NPCs & Quests
When you walk onto an NPC's square, a conversation opens automatically. NPCs speak to you, and you respond by choosing from a list of numbered options (up to 4 choices per response).
Last updated: October 16, 2026
NPC Conversation System
When you walk onto an NPC's square, a conversation opens automatically. NPCs speak to you, and you respond by choosing from a list of numbered options (up to 4 choices per response).
How Conversations Work
- You enter an NPC's location
- The NPC greets you and describes the scene
- You see numbered dialog options — pick one by saying the number or the option text
- Conversations branch based on your choices
- Some options award gold, XP, items, or start quests; others carry penalties
Say "goodbye", "bye", "leave", or "exit" at any point to end the conversation.
Locked Options
Some dialog choices are locked until you meet requirements:
- Level requirement: "Requires level 15" — come back when you're stronger
- Clue requirement: You need to have discovered something in the world first
- NPC state: The NPC must be in a specific condition (e.g., you must have helped them first)
Locked options are shown with [LOCKED - reason] so you know they exist and what's needed.
Clues & NPC States
As you explore and talk to NPCs, you can discover clues — pieces of information that unlock new dialog options elsewhere. Some conversations also change an NPC's state (HEALTHY, INFECTED, QUEST_COMPLETE, DEAD), which affects what they say and what options are available when you visit again.
Conversation Effects
Choosing dialog options can reward or penalize you:
What You Can Earn
- Gold, Experience, Soul Shards (Lesser/Royal/Sovereign), Crafting Runes
- Blood Emeralds (tracked as a premium transaction)
- Items placed directly into your inventory
- Quest starts — a new quest automatically begins
What You Can Lose
- HP damage (if reduced to 0, you're downed)
- Gold
- Soul Shards
- Items removed from inventory
After each choice, you'll see a summary: "You received: 100 gold, 50 experience." or "You suffered: 25 damage taken, 50 gold lost."
Quest System
Quests give you goals to pursue as you explore the world. They're started through NPC conversations and tracked automatically as you play.
5 Quest Types
| Type | Goal |
|---|---|
| Kill | Defeat a certain number of enemies or specific enemy types |
| Collection | Collect certain items |
| Exploration | Visit specific locations or zones |
| NPC | Talk to specific NPCs |
| Boss | Defeat specific boss enemies |
Quest Rewards
Completing a quest can give you: gold, soul shards, crafting runes, blood emeralds, XP, skill points, and items. Some quests are part of chains — finishing one automatically starts the next.
Your Quest Actions
| Action | How |
|---|---|
| View active quests (with progress) | Say "quests", "active quests", "quest progress", "check progress", or "quest status" |
| View completed quests | Say "completed quests", "finished quests", "quest history", or "completed missions" |
| Abandon a quest | Say "abandon quest [name]" (not yet wired — see Player commands below) |
Quest Lifecycle
Talk to NPC → Quest starts → Play normally → Progress tracked automatically:
→ Kill enemies (Kill/Boss objectives)
→ Visit zones (Exploration objectives)
→ Talk to NPCs (NPC objectives)
→ Pick up items (Collection objectives)
→ All objectives complete → Rewards given → Quest marked done → Next quest starts (if chained)
NPC Types
| Type | Role |
|---|---|
| Shopkeepers | Buy and sell gear at level-appropriate prices |
| Quest givers | Start quest chains, provide story context |
| Trainers | Class-specific services |
| Story NPCs | Lore, world-building, branching narrative |