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.
| # | Quest | Objective | Unlocks |
|---|---|---|---|
| 1 | Setting up the Camp | 100 total kills | Trader |
| 2 | Preparing | Reach level 10 | Blacksmith |
| 3 | Moving on | Clear the Parched Grasslands dungeon | — |
| 4 | In search for answers | Reach the Witch’s Hut | Witch |
| 5 | Cleansing the Swamp | Clear the Cursed Swamp dungeon | — |
| 6 | Find the survivors | Reach the Survivors’ Town | Tavern |
| 7 | Through the Foothills | Clear the Scorched Foothills dungeon | — |
| 8 | Into the Mountains | Reach the Mountain Pass | — |
| 9 | Over the Peaks | Clear the Shattered Mountains dungeon | — |
| 10 | Finding Theron | Clear 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.