Quests

📜

Implemented in code, not yet playtested. Quest definitions, objective types and chain structure are read from source. Individual quest text, rewards and step-by-step solutions are NOT reproduced here — this documents how quests work, not how to skip them.

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:

TypeCompleted by
KillSlaying N of an enemy family or name — any matches anything
CollectGathering N quest tokens, matched by the item's quest tag
TalkToSpeaking to a named NPC
VisitReaching a quest marker by proximity — no keypress
InteractInspecting a quest marker with F
BossA 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.

ChainQuestsGiverNotes
Captain6Captain HaleThe opening chain — the source calls Captain Hale the single, unmistakable opening questgiver.
Varen2VarenA raider-camp investigation that opens off step 2 of the Captain chain. Its camp, defenders, road pursuit and Captain Ordrun are spawned by RaiderCampEncounters.
Craglands3the CraglandsHighlands content.
RaiderCamp1Sir AldrenBuilt around the raider camp encounter — enemies, clear-state and a host-authoritative chest.
Rosemary3RosemaryA 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.

Category: QuestsCategory: Content

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, QuestCatalog
  • Code/Quests/QuestContent.cs — the authored chains
  • Code/Quests/QuestTracker.cs, QuestMarker.cs

Regenerate with python tools/make_wiki_articles.py after the code changes, then python build.py.

Generated from
BONKERS repository — Code/Quests/Quest.cs, Code/Quests/QuestContent.cs
Verified
Generator
tools/make_wiki_articles.py
Status
implemented in code — Implemented in code, not yet playtested