Daily Loop ยท Concept

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.

1

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.

Moonlit Reaping
Selene ยท the farm ยท weight 10
Single-file chain
Dialogue
Talk to Selene
โ†’
Farm
Plant 3 seeds
โ†’
Farm
Water 5 tiles
โ†’
Farm
Harvest 5 times
โ†’
Dialogue
Report back to her
2ย 500 XP
1ย 000 essences
or
25 endercoins
150 to 300 mana
Every node waits for the previous one
Arcane Currents
Myrrha the Enchantress ยท the capital ยท weight 10
Two tasks in parallel
Dialogue
Talk to Myrrha
โ†’
Cards
Summon 3 cards
Composter
Brew 2 fertilizers
โ†’
Dialogue
Report back to her
2ย 500 XP
1ย 000 essences
or
25 endercoins
150 to 300 mana
Both tasks in any order
The Long Walk
Elyon the Trailmaster ยท weight 10
Two tasks in parallel
Dialogue
Talk to Elyon
โ†’
Pet
Walk your pet 4 times
Pet
Find it again 3 times
โ†’
Dialogue
Report back to him
2ย 000 XP
5 skeleton bones
100 to 200 mana
The only daily paying in a resource
  • 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.
2

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.

Daily quests
resets at midnight, on your timezone
โœ“
Moonlit Reaping
Selene ยท handed in. Plant, water, harvest, then report back to her.
5 / 5 nodes
Done
2
Arcane Currents
Myrrha ยท summon cards and brew fertilizers, in whichever order you like.
2 / 4 nodes
Reroll ยท 500
3
The Forge Quota
Renรฉ the Tinkerer ยท not accepted yet, the chain is waiting on its first dialogue.
0 / 5 nodes
Reroll ยท 500
Rerolls used 0 / 3Next reroll 500 endercoinsSlots 3 at every level
  • 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.

Experience against 2ย 000 to 3ย 000 per quest
10ย 000
Card essences against 1ย 200 at best per quest
2ย 500
Mana outside the weekly cap
300
Endercoins against 30 at best per quest
100
  • 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.

Paid rerolls
3 per board at most
Reroll
Cost
Running total
What it changes
First
500 endercoins
500
A slot of your choosing is pulled off the board, and drawn again at random from the catalogue.
Second
1ย 000 endercoins
1ย 500
Same effect. The price follows the number of rerolls already spent, not the slot targeted.
Third
1ย 500 endercoins
3ย 000
The last of the board. Clearing the three slots costs 30 times the full-board bonus.
Fourth
unavailable
none
There is none. Whatever board is left is the one you keep until the reset.
Premium rerolls
spent first
Tier
Free
Rerolls that day
What it changes
No premium
0
3 paid
The bare staircase: 500, 1ย 000, 1ย 500, for 3ย 000 endercoins if you go all the way.
Tier 1
1 free
1 + 3 = 4
The free one adds to the 3 paid rerolls instead of replacing them: the day's ceiling rises to 4.
Tier 2
3 free
3 + 3 = 6
Six rerolls per board, half of them free. Enough to redo the whole board two times.
Order
free ones first
then 500 / 1ย 000 / 1ย 500
The paid ones only start once the free ones are spent, and they then start again from their first step.
  • 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 reachedSlotsWhat it changes
Level 1 2The minimum. The week fits in two long goals, often spread over several days.
Level 500 4The first doubling. This is the step where the week starts to weigh as much as the daily boards.
Level 1ย 000 6Six goals in parallel, to be chosen: the mana cap becomes binding before the slots do.
Level 1ย 500 8The 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.

TierManaExperienceEndercoinsExample: fishing
First 6005ย 0007530 fish. The entry tier, and on its own it pays 60 % of the whole quest's mana.
Second 2002ย 5002560 fish, twice the first for a third of the reward.
Third 2002ย 50025100 fish. Same price as the second, for 40 more catches.
Whole quest 1ย 00010ย 000125The 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.

No pace
Most quests
Fishing, summoning, harvesting, spending mana: nothing in the game limits the rhythm, only your activity counts. These quests stay drawable until Sunday night.
Per day
What resets
A quest bounded by a daily allowance: the last tier has to fit in as many days as are left, today counted in full.
Per cooldown
What has a wait
A quest bounded by a cooldown: every increment costs one wait, the first included, and the total has to fit in the hours left.
QuestLast tierPaceStill needed
Do your daily quests 15 quests3 a day5 full days. Drawn until Wednesday, never after.
Claim your daily reward 6 times1 a day6 days. It therefore only exists on Monday's board.
Earn reputation 6 times1 a day6 days. Past Tuesday it is no longer offered at all.
Vote 20 votes1 every 6 h120 hours, with the two voting sites taking turns.
Claim at the shrine 12 times1 every 4 h48 hours only: it stays drawable until Friday.
Claim your hourly reward 28 times1 every 1 h28 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.

43 of 43
QUESTSTEPSEXPERIENCE
Echoes of the Forge Given by Rene the Tinkerer4 steps2,5ย k
Tides of the Forgotten Shore Given by Kara the Pirate Chief4 steps2,5ย k
Whispers in the Stone Given by Sylmea the Jeweler4 steps2,5ย k
Vigil of the Last Gate Given by Thalor the Gatekeeper4 steps2,5ย k
Embers Beneath the Frost Given by Erik, Child of the North4 steps2,5ย k
Whispers of the Wild Given by West Undead King - ร†girsson4 steps2,5ย k
Reflections of the Lake Given by Nywen, Priestess of the Order4 steps2,5ย k
The Emberheart Trial Given by South Undead King - Sรณlbrandr4 steps2,5ย k
1 / 6
  • 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.

Base cap
8ย 000 mana
This is not an arbitrary round number: it is 8 quests carried to their last tier, at 1ย 000 mana for a whole quest.
First step
1ย 000ย 000 sacrificed
Below 1ย 000ย 000 mana sacrificed at the altar, the cap does not move by a single point.
The rate
1 per 100
Past that step, the cap climbs continuously: 100 mana sacrificed add one. There is no threshold to cross.
Maximum cap
12ย 000 mana
Reached at 1ย 400ย 000 sacrificed. Four more quests, and the staircase stops there for good.
  • 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.

Under the cap
Everything is paid
The quest's 1ย 000 mana, 10ย 000 XP and 125 endercoins all arrive whole.
Straddling the cap
Everything pro rata
If only 200 of the 1ย 000 mana asked for is left, experience and endercoins are brought down to 20 % too.
Above it
None of the three
Mana, experience and endercoins fall to zero together. The rest goes through whole.
What always goes through
Essences and items
Card essences, resources, runes and badges are never touched by the cap.
  • 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 sacrificedQuests that weekThe last one paysWhat it means
1ย 000ย 000 8nothing moreThe exact threshold opens nothing yet: it has to be passed.
1ย 000ย 001 90 %The next slot already exists, but its bracket is empty: it pays practically nothing.
1ย 050ย 000 950 %The bracket is half full, the bonus quest pays half of its tiers.
1ย 100ย 001 100 %The previous bracket is full, the next one has just opened and starts from zero.
1ย 400ย 000 12100 %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.

Mana
Premium
Experience
Premium
Endercoins
Premium
Essences
Premium
Resource
Fixed
Rune
Fixed
Plot
Fixed
Pet
Fixed
Skin
Fixed
Badge
Fixed
Title
Fixed
One of several
Draw
  • 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

weekly View your daily quests and progress
reroll Reroll a daily quest for endercoin
  • <slot> Quest slot to reroll (1, 2, or 3)
referral View your daily quests and progress
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