Quests

The main story chain, region-conquest skill points, and the rotating camp quest board.

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Echoes of Theron has three separate quest systems, each with its own reward model: the main story chain (unlocks NPCs, pays nothing directly), the implicit region-conquest quests (each worth +1 skill point), and the rotating camp quest board (gold + XP, with an occasional bonus item).

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.

The camp quest board

The Camp offers three quest slots at once, one per difficulty band — easy, normal, hard. Difficulty is purely a UI label based on how the quest’s target rank compares to your level (hard when the target is 3+ ranks above you, easy when 3+ below); it does not change the reward. A cancelled or declined slot goes on a 1-hour cooldown before it re-offers.

Quest types and targets

Each slot rolls one of two objective types:

  • Kill N in an area — clear a fixed number of enemies in a target zone. Required kills = 25 + (seed mod 26), i.e. 25 to 50.
  • Kill N of a monster — kill a fixed number of a specific enemy type. Required kills = 15 + (seed mod 11), i.e. 15 to 25.

Kill targets are fixed — they are not scaled by your level.

Reward formulas

Both rewards are computed at your level when the quest is generated, then given a seed-based ±20% swing:

  • Gold = 50 + floor((level / 99) × 4950), then ×(1 ± 0.20). This runs from 50 gold at level 1 up to 5,000 gold at level 99.
  • XP = round(xpForLevel(level) × pct), then ×(1 ± 0.20), where pct interpolates linearly from 5% of a level’s XP at level 1 down to 0.1% at level 99. xpForLevel(level) = round(128 × 1.15^(level−1)) — the same exponential curve used for levelling.

Bonus item

Independently, each generated quest has roughly a 10% chance (± up to 5%, so 5%–15%) to also drop a bonus item on completion. When it does, the item is a Rare with 3 affixes, at a base tier of ceil(level / 20).

Worked reward example (level 30)

For a camp quest generated at hero level 30:

  • Gold: 50 + floor((30 / 99) × 4950) = 50 + 1500 = 1,550 before variance → payout lands between 1,240 and 1,860 gold (±20%).
  • XP: xpForLevel(30) = round(128 × 1.15^29) ≈ 7,370. pct at level 30 = lerp(0.05, 0.001, 29/98) ≈ 0.0355, so round(7,370 × 0.0355) ≈ 262 XP before variance → payout 210 to 314 XP (±20%).
  • Item: ~10% chance of a bonus Rare at base tier ceil(30/20) = 2.

See also Camp and Currencies & Crafting Costs.