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
| Chain | Quests | Description |
| A–O (15 chains) | 70 quests | Original town-based quest chains, one chain per town |
| MS (Main Story) | 45 quests | Continent-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).
| Act | Quests | Region | Theme |
| Act 1: The Awakening | Q71-82 | Dawnport → Thornhaven → Ironhold → Saltport | Discovery of corruption |
| Act 2: The Spreading Blight | Q83-97 | Glacier Bay → Port Tidesong → Mistral → Silverwood | Tracing the corruption |
| Act 3: Desert and Cold | Q98-108 | Dunespire → Frosthold → Tidecaller's Reach | Recovering ancient relics |
| Act 4: The Final Ascent | Q109-115 | Ashenmoor → Sunken Empire → Celestial Citadel | Final assault on the Corruptor |
Quest Types
| Type | Description |
| kill_task | Kill N of a specific monster |
| boss_kill | Kill a specific boss |
| fetch | Bring an item to the NPC |
| kill_puzzle | Kill monsters to solve a puzzle |
| boss_raid | Defeat a boss raid encounter |
| talk_travel | Talk to an NPC in another town |
| puzzle | Solve a puzzle |
| escort | Escort an NPC to a location |
| puzzle_defense | Defend during a puzzle |
| fetch_puzzle | Fetch item to solve puzzle |
| defense_waves | Survive waves of enemies |
| stealth_escort | Escort without detection |
| fetch_craft | Fetch materials for crafting |
| fetch_investigation | Investigate and fetch |
| collection_placement | Collect and place items |
| escort_fetch | Escort + fetch combo |
| craft_boss | Craft item then kill boss |
| kill_recon | Kill + reconnaissance |
| investigation | Investigate a mystery |
| talk_puzzle | Talk to NPCs to solve puzzle |
| collection | Collect specific items |
| ritual_travel | Perform ritual at location |
| quest_chain | Chain connector quest |
| talk_explore | Talk + explore |
| escort_survival | Escort + survive |
| epilogue | Story 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
- Gold —
reward_gold field (100-10000 by tier).
- XP —
reward_xp field (falls back to 2× gold if 0).
- Items —
reward_item_id + reward_item_count.
- Faction reputation —
faction_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.