Quests: Difference between revisions
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'''Quests''' are guided goal chains that double as the game's tutorial. Each chain is an ordered list of steps; only the next incomplete step is active, and steps complete '''automatically''' the moment their goal is met. Several chains run in parallel, so a new player works through "First Steps" while the others wait. | '''Quests''' are guided goal chains that double as the game's tutorial. Each chain is an ordered list of steps; only the next incomplete step is active, and steps complete '''automatically''' the moment their goal is met. Several chains run in parallel, so a new player works through "First Steps" while the others wait. | ||
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[[Category:Progression]] | [[Category:Progression]] | ||
[[Category:Game Systems]] | [[Category:Game Systems]] | ||
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Latest revision as of 20:58, 9 September 2026
Quests are guided goal chains that double as the game's tutorial. Each chain is an ordered list of steps; only the next incomplete step is active, and steps complete automatically the moment their goal is met. Several chains run in parallel, so a new player works through "First Steps" while the others wait.
Rewards are Amber and items — and early chains are designed to fund themselves, with each step handing you the materials the next one needs. In the quest list, steps beyond the active one are hidden as "???" until you reach them.
The Chains
[edit | edit source]The six starter chains below (Act I — Roots) are the tutorial arc; the tables list each step's goal and reward. Beyond them lie three later Acts (see below) that carry the story to the endgame.
First Steps
[edit | edit source]Learn to live off the valley — from first berries to your first working dino.
| Step | Goal | Reward |
|---|---|---|
| Fill your pouch | Hold 10 Crimson Berries (Foraging) | 25 Amber + 6 Plains Fiber |
| Learn the land | Reach Foraging level 5 | 25 Amber |
| Twist a rope | Hold a Twine Rope (Crafting) | 25 Amber + 8 Crimson Berries |
| Brew a Calming Tonic | Hold a Calming Tonic (Alchemy) | 50 Amber + 10 Crimson Berries |
| A first friend | Tame your first creature (Taming) | 75 Amber |
| Put it to work | Assign a dino to a worker slot | 100 Amber |
Call of the Wild
[edit | edit source]Build a pack and take the fight to the biomes.
| Step | Goal | Reward |
|---|---|---|
| A growing pack | Tame 3 different species | 100 Amber |
| March together | Reach Taming level 10 (unlocks your pack) | 100 Amber |
| Patrol the frontier | Win 10 expeditions | 150 Amber |
| Face the Matriarch | Defeat your first biome guardian | 300 Amber |
Iron & Fire
[edit | edit source]From loose stones to a forged edge.
| Step | Goal | Reward |
|---|---|---|
| Dig deeper | Reach Mining level 30 | 100 Amber |
| First alloy | Hold a Bronze Ingot (Smithing) | 100 Amber |
| Arm yourself | Hold a Bronze Spear | 150 Amber |
| Iron age | Reach Smithing level 55 | 300 Amber |
Roots of Home
[edit | edit source]A camp becomes a homestead.
| Step | Goal | Reward |
|---|---|---|
| Break ground | Build 5 total structure levels | 100 Amber |
| Feed the herd | Raise the Feeding Trough to level 3 | 150 Amber |
| A working homestead | Build 25 total structure levels | 200 Amber |
| Raise the Thatch Hut | Build the Thatch Hut | 250 Amber |
Into the Depths
[edit | edit source]The caves below the cleared biomes hold the valley's treasures.
| Step | Goal | Reward |
|---|---|---|
| Light the way | Hold 3 Torches (Crafting) | 100 Amber |
| Into the dark | Win your first delve | 150 Amber + 5 Torches |
| A glint in the gloom | Hold a Rough Garnet | 200 Amber |
| Deep habits | Win 25 delves | 400 Amber |
Legacy
[edit | edit source]What you build outlasts you.
| Step | Goal | Reward |
|---|---|---|
| The next generation | Hatch your first bred creature (Taming) | 200 Amber |
| A twist in the line | Breed a mutated creature | 300 Amber |
| True mastery | Raise any skill to level 99 | 5,000 Amber |
Acts II–IV
[edit | edit source]Past the tutorial, the story continues in three Acts of nine chains total. Six of them carry a relic reward — four are bank passives, kept in your Bank for a standing bonus; the other two are cosmetic capstones.
Act II — The Valley Wakes
- The Amber Circuit — the trade economy; rewards the Trader's Seal (bank passive: +1 Trading Post special-order slot).
- Bones of the Valley — fossils and the Museum; rewards the Dig Compass (bank passive: fossil digs 10% faster).
- Smoke on the Horizon — the Tribe arc.
Act III — The Long Watch
- The Long Ladder — the post-99 Mastery grind.
- The Turning Sky — Weather and seasons; rewards the Almanac (bank passive: all skills 2% faster whenever any weather effect is live).
- An Age of Ash — the Tribe Material Ages; rewards the Warchief's Standard (bank passive: +5 kit score to every camp worker).
- Blood and Lineage — Breeding and Imprinting.
Act IV — War in the Vale
- War in the Vale — the Rivals raid ladder; rewards the Primal Standard (a cosmetic banner).
- The Grand Collection — full-collection goals; rewards the Monument Deed (a cosmetic Homestead pennant).
See Also
[edit | edit source]- Achievements — milestone goals that share the same tracking system
- Skills, Taming — the activities the chains guide you through