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Story Quests

Story quests form the main narrative progression of the server. Unlike daily and weekly quests, story quests are played in a fixed order, unlock sequentially through prerequisites, and are completed only once per player.

How Story Quests Differ from Other Types

FeatureStory QuestsDaily / WeeklySide Quests
RepeatableNoYes (rotating pool)No
PrerequisitesYes (quest chain + facts)NoOptional
Auto-startOptionalAssigned by systemNo
NPC turn-inCommonRareOptional
Sequential objectivesOptionalNoNo
Sets facts on completionCommonNoOptional

Auto-Start

A story quest with "auto_start": true in its options block is automatically added to a new player's active quest list on first login. This is typically used only for the very first tutorial quest:

{
"id": "tutorial_awakening",
"type": "story",
"options": { "auto_start": true }
}
note

auto_start is different from auto-complete. It only controls whether the quest is assigned on login — the player still needs to complete objectives and turn in the quest manually.

Prerequisites

Story quests use the prerequisites field to define what must be completed before the quest becomes available:

"prerequisites": {
"quests": ["tutorial_awakening"],
"facts": ["chapter_1_completed == true"],
"minLevel": 5
}

Prerequisite Types

TypeFieldDescription
Quest completionquestsList of quest IDs that must be completed
AchievementsachievementsList of achievement IDs that must be unlocked
FactsfactsList of fact conditions (see Facts System below)
LevelminLevelMinimum player level required

All conditions must be met for the quest to become available.

The Facts System

Facts are key-value pairs stored per player that represent story state. They work like flags or variables that track what the player has done or experienced. The system is inspired by The Witcher 3's quest facts.

How Facts Work

  1. A quest or chapter defines setsFact -- a fact key that gets set when it is completed
  2. Other quests or chapters use that fact in their unlockCondition or prerequisites.facts
  3. The system checks the player's fact database to determine availability

Fact Conditions

Facts support comparison operators:

OperatorExampleMeaning
==tutorial_completed == trueFact equals value
!=has_betrayed != trueFact does not equal value
>=dragons_slain >= 3Fact is greater than or equal to
<=reputation <= 50Fact is less than or equal to
>level > 10Fact is greater than
<corruption < 100Fact is less than
tip

Facts are automatically set when a player completes a quest that has setsFact defined, or when they complete a chapter. You do not need to set them manually.

For example, a quest with "setsFact": "gateway_discovered" will set that fact to true upon completion. Other quests can then require "facts": ["gateway_discovered == true"] in their prerequisites.

Sequential Objectives

Story quests can require objectives to be completed in order using "options": { "sequential": true }. When enabled:

  • Only the current objective is active; subsequent objectives are locked
  • Locked objectives display as [Locked] in the Quest Book and HUD
  • Each objective unlocks only after all previous objectives are complete
{
"id": "tutorial_workbench",
"type": "story",
"options": { "sequential": true },
"objectives": [
{ "id": "obj_1", "type": "blocks_chopped", "target": "any", "count": 8 },
{ "id": "obj_2", "type": "items_crafted", "target": "Bench_WorkBench", "count": 1 },
{ "id": "obj_3", "type": "blocks_placed", "target": "Bench_WorkBench", "count": 1 }
]
}

In this example, the player must chop 8 blocks before they can craft the workbench, and must craft it before they can place it.

NPC Turn-in

Many story quests require the player to visit a specific NPC to complete the quest, rather than claiming rewards through the Quest Book. When a quest has an NPC turn-in:

  • The Claim button is hidden in the Quest Book
  • A status message "TURN IN AT NPC" is displayed with the NPC's name and coordinates
  • The HUD tracker shows an arrow with the NPC's name when all objectives are complete

Auto-Complete and Auto-Reward

Some story quests use special options to streamline the experience:

OptionEffect
auto_completeQuest completes automatically when all objectives are fulfilled (no claim or NPC visit needed)
auto_rewardRewards are granted immediately upon auto-completion
"options": {
"auto_complete": true,
"auto_reward": true
}

This is useful for exploration quests like discovering a zone, where requiring an extra claim step would break immersion.

Story Quest Visibility

Story quests appear in the Story tab of the Quest Book. A quest is shown only if:

  • The player meets all prerequisites and can start the quest, OR
  • The quest is currently active for the player

Quests with the hidden option set to true are not shown until the player has started or completed them, even if prerequisites are met. This allows for secret or surprise quests.

Default Story Quest Chain

The server ships with a complete story spanning from the tutorial through five biomes. See Chapters for how these quests are organized into chapters.