YOUR COMPANION, FROM THE HOLD TO THE HORIZON

REFERENCE

Quest rewards

Draft — Draft: checked against the game source, not yet read through end to endAvailable from the start

Compare quest payments, reward choices and questline gates before you decide what to pursue.

Read the payment before you leave

Open Quests and inspect your objectives, branches and expected reward. Gold, gear, faction standing, Renown and a questline deed are separate benefits.

Gold starts with the quest script. Some scripts specify a range; the ordinary generated purse also considers your character level or guild rank, guild power and regional prices. There is no universal gold payment for a quest tier. A letter is quest mail, not payment.

An outcome can change that purse. Standard outcomes keep the script's amount; a lesser payment uses three quarters, while a greater payment uses one and a quarter times the amount and raises the gear reward's tier by one, within the tier limit. A betrayal can pay the other side's coin without awarding the betrayed guild's extra gear. A quest with its own special reward can retain that reward instead of adding a choice card.

Choose one piece of gear

When an eligible outcome pays gear, you receive a choice normally containing a weapon, an armour piece and a jewel. You keep one, rather than collecting the whole display. The pieces are identified and checked against your class's equipment restrictions. If a category cannot produce a suitable piece, another armour piece or jewel can fill its place.

The weapon choice uses your two highest live skills among Short Blade, Long Blade, Axe, Blunt Weapon and Archery. Hand-to-Hand is not a weapon-card category. A fist-focused character should therefore compare the armour and jewellery rather than expect a fist weapon to appear. Fitting does not guarantee an upgrade over what you wear.

The rolled cards stay with the waiting offer, so reloading does not refresh them. A named questline reward uses its named base only when you can equip that base; otherwise that card can be an unnamed suitable item. Compare statistics before choosing.

Understand tiers

A quest's tier is set when it starts. An explicit quest-sheet tier takes priority. Otherwise guild-rank requirements, reputation requirements or character-level bands determine it.

TierGuild rank requirementReputation requirement bandCharacter-level bandOrdinary gear floor
10–1Below 201–6Magic
22–320–397–13Magic; each card has a 25% chance of Rare
34–540–5914–20Rare
46 or higher60 or higher21 or higherRare

These columns are alternative ways of assigning a tier, not requirements you must satisfy together. Social quests use your level band rather than interpreting their low requirement as guild rank. Higher tiers do not make ordinary choice rewards Legendary. A greater outcome can improve the effective tier, but it still stops at tier 4.

Separate standing, Renown and deeds

Faction standing affects the guild or faction concerned. Renown is your separate online progression: a successful quest can earn Renown XP once through the online tracker. Its amount depends on the character-level formula and Renown ceiling, and the account's hourly cap still applies. A larger gold purse does not itself promise more Renown.

Questline deeds use another record. The account service must witness the relevant event after the line opens and in its required order. Closing a Breach before starting its line does not automatically satisfy a later witnessed step. The service checks receipts for deeds such as Breach closures, Redoubts, the Brass Remnant, the Sea Serpent and fallen stars. Titles and the Covens' Hoard's once-per-account Weir Key have their own checks; keeping the key is a branch choice. The Starwarden title can also pay Soul Cakes while the festival is open; this is a separate account reward.

Failure, retries and private rooms

Failing an unfinished quest costs no faction standing online. That protection does not erase a deliberate branch's standing consequences or a crime's legal consequences. An unsuccessful quest also does not receive the success-only gear choice or successful-quest Renown payment.

A failed questline step is offered again after one day on your character's clock. Successful steps normally wait one character hour before the next step starts. These are character-clock delays, not a promise that every failed ordinary quest returns automatically. Read the journal's current state before travelling again.

A dungeon named by your active quest can offer a private instance for you and your party. Shared quest foes can be fought together, but each character keeps their own quest copy and progress. A private room helps you pursue your objective without public-room competition; it does not bypass reward gates or replace an account-service witness.

Which questline first

Choose the system you want to learn next. These are opening gates; individual steps can wait for additional requirements.

Your immediate goalLineOpening gate and later restriction
Craft or play tavern gamesThe Court Crafter / A Seat at the TableLevel 2; crafts require online registration, King's Gambit must be enabled for its step
Plan growth or haul goodsWritten in the Stars / The Merchant's RoadLevel 3; Stars requires online play
Improve equipmentThe Smith's SecretsLevel 4; Loot rarity needed for its steps
Learn shipsThe Harbormaster's WordLevel 5; Naval Combat needed for its steps
Try Arena or shared threatsThe Herald's Call / The Bay's TroublesLevel 6 online; the revenant step waits for Renown 10
Follow StarfallThe Thirteenth of FrostfallLevel 6, registered online, event open
Pursue the serpentThe Old CoilLevel 8, registered online
Begin the Breach chainThe Burning DoorsLevel 10, registered online; then Covens' Hoard and Weir Road
Learn Abyss DungeonsThe Hour That Was NotLevel 12, registered online

Common mistakes

  • Leaving cards unclaimed indefinitely: only twelve offers wait, and overflow can discard an offer.

  • Expecting an event completed before the line opens to count as its witnessed deed.

  • Confusing a character-clock retry with a real-world daily reset.

Next

Sources & checked facts
  • upstream/snapshot-e4f093166/src/systems/quest/item.js: Item._createGold.

  • upstream/snapshot-e4f093166/src/systems/quest/quest.js: endQuest, QFAIL-FREE.

  • upstream/snapshot-e4f093166/src/systems/questlines/qlRewards.js: PAY_PROFILES, TIER_FLOORS, bestWeaponSkills, fitsPlayer, rollRewardChoice, rewardTier.

  • upstream/snapshot-e4f093166/src/systems/questlines/qlLaw.js: questTierOf, rankTier, reputationTier, levelTier.

  • upstream/snapshot-e4f093166/src/systems/questlines/qlLayer.js: OFFERS_MAX, trimOffers, ending, take.

  • upstream/snapshot-e4f093166/src/systems/questlines/qlLineRunner.js: STEP_GAP_S, RETRY_GAP_S, ended.

  • upstream/snapshot-e4f093166/src/systems/questlines/qlLines.js: QL_LINES, lineOpens, step needs.

  • upstream/snapshot-e4f093166/src/net/questlineClaims.js: QL_SERVICE_LINES; upstream/snapshot-e4f093166/server-account/src/questlines.js: QL_WITNESS_SQL, claim title/key guards.

  • upstream/snapshot-e4f093166/src/net/renown.js: renownQuestXp, RENOWN_XP_HOUR_MAX; upstream/snapshot-e4f093166/src/scenes/world.js:20934: renownQuestEnded.

  • upstream/snapshot-e4f093166/src/systems/instancePlaces.js: questsAtSite, openerQuestOf, questInstanceEpoch; upstream/snapshot-e4f093166/bible/11-Multiplayer/Multiplayer.md: Quests stay separate.

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