
The elders in Twin City, Phoenix Castle, Ape Mountain, Desert City and Bird Island offer regional quests. The progression chain continues into Mystic Castle. You can also accept and turn in quests from the quest log, including the Mystic Castle quests, when their requirements are met.
The solo chain combines hunts, gathering, conversations and travel. Six boss quests require a full team of four and award tiered capes: Lich King, Hellguard Knight King, Lizardman King, Skeleton Warrior King, Orc King and Evil Lord. Check the quest log for each prerequisite and reward.
Objectives come in four shapes: thin out a kind of monster, bring back a number of an item, speak to someone, or reach a place. A quest can ask for several at once, and all of them have to be satisfied before it will take a turn-in.
While an active quest still needs an item, monster kills can roll an extra quest-item drop. Pick up the required items and keep them for turn-in.
Nearby teammates with matching active quests share kill credit. Stay together while working on the same hunt.
The quest log separates Solo, Team and Recurring quests. Locked quests explain the missing level, team size, prerequisite or reset time. You can accept and turn in quests from the log when their requirements are met.
The progression quests pay experience and gold, with capes from team bosses and Revival Stones from the Apothecary quest. The recurring EXP Draught errand awards an experience potion daily. The Stone Run awards a Revival Stone every three days. These recurring errands award their item, without extra gold or experience.

