Quests
How a quest works
A quest moves through 4 states:
Available, Active, Complete, TurnedIn. A definition carries a giver NPC, an
optional required level, an optional prerequisite quest, a list of objectives, and rewards in gold,
XP and items.
Objectives can be grouped into stages. Only the objectives in a quest's current stage — the lowest stage with unfinished work — are shown and can be credited, so a long quest reads as a sequence of beats rather than one wall of tasks. A quest with no stages set behaves as a single stage.
Rewards come in two forms deliberately: generic rolled items by id, and concrete named reward items cloned on turn-in, so content can hand out a specific piece of signature gear without going through a resolver.
Objective types
6 objective types exist:
| Type | Completed by |
|---|---|
| Kill | Slaying N of an enemy family or name — any matches anything |
| Collect | Gathering N quest tokens, matched by the item's quest tag |
| TalkTo | Speaking to a named NPC |
| Visit | Reaching a quest marker by proximity — no keypress |
| Interact | Inspecting a quest marker with F |
| Boss | A Kill that only counts boss-tier deaths |
The chains
17 quests are live — 5 authored chains plus the legacy Elder set below. Chains are linked by prerequisite, so finishing one quest opens the next.
| Chain | Quests | Giver | Notes |
|---|---|---|---|
| Captain | 6 | Captain Hale | The opening chain — the source calls Captain Hale the single, unmistakable opening questgiver. |
| Varen | 2 | Varen | A raider-camp investigation that opens off step 2 of the Captain chain. Its camp, defenders, road pursuit and Captain Ordrun are spawned by RaiderCampEncounters. |
| Craglands | 3 | the Craglands | Highlands content. |
| RaiderCamp | 1 | Sir Aldren | Built around the raider camp encounter — enemies, clear-state and a host-authoritative chest. |
| Rosemary | 3 | Rosemary | A short town-side errand chain. |
Legacy and disabled content
Two legacy quests ported from an earlier project remain live, given by Elder
Aldric: q_first_blood, q_talk_merchant. They were re-gated behind the end
of the Captain chain, making them optional post-Captain side content rather than competing openings.
The source is explicit that they were kept live, not deleted, and that Elder Aldric's
spell-training role is unaffected.
Two further quests are disabled for the alpha and are not in the master list:
q_brute_hunt and q_herb_gathering. The reason given in source is concrete
— no item carries the herb quest tag, so the herb Collect objective can never
complete, and the second quest is gated behind the first. They are marked planned
here: restorable once a real herb item exists, not currently playable.
Tracking
Quest markers exist in the world as tagged objects, which is what Visit and Interact objectives resolve against. A tracker component follows the active quest.
Quest dialogue, individual objective counts and reward values are in the source but deliberately not reproduced here.
Source & verification
Source status: generated from the current BONKERS repository on November 8, 2026. Every figure on this page was read out of the files below at generation time — nothing is estimated, remembered or predicted.
Verification: Implemented in code, not yet playtested. Chain membership and counts are read from the QuestCatalog master list; disabled quests are identified from the source comment that removes them.
Code/Quests/Quest.cs — QuestStatus, ObjectiveType, QuestDef, QuestCatalogCode/Quests/QuestContent.cs — the authored chainsCode/Quests/QuestTracker.cs, QuestMarker.cs
Regenerate with
python tools/make_wiki_articles.py after the code changes, then
python build.py.