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:
| Status | Color | Meaning |
|---|---|---|
| Available | Orange | Ready to accept - click the Accept button to start tracking |
| Locked | Gray | Requirements not met (see below) |
| In Progress | Blue | Actively tracking objectives |
| Ready to Claim | Gold | All objectives complete - click Claim to receive rewards |
| Completed | Green | Finished and rewards received |
| Cooldown | Gray | Repeatable 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
| Button | When Visible | What It Does |
|---|---|---|
| Accept | Available quests | Start tracking the quest |
| Claim | Ready to Claim quests | Receive your rewards (checks inventory space) |
| Abandon | In Progress quests | Cancel 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).
| Type | Example |
|---|---|
| Break blocks | Break 50 stone blocks. |
| Place blocks | Place 20 oak planks. |
| Craft items | Craft 5 iron swords. |
| Kill entities | Kill 10 zombies. |
| Deal damage | Deal 500 total damage to enemies. |
| Pick up items | Pick up 30 apples. |
| Reach a skill level | Reach level 25 in Mining. |
| Talk to an NPC | Talk to the Adventurer's Guide. |
| Catch fish | Catch 15 fish. |
| Turn in / deliver items | Turn in 10 wheat to the quest giver. |
| Complete quests | Complete 3 quests. |
| Take fall damage | Take 100 total fall damage. |
| Die | Die 5 times. |
| Gain XP | Gain 10,000 Combat XP. |
| Sprint a distance | Sprint 1,000 blocks. |
| Swim a distance | Swim 500 blocks. |
| Cast abilities | Cast Fireball 20 times. |
| Earn currency | Earn 250 bounty tokens. |
| Breed animals | Breed 4 cows. |
| Feed animals | Feed 10 chickens. |
| Harvest from animals | Harvest wool from 8 sheep. |
| Fight with a companion | Defeat 5 enemies alongside a tamed companion. |
| Complete bounties | Complete 3 hard bounties on the daily board. |
| Reach a bounty streak | Reach a bounty completion streak of 7. |
| Reach a location | Reach the mountain summit. |
| Consume items | Consume 5 healing potions. |
| Spend currency | Spend 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.
| Level | What you see |
|---|---|
| All (default) | Every objective tick, every quest state change, and all milestones |
| Milestones | Major events only (quest accepted, quest completed, quest claimed) |
| Objectives | Objective completions (not per-tick progress) |
| Quests | Quest state changes only (no objective updates) |
| None | Silent. 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:
| Command | Description |
|---|---|
/quest accept <questId> | Accept a quest |
/quest claim <questId|all> | Claim rewards for completed quests |
/quest abandon <questId> | Abandon an active quest |
/quest status | View 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.