Quests

Quests are a great way to tell a story, make your character travel the world as well as rewarding them with items, currencies and talent points.

Generic Fields

Field NameFunction
IDThe ID of this asset data element. Automatically generated.
NameName of the asset data in the project and editor.
Display NameThe name that will be displayed to the player.
File NameThe name of the file in the project. Automatically generated.

UI Presentation

Field NameFunction
DescriptionThe description of the quest inside the journal or the NPC window.
ObjectiveThe objective text visible in the quest tracking UI.
ProgressThe progress text visible in the quest tracking UI

Settings

Field NameFunction
Turn In Without NPC?Can this quest be turned in directly from the quest journal once completed? Or does it require an interaction with a specific NPC?

Items Given

Items Given are items that are automatically added to the player's inventory once the quest was accepted.

Field NameFunction
ItemThe item given.
CountThe amount to give.

Requirement(s)

All requirements need to be met to be able to see/accept the quest.

Field NameFunction
Use Template?Allows you to define a requirements template.
Add Requirement GroupAllows you to define requirements on this given item without the use of a template.

Learn more about Requirements here

Objectives

You press the green "Add Objective" button. This creates an empty "Task" field. In this field you define your Task.

Once the objectives (tasks) are completed you can turn in the quest.

Field NameFunction
TypeThe Task(s) to complete for the quest to be completed

Learn more about Tasks here

Automatic Rewards & Rewards to Pick

Automatic Rewards will be given to the player regardless.

For example, you set 50 experience as an "Automatic Reward" & you set 2 iron bars and 25 gold in "Rewards to Pick". So in this case you will always get the 50 experience and 1 of the rewards you picked.

So either you get 50 experience + 2 iron bars or you get 50 experience + 25 gold.

Field NameFunction
Type
  • Item: The item to give and its count.
  • Currency: The currency to give and its count.
  • Tree Point: The tree point to give and its count.
  • Experience: The experience to reward.
  • Faction Points: The faction points that will be altered and its amount.
  • Weapon Template EXP: The experience to reward toward a weapon template
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