Quests

The main story chain and the region-conquest skill points.


Echoes of Theron has two quest systems, each with its own reward model: the main story chain (unlocks NPCs, pays nothing directly) and the implicit region-conquest quests (each worth +1 skill point).

The main story chain

A single linear chain of ten quests drives the whole campaign. Each quest completes automatically the instant its objective is met; you then click Claim on the Camp tab to advance to the next link. Main-chain quests pay no gold and no XP — their entire value is unlocking the next NPC and the next stretch of the world.

#QuestObjectiveUnlocks
1Setting up the Camp100 total killsTrader
2PreparingReach level 10Blacksmith
3Moving onClear the Parched Grasslands dungeon—
4In search for answersReach the Witch’s HutWitch
5Cleansing the SwampClear the Cursed Swamp dungeon—
6Find the survivorsReach the Survivors’ TownTavern
7Through the FoothillsClear the Scorched Foothills dungeon—
8Into the MountainsReach the Mountain Pass—
9Over the PeaksClear the Shattered Mountains dungeon—
10Finding TheronClear the Dark Citadel dungeon (endgame)—

Four of the ten quests unlock a camp NPC (Trader, Blacksmith, Witch, Tavern); the other six gate world progression by requiring a region dungeon clear or a “reach location” milestone. Clearing the final dungeon opens Region Resonance.

Region-conquest quests

Every region carries an implicit completion quest — nothing to accept, it is derived from your map progress. To finish a region you must:

  • Unlock every combat tile in the region, and
  • Clear the region’s dungeon.

The requirement is simply combat-tile count + 1 (the +1 being the dungeon). When both are done, a claimable quest appears; claiming it grants +1 unspent skill point. Each region can only be claimed once. See Regions for the region list.

See also Camp and Currencies & Crafting Costs.