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Quests

Server-authoritative, composable quest logic — objectives, kill credit and rewards in one coherent path, with progress that persists.

Quest logic is server-authoritative and composable. The server tracks objectives — kill credit, collection, interaction, and completion — and hands out rewards when conditions are met. Kill-credit is wired into the live combat loop, so when a monster dies, the right players get credit, loot rolls, and quest progress all through one coherent path.

Quest-givers are NPCs in the world (the same actor system that spawns monsters and vendors), and quest progress persists in the database, so your journey is saved. Because quests are data, we can author new ones — and because the engine is authorable, we can fix broken ones.

At a glance

  • Objective types: kill credit, collection, interaction and completion.
  • One path from a monster's death to credit, loot rolls and quest progress.
  • Saved progress — stored in the database, so your journey persists.
  • Authorable — new quests can be written and broken ones fixed.

Related: Dungeons & encounters · Combat