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Quests

Quests are the why and the where-to of the game: objectives you complete by fighting, gathering, crafting or talking, and always turn in at an NPC. There is one story line that walks you through every adventure and dungeon, and a daily rotation that is the same for everyone.

How quests work

  • Story: one line, in order. Each adventure has a quest giver standing next to whoever starts it: they give that adventure's quests, and the last one is usually turned in to the next adventure's, so the thread walks you across the world.
  • Whoever starts something does not give quests: the NPC who sends you on an adventure, sells, runs a station or offers a service only does that. Quests are always given and taken by someone else, standing right beside them.
  • Dailies: every day at midnight Argentina time (03:00 UTC), 5 quests are drawn from the pool below, the same 5 for everyone. That way everyone can compare notes on the same ones. The game shows which ones are up today. Each daily is turned in once per account: when one of your characters turns it in, it counts as done for your other characters that day.
  • Pin up to 3 quests to keep them on screen while you play.
  • Always turned in at an NPC: completing the objective is not enough, you walk to whoever takes it.
  • Above an NPC’s head, ! means they have a quest for you and ? means you can turn one in.
  • On the map: hover over an NPC on the game map (M) to see its quests, with the same marks; the ones it gives but you cannot take yet show the level they need. Over an adventure or a dungeon you see the quests you complete inside and who gives them. Click an NPC on the minimap and the map opens on its card.

The chains

Which quest opens which. The arrows go from the one you hand in to the one that opens.

The story

In order. The experience shown is what the quest pays at its level: it is a fraction of that level, so it grows with the story.

The Pyramid of the Eclipse: to the end#23

Nefer, scribe's apprentice

Level 31+one-time

Go through the whole adventure. What waits at the end decides whether you go on.

Objectives

Pays

34,980 132K

Choose one: Fury Plate Dusk Plate Vortex Plate

Vocation quests

Three chains, one per class family. They end with the choice of the signature spell or one of the chain's spells.

Order quests

Five orders with three quests each. When you hand in the first one you swear the order and the others close for that character.

Legends

Long late-game chains. Each one asks you to have finished something first.

Skill capes

One per profession: it opens once that profession reaches level 100, and its master hands it out. The cape cannot be traded.

Daily pool

The 5 of each day come from here. Daily experience is a fraction of YOUR level when you turn it in, so a daily is worth the same at level 8 as at level 40.

Trophy contracts

Brannoc, the trophy collector in the Aurelia square, offers one contract per zone every day: ten common trophies from that zone. You see the ones for the zones you can reach. They pay experience for your level and some gold, which counts toward the same daily gold limit as the dailies.