Quests

Complete tasks to earn rewards

Overview

Quests are tasks that reward you for playing - mine blocks, craft items, reach skill levels, defeat enemies, and more. Browse and manage quests from the Quests tab in the sidebar of the skill overview (/xp).

Quests are organized into categories like Main, Daily, and Misc. Some quests start tracking automatically when you perform a matching action, while others must be accepted manually from the quest list.

Quest UI

Open the quest page by clicking the Quests tab in the left sidebar of /xp. The page shows:

  • Category filters - Filter by All, Main, Daily, or Misc at the top
  • Quest count - Total quests and active quest count
  • Quest rows - Each quest shows its name, description, status, objectives, rewards, and action buttons
  • Tracked quests - Pin up to 5 quests to show them on the side panel of every skill menu page (see Tracking)

Tracking

Click the track icon on a quest row to pin it. Tracked quests appear on the side panel of /xp and every other menu page so you always have a view of your current objectives. You can track up to 5 quests at once - the oldest pin is listed first. Untrack a quest to free a slot.

Quest States

Each quest displays a color-coded status label:

StatusColorMeaning
AvailableOrangeReady to accept - click the Accept button to start tracking
LockedGrayRequirements not met (see below)
In ProgressBlueActively tracking objectives
Ready to ClaimGoldAll objectives complete - click Claim to receive rewards
CompletedGreenFinished and rewards received
CooldownGrayRepeatable quest waiting for cooldown to expire

Requirements Display

Locked quests show a Requires: line below the description explaining what you need to unlock them. Requirements can include:

  • Prerequisite quests - e.g., Complete "Novice Miner"
  • Branching prerequisites - e.g., Complete "Warrior Path" OR "Mage Path"
  • Permission requirements - e.g., Permission: rank.vip
  • Total level - e.g., Total Level 10
  • Skill level - e.g., Mining Level 5

The requirements line appears in green when all requirements are met, or gray when any are unmet.

Objectives

Active quests display each objective with a progress counter (e.g., Mine 25 Iron Ore (12/25)). Completed objectives turn green. Some quests require objectives to be completed in order (sequential quests).

Actions

ButtonWhen VisibleWhat It Does
AcceptAvailable questsStart tracking the quest
ClaimReady to Claim questsReceive your rewards (checks inventory space)
AbandonIn Progress questsCancel the quest and reset progress

Quest Types

Auto-Accept Quests

Some quests start tracking automatically when you perform a matching action (e.g., mining stone). You don't need to accept them manually - they just appear as "In Progress" once triggered.

Repeatable Quests

Daily and other repeatable quests can be completed multiple times. After claiming rewards, the quest enters a cooldown period (shown with time remaining). Once the cooldown expires, the quest reappears as Available.

Sequential & Staged Quests

Some quests require objectives to be completed in a specific order. Only the current objective tracks progress - later objectives are grayed out until earlier ones are finished.

Quests can also use staged objectives - objectives grouped into stages where everything in the same stage can be done in any order, but later stages are locked until earlier stages are complete. For example, "gather iron ore and wood" (stage 1, parallel) then "forge a sword" (stage 2, unlocks after stage 1).

Objective Types

Quests can track the following actions. Objectives can also be scoped to a zone, so progress only counts while you are in a named area (see Quest Givers & Dialogue).

TypeExample
Break blocksBreak 50 stone blocks.
Place blocksPlace 20 oak planks.
Craft itemsCraft 5 iron swords.
Kill entitiesKill 10 zombies.
Deal damageDeal 500 total damage to enemies.
Pick up itemsPick up 30 apples.
Reach a skill levelReach level 25 in Mining.
Talk to an NPCTalk to the Adventurer's Guide.
Catch fishCatch 15 fish.
Turn in / deliver itemsTurn in 10 wheat to the quest giver.
Complete questsComplete 3 quests.
Take fall damageTake 100 total fall damage.
DieDie 5 times.
Gain XPGain 10,000 Combat XP.
Sprint a distanceSprint 1,000 blocks.
Swim a distanceSwim 500 blocks.
Cast abilitiesCast Fireball 20 times.
Earn currencyEarn 250 bounty tokens.
Breed animalsBreed 4 cows.
Feed animalsFeed 10 chickens.
Harvest from animalsHarvest wool from 8 sheep.
Fight with a companionDefeat 5 enemies alongside a tamed companion.
Complete bountiesComplete 3 hard bounties on the daily board.
Reach a bounty streakReach a bounty completion streak of 7.
Reach a locationReach the mountain summit.
Consume itemsConsume 5 healing potions.
Spend currencySpend 500 bounty tokens.

Turn-In Objectives

Turn-in objectives are player-initiated - they don't tick automatically. Press the turn-in button on the quest row (or interact with the turn-in NPC) to hand over items from your inventory. Partial turn-ins are supported: if you only have 3 of the required 10 Iron Ingots, you can turn in the 3 now and the rest later.

When a quest defines a turnInNpcId, the turn-in button only works while interacting with that NPC. Otherwise, the button works from the Quests page directly.

NPC Quests

Quests can be tied to specific NPCs. When a quest has an npcViewId, it shows up in that NPC's quest list rather than (or in addition to) the global Quests page. NPCs can also gate acceptance - if npcRequiredToAccept is set, you have to talk to the NPC to start the quest, even if you can see it elsewhere.

The NPC quest UI is a two-panel view: the NPC portrait and dialogue on the left, and the quest objectives / Accept / Turn-In / Claim buttons on the right. Dialogue varies by quest state - separate markdown strings can be set for incomplete, active, and complete. Supported markdown:

  • # Title, ## Subtitle - headers
  • **bold**, *italic* - inline emphasis
  • Single newline for line break; blank line for paragraph break

The TALK_TO_NPC objective type progresses when the player interacts with the named NPC. NPC dialogue and quest-giving are native to MMO Skill Tree (see Quest Givers & Dialogue), so no integration is required. Server owners can optionally open an NPC's quest UI directly from a dialog command with /mmoquestui <player> <npc_id>.

Quest Givers & Dialogue

Adds a native NPC dialogue engine: quest-giver NPCs hand out, accept, and turn in quests right inside a branching conversation, with no third-party integration. Pick a dialogue option to accept a quest, return later to turn it in, and claim your reward without leaving the chat. Quest-giver NPCs are placed with one of four runtime placement roles (SPAWN, ZONE_DISCOVERY, STRUCTURE, MANUAL) and dialogue authoring uses native Parent inheritance rather than a template DSL - see NPC Dialogue & Quest Givers for the full picture and pack-authoring details.

Quests can also be scoped to a zone so an objective only counts while the player is in a named area, and accepting, abandoning, or completing a quest fires the usual feedback (toast, sound). The Daily category filter has no jar-shipped content by default - it is available for a pack or owner file to use, and is separate from the Bounty Board's own daily/weekly contract rotation (see Bounty Board).

Rewards

Quest rewards are shown at the bottom of each quest row. Rewards are delivered when the quest is completed (or when you click Claim for manual-claim quests). Reward types include:

  • Items - Gear, tokens, and consumables delivered via commands
  • XP - Direct skill XP grants (e.g., +500 Mining XP)
  • Boost Tokens - Timed XP multiplier boosts (e.g., 2x All XP for 30 minutes)
  • Currency - Gold rewards
  • Ability Improvements - a permanent tweak to one of your abilities (damage, cooldown, or a whole new effect step)

If you're offline when a quest completes (e.g., via admin command), rewards are queued and delivered automatically when you next log in.

Notification Levels

Quest progress can be verbose - every objective tick can fire a notification. Players can throttle how much they see from the Settings page in the /xp menu.

LevelWhat you see
All (default)Every objective tick, every quest state change, and all milestones
MilestonesMajor events only (quest accepted, quest completed, quest claimed)
ObjectivesObjective completions (not per-tick progress)
QuestsQuest state changes only (no objective updates)
NoneSilent. Use the Quests page to check progress manually.

Shortcut Commands

All quest actions are available through the Quests tab in /xp. These commands are optional shortcuts if you prefer typing over the UI:

CommandDescription
/quest accept <questId>Accept a quest
/quest claim <questId|all>Claim rewards for completed quests
/quest abandon <questId>Abandon an active quest
/quest statusView your active quests

For Server Owners

Quests are fully configurable via JSON files. See the Quest Configuration guide for details on creating custom quests, setting up objectives, prerequisites, and rewards.

Admin commands are available via /mmoquestadmin - see the Commands page for the full reference.