Quest System

Aetheria has 115 quests across 16 chains in 14 cities, plus a 45-quest main storyline. Quests use prerequisites, zone gates, and reward chests.

Quest Chains

ChainQuestsDescription
A–O (15 chains)70 questsOriginal town-based quest chains, one chain per town
MS (Main Story)45 questsContinent-spanning storyline: The Fall of the Corruptor

Main Story (Chain MS)

45 quests (IDs 71-115) spanning all 14 towns, from Dawnport Reef (T1) to Celestial Citadel (T9).

ActQuestsRegionTheme
Act 1: The AwakeningQ71-82Dawnport → Thornhaven → Ironhold → SaltportDiscovery of corruption
Act 2: The Spreading BlightQ83-97Glacier Bay → Port Tidesong → Mistral → SilverwoodTracing the corruption
Act 3: Desert and ColdQ98-108Dunespire → Frosthold → Tidecaller's ReachRecovering ancient relics
Act 4: The Final AscentQ109-115Ashenmoor → Sunken Empire → Celestial CitadelFinal assault on the Corruptor

Quest Types

TypeDescription
kill_taskKill N of a specific monster
boss_killKill a specific boss
fetchBring an item to the NPC
kill_puzzleKill monsters to solve a puzzle
boss_raidDefeat a boss raid encounter
talk_travelTalk to an NPC in another town
puzzleSolve a puzzle
escortEscort an NPC to a location
puzzle_defenseDefend during a puzzle
fetch_puzzleFetch item to solve puzzle
defense_wavesSurvive waves of enemies
stealth_escortEscort without detection
fetch_craftFetch materials for crafting
fetch_investigationInvestigate and fetch
collection_placementCollect and place items
escort_fetchEscort + fetch combo
craft_bossCraft item then kill boss
kill_reconKill + reconnaissance
investigationInvestigate a mystery
talk_puzzleTalk to NPCs to solve puzzle
collectionCollect specific items
ritual_travelPerform ritual at location
quest_chainChain connector quest
talk_exploreTalk + explore
escort_survivalEscort + survive
epilogueStory epilogue

Prerequisites

  • Each quest has a prereqs list of quest IDs that must be completed first.
  • Chains A-O use sequential prereqs within the chain.
  • Main Story (MS) is a single linear chain: Q71 has no prereqs, Q115 requires Q114.
  • Level requirements: each quest has min_level and max_level.

Zone Quest Gates

  • Deeper hunting zones are gated by main story quest completion.
  • Surface zones (z=7) remain free for all players.
  • Cave zones are gated by the town's first MS quest.
  • Deep zones (z=12+) are gated by the town's last MS quest.
  • Total: 659/1138 spawns (58%) are gated behind quest progression.
  • isUnlocked(zone) = player.level >= zone.min_level - 5 AND (quest_gate is null OR completed)

Quest Chests

  • 365 quest chests extracted from Canary data + 21 placed on custom map = 386 total.
  • Chests use Unique IDs (UID) for matching, not position.
  • One-time loot: checks player.storage[storage_key] — if ≥ 1, "The chest is empty."
  • Rewards: gold, items, potions scaled by quest tier.

Quest Offering

  • Talk to NPC → server searches for quests where npc_giver matches NPC name.
  • Checks: not already completed/active, level requirement met, all prereqs completed.
  • Picks the lowest-ID available quest (first in chain).
  • Falls back to legacy npc.quest_id field if no npc_giver match.

Quest Rewards

  • Goldreward_gold field (100-10000 by tier).
  • XPreward_xp field (falls back to 2× gold if 0).
  • Itemsreward_item_id + reward_item_count.
  • Faction reputationfaction_id + reputation_reward.
  • LootMessage event sent on item reward: "Quest reward: Nx ItemName."

Storage IDs

  • Quests: 50001-50115 (unique per quest)
  • Travel count: 9001 (achievement tracking)

Client UI

  • Quest Log panel — Main Story progress section with gold progress bar, current/next quest, expandable 4-act list with checkmarks.
  • Quest Tracker — Compact overlay with click-to-expand story text.
  • Tutorial Guide — Main Story tip box with 4-act summary.
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