Quests
Folder: Configs/Quests/ (any file name, .cfg)
This is where you define quests themselves — what to do, what it gives, how long it lasts. A quest here is not tied to any particular NPC yet; you hand it out to NPCs separately, through Quest Profiles.
At a glance, a quest database file (Configs/Quests/starter.cfg) with a few simple quests:
[greet_elder]
Talk
A Warm Welcome
Say hello to the village elder.
"Village Elder"
Item: Coins, 10
0
[wolf_pelts]
Kill
Wolf Culling
The village needs wolf pelts. Bring me 5.
Wolf, 5, 1
Item: Coins, 50 | Skill_EXP: Bows, 20
0
[gather_wood]
Collect
Timber Run
Bring me 20 wood.
Wood, 20
Item: Coins, 30
0
...and a Quest Profile (Configs/QuestProfiles/starter.cfg) handing all three to one NPC:
[village_elder]
greet_elder, wolf_pelts, gather_wood
And what accepting a quest looks like from the NPC's side and the player's own journal:
| NPC's quest offer | Player's quest journal |
|---|---|
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A complete example, explained line by line
Configs/Quests/wolf_pelts.cfg:
[wolf_pelts]
Kill
Wolf Culling
The village needs wolf pelts. Bring me 5.
Wolf, 5, 1
Item: Coins, 50 | Skill_EXP: Bows, 20
0
| Line | Content | Meaning |
|---|---|---|
| header | [wolf_pelts] |
The quest's unique ID — this is what you reference from a Quest Profile, from another quest's chain condition, or from a Quest Event. |
| 1 | Kill |
The quest type — what kind of objective this is. See Quest types below. |
| 2 | Wolf Culling |
The quest's title, shown in the quest journal. |
| 3 | The village needs... |
The description text. |
| 4 | Wolf, 5, 1 |
The target: kill Wolves, 5 of them, minimum star level 1 — see the note below for exactly how this field works. |
| 5 | Item: Coins, 50 | Skill_EXP: Bows, 20 |
Rewards: 50 Coins and 20 Bow skill experience. |
| 6 | 0 |
Cooldown in seconds — 0 means the quest is repeatable immediately after completion. |
| 7 (not shown above, optional) | unlock requirements | Left empty here — no requirements, so this quest is available right away. See Conditions. |
If you leave off the requirements line entirely, that is fine — it defaults to "no requirements."
Quest types
There are 10 quest types. Pick the one that matches the action you want the player to perform:
| Type | What the player does | Notes |
|---|---|---|
Kill |
Kill a creature | Most common type — pairs well with Harvest for varied daily quests. |
Collect |
Hand in an item from their inventory | The items are taken away when the quest is turned in — good for "get rid of your surplus" quests, bad for anything rare or hard to get. |
Harvest |
Gather from a pickable resource (berry bush, ore vein, etc.) | Different from Collect — this is about the action of harvesting, not just owning the item. |
Craft |
Craft an item at a specific quality | Good for nudging players toward crafting/upgrading. |
Talk |
Talk to a specific NPC | Completes automatically as soon as the conversation happens — great for tutorial/intro quests in a chain. |
Build |
Build a specific structure | Resources used are not refunded if the structure is later destroyed — use sparingly. |
Move |
Reach a specific location | Good for guiding players to explore somewhere. |
KillAndCollect |
Kill a creature and also collect a matching drop | A combined objective — see the example below. |
Use |
Use a specific item or action | For item-based interactions. |
Activate |
Interact with a specific object | For activatable world objects. |
Most quest types show a marker on their target in the world, and can be toggled off per-player in Client config (Show Quest Mark):
Build marker |
Harvest/Collect marker |
Talk marker |
|---|---|---|
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The target line, by type
The target line's format depends on the quest type above it. General shape is item/creature, amount, [level], and you can list several targets on one line separated by |:
Wolf, 5, 1 | Boar, 3, 1
(kill 5 wolves and 3 boars, each at least 1-star, all counting toward the same quest)
Kill:creature, amount, level— level is the minimum star rating the creature must have,0(or omit it) for no requirement at all.Collect/Craft:item, amount, level— level is item quality.Harvest/Build:object, amount— no level field.Talk: the full NPC name, in quotes if it has a space — e.g."Village Elder".Move:X, Z, radius, "Location Name", showOnMap—showOnMapistrue/false.Use:item, amount, extra info— the third field's exact meaning depends on what you are hooking it up to.Activate:object, extra info, extra info, ...— any fields after the first are passed along as-is.
Example: KillAndCollect
This type needs more detail per target — creature, kill count, level, then a label for the item you want collected, then any extra fields:
GoblinRaider, 5, 2, ear, none, none, none, none, none
Kill 5 at-least-1-star Goblin Raiders and collect 5 "ear" trophies (a quest-only item created just for this quest, not a real item you can get any other way). The level field here works differently from plain Kill — see The Kill level field for the exact difference before you rely on a specific star count.
Reward types
You can combine several reward types on one line with |:
Item: Coins, 200 | Item: Ruby, 1 | Skill_EXP: Swords, 100
| Reward type | Format | Notes |
|---|---|---|
Item |
item, amount, [level] |
A normal item reward. |
RandomItem |
pool name |
Picks from a random-item pool you have set up elsewhere. |
Skill / Skill_EXP |
skill, amount |
Skill points / raw experience. |
Pet |
creature, amount, level |
Gives a tamed pet. |
EpicMMO_EXP / Cozyheim_EXP / Battlepass_EXP / RustyClasses_EXP |
amount |
Experience for the matching integration, if that mod is installed. |
GuildAddLevel |
amount |
Adds levels to the player's guild. |
SetCustomValue / AddCustomValue |
key, amount |
Sets/adds to a custom value — good for reputation-style systems. |
Cooldown and time limit
3600, 600
First number is the cooldown in seconds before the quest can be taken again after completion (0 = always available). Second, optional number is a time limit — how long the player has after accepting before it auto-fails (0 or omitted = no time limit).
Unlock requirements
The last line uses the condition language — this is how you build quest chains, level gates, or item-cost quests:
QuestFinished, meet_the_elder | SkillMore, Swords, 5
Only available once the player has finished meet_the_elder and has at least skill level 5 in Swords.
Special quest tags
Add one of these to the header, after =, for special behavior:
[final_boss = Autocomplete]
| Tag | Effect |
|---|---|
Autocomplete |
Completes automatically the moment the objective is met — no need to talk to an NPC to turn it in. Common for a chain's final boss fight. |
HiddenAnyCondition |
Stays hidden from the quest list unless at least one requirement currently passes. |
HiddenOtherQuestCondition |
Stays fully hidden until its chain prerequisite is met — good for not spoiling upcoming quests before they unlock. |
Without either tag, a quest whose requirements are not yet met still shows up in the NPC's list — the player just cannot take it yet. Use one of the two tags above only when you specifically want to keep a quest a surprise.
Cooldown and quest-list visibility
A quest that is on cooldown still shows in the NPC's list (with a countdown) as long as the remaining cooldown is under 5000 in-game days. Past that, it disappears from the list entirely once completed — this is the trick behind "one-time" quests: set the cooldown to something like 10000 and the quest vanishes for that player for good after their first completion, instead of reappearing once the cooldown would normally expire.
The Kill level field
The level field on a Kill target is the minimum star rating the creature must have — write 2 and only 2-star-and-above creatures count, write 0 or leave it off entirely and any star rating counts. What you write is exactly what shows up in-game, both in the quest journal and on the target requirement — there is no hidden offset to account for.
For example, changing a target line from Wolf, 10 to Wolf, 10, 2:

...changes the in-game requirement so only 2-star-and-above wolves count, shown by the marker over qualifying wolves:
| Target updated | Marker on a qualifying wolf |
|---|---|
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KillAndCollect works differently — its level field is one higher than the effective star minimum. Writing 2 there requires only a 1-star-and-above creature, not 2-star; writing 1 requires no star at all. If you want a specific minimum star count on a KillAndCollect target, write that number plus one. This asymmetry is easy to get wrong, so double-check with a test kill if the exact star requirement matters for that quest.
A full worked example
Configs/Quests/chain.cfg:
[wolf_pelts]
Kill
Wolf Culling
The village needs wolf pelts. Bring me 5.
Wolf, 5, 1
Item: Coins, 50 | Skill_EXP: Bows, 20
0
[timber_run = HiddenOtherQuestCondition]
Collect
Timber Run
Bring me wood and craft me a good axe.
Wood, 20 | AxeFlint, 1, 2
Item: Coins, 100 | Skill_EXP: WoodCutting, 50
3600, 600
QuestFinished, wolf_pelts
Here, timber_run stays hidden until wolf_pelts is completed, and once accepted the player has 10 minutes (600 seconds) to finish it before it auto-fails; it can then be repeated once per hour (3600 seconds).
Related
- Quest Profiles — assigning quests to an NPC.
- Quest Events — scripted reactions on accept/complete/cancel/timeout/death.
- Conditions.
- First quest guide, Quest chain guide.






