real reason to finish the board rather than pick at the shortest quest: on its own it pays 3,33 times the experience of a daily and 2,08 times its essences. Premium wraps it into its +10 % bonus, which applies to the day's quests and to their bonus in one go.
The reroll staircase
The cost climbs with every reroll of the day, whichever slot is rerolled, and it is paid in endercoins. It comes back down at the next board, not before.
A reroll targets one slot, never the board: the two other chains keep their progress, while the reroll counter is shared across the three. A chain already started can be rerolled and its progress leaves with it, but a chain that is already finished is refused. The new draw excludes the quests on the current board: you cannot land back on the one you just paid to remove.
The weekly board
Unlike the daily one, the weekly board opens with level. Four steps, and nothing in between.
| Level reached | Slots | What it changes |
|---|---|---|
| Level 1 | 2 | The minimum. The week fits in two long goals, often spread over several days. |
| Level 500 | 4 | The first doubling. This is the step where the week starts to weigh as much as the daily boards. |
| Level 1ย 000 | 6 | Six goals in parallel, to be chosen: the mana cap becomes binding before the slots do. |
| Level 1ย 500 | 8 | The maximum. Eight last-tier quests are worth exactly the 8ย 000 mana of the base cap. |
A weekly board is only drawn from level 1, and the week starts on Monday on the player's timezone. Of the 27 declared quests, two are disabled: 25 are left, carried by 11 NPCs. Seven of them require a started farm, two a built station: without those, the draw happens in a shorter catalogue.
The three tiers of a weekly quest
A weekly does not have one goal, it has three that chain together, each paid separately. And the first, the easiest, is by far the best paid.
| Tier | ||||
|---|---|---|---|---|
| First | 600 | 5ย 000 | 75 | 30 fish. The entry tier, and on its own it pays 60 % of the whole quest's mana. |
| Second | 200 | 2ย 500 | 25 | 60 fish, twice the first for a third of the reward. |
| Third | 200 | 2ย 500 | 25 | 100 fish. Same price as the second, for 40 more catches. |
| Whole quest | 1ย 000 | 10ย 000 | 125 | The total, which is also the unit the weekly cap is written in. |
That imbalance is deliberate: it makes a weekly worth it even when abandoned halfway. A player who only opens the first tiers of their 8 quests takes 4ย 800 mana without ever finishing a single one, where a flat scale would have forced them to go all the way to get anything at all.
Pace, or why some quests vanish mid-week
A board refills when a slot frees up. The quest drawn still has to be doable in the days that remain: that is what its pace declares.
| Quest | Last tier | Pace | Still needed |
|---|---|---|---|
| Do your daily quests | 15 quests | 3 a day | 5 full days. Drawn until Wednesday, never after. |
| Claim your daily reward | 6 times | 1 a day | 6 days. It therefore only exists on Monday's board. |
| Earn reputation | 6 times | 1 a day | 6 days. Past Tuesday it is no longer offered at all. |
| Vote | 20 votes | 1 every 6 h | 120 hours, with the two voting sites taking turns. |
| Claim at the shrine | 12 times | 1 every 4 h | 48 hours only: it stays drawable until Friday. |
| Claim your hourly reward | 28 times | 1 every 1 h | 28 hours, which is to say almost nothing. Pace hardly ever rules it out. |
The estimate is deliberately pessimistic: it charges a cooldown for the very first increment, even though that one is available immediately. The maths therefore sometimes rules out a quest that would have just made it, which is the direction we would rather be wrong in: better not to offer a goal than to offer it and then make it mathematically impossible.
The quest roster
18 daily chains and 25 weekly quests are in rotation right now. Here they all are, by name: search for yours, filter by family, and read what it asks and what it pays.
| QUEST | STEPS | ||
|---|---|---|---|
| Echoes of the Forge Given by Rene the Tinkerer | 4 steps | 2,5ย k | |
| Tides of the Forgotten Shore Given by Kara the Pirate Chief | 4 steps | 2,5ย k | |
| Whispers in the Stone Given by Sylmea the Jeweler | 4 steps | 2,5ย k | |
| Vigil of the Last Gate Given by Thalor the Gatekeeper | 4 steps | 2,5ย k | |
| Embers Beneath the Frost Given by Erik, Child of the North | 4 steps | 2,5ย k | |
| Whispers of the Wild Given by West Undead King - รgirsson | 4 steps | 2,5ย k | |
| Reflections of the Lake Given by Nywen, Priestess of the Order | 4 steps | 2,5ย k | |
| The Emberheart Trial Given by South Undead King - Sรณlbrandr | 4 steps | 2,5ย k |
The daily chains share 13 quest givers: each row wears the portrait of the character you have to talk to. The 11 weekly ones spell their objective out under their name.
The weekly mana cap
The week's real brake is not the number of slots, it is the mana quests are allowed to return. One thing alone lifts it: sacrificing at the altar.
The cap does not count finished quests, it counts the mana actually paid out. A week spent only opening first tiers therefore burns 600 cap points per quest, not 1ย 000: the cap lasts longer when you spread wide than when you finish everything.
What the cap really shaves off
Past the cap, a quest does not only lose its mana. Its mana line acts as the measure, and experience and endercoins fall in the same proportion.
The board itself stops refilling: as soon as nothing is left of the cap, new weeklies stop being handed out entirely. The player keeps the quests in progress and can finish them, but no empty quest comes to occupy a slot for nothing. That is also what makes the cap visible without reading it: the board simply stops filling up.
The altar's bonus quests
Sacrificing does not only lift the cap: it opens quest slots beyond the base ones. But those quests pay in proportion to how full their bracket is.
| Mana sacrificed | Quests that week | The last one pays | What it means |
|---|---|---|---|
| 1ย 000ย 000 | 8 | nothing more | The exact threshold opens nothing yet: it has to be passed. |
| 1ย 000ย 001 | 9 | 0 % | The next slot already exists, but its bracket is empty: it pays practically nothing. |
| 1ย 050ย 000 | 9 | 50 % | The bracket is half full, the bonus quest pays half of its tiers. |
| 1ย 100ย 001 | 10 | 0 % | The previous bracket is full, the next one has just opened and starts from zero. |
| 1ย 400ย 000 | 12 | 100 % | All four brackets are full: every bonus quest pays full price, and the staircase stops. |
The slot therefore opens before it is paid for, and then fills up mana by mana. That is what avoids a threshold: without it, sacrificing almost 100ย 000 more mana would change nothing at all, and then the last point would trigger a whole quest at once. Here every sacrifice counts, and a half-funded bonus quest pays exactly half.
A quest's eleven currencies
A quest reward is not necessarily mana. Eleven types exist, and only four are sensitive to the premium bonus.
The last block is not a type but an envelope: a reward can hold several and pay out only one, drawn at random. That is the case of the dailies offering 1ย 200 essences or 30 endercoins, where the player does not choose. An amount can likewise be a range, like the 100 to 350 mana of most dailies. Both of those draws are made once for the whole server when the catalogue loads, not on each grant: two players holding the same quest on the same day see the same value.
The commands
View your daily quests and progress
<slot>Quest slot to reroll (1, 2, or 3)
eventpasstutorialview