Creating a Quest

This guide walks through building a complete quest from scratch using the in-game qedit command. By the end you’ll have a working multi-stage quest with objectives, rewards, and a quest-giver NPC hook.

Prerequisites: You must be an immortal (level 91+) with builder privileges in the area. You need an area already created (see the Area Editor guide) and at least one mobile to act as the quest-giver.


Overview of Quest Structure

A quest in Sentience looks like this:

Quest (qedit)
├── Metadata: name, summary, description, class, type, category, scope
├── Settings: repeat, allowance, cost, entry stage, seed policy
├── Stages (1..N)
│   ├── Stage settings: source, complete mode, next stage
│   └── Objectives (1..M per stage)
│       ├── Type: kill, collect, talk, travel, locate, rescue, escort, custom
│       ├── Target binding (exact widevnum, pool, or ref)
│       └── Optional token attachment
└── Rewards (1..R)
    └── Type: points, currency, reputation, token, item, script

Stages are linked together with the next pointer. The quest begins at the entry stage. Each stage completes when its objectives are satisfied (according to its complete mode).


Step 1 — Enter the Editor

Create a new quest using a widevnum in your area:

qedit 5#1000 create

Replace 5 with your area’s UID and 1000 with the vnum you want. If you are already standing in your area you can use the shorthand:

qedit #1000 create

If the quest was created successfully you’ll see:

QEdit: quest 5#1000 created.

Now open the editor for that quest reference:

qedit 5#1000

Tip: Type show at any time inside the editor to see the current state of the quest.


Step 2 — Set the Name

qedit 5#1000 name Kill the Rats

The name is the short, display title of the quest that players will see in quest logs.


Step 3 — Write a Summary

The summary is a single-line teaser shown in the quest journal and NPC dialogue:

qedit 5#1000 summary Rid the storage cellar of its rat infestation.

Step 4 — Write the Description

The description is a full prose narrative shown when the player reads the quest. It opens the string editor:

qedit 5#1000 description

Type your description, end with ~ on its own line:

The storage cellar beneath the inn has become overrun with rats.
The innkeeper is desperate for help — supplies are being contaminated
and guests are complaining. Clear them out before the situation
gets any worse.
~

Step 5 — Set Quest Class

The class determines the broad kind of quest:

Value Description
narrative Story-driven quest; often part of a chain
mission Task or job quest; standalone
qedit 5#1000 class mission

Step 6 — Set Quest Type

The type is a categorisation used for filtering and logic:

Value Description
main Core story content
side Optional world content
unlock Unlocks further content on completion
class Class-specific quest
event Temporary seasonal or server event
other Uncategorised
qedit 5#1000 type side

Step 7 — Set Quest Category

The category is used for the journal log grouping:

qedit 5#1000 category regional

Valid values: none, regional, class, story, church, dungeon, crafting, event, other


Step 8 — Set Scope

The scope determines who participates in the quest:

Value Description
character Quest is individual; each player gets their own instance
group Quest tracks progress across a party group
church Quest is shared by an entire church/guild
qedit 5#1000 scope character

Step 9 — Set Repeat Policy

qedit 5#1000 repeat once

Use repeatable if this quest can be done multiple times (e.g. a daily task).


Step 10 — Add Stages

Every quest needs at least one stage. Add a stage with:

qedit 5#1000 stage add 1

Then configure it:

qedit 5#1000 stage 1 summary Exterminate the rats
qedit 5#1000 stage 1 description
Kill the rats in the storage cellar beneath the inn.
~
qedit 5#1000 stage 1 complete all
qedit 5#1000 stage 1 source static

For a single-stage quest, leave next unset (or set it to none). To chain stages:

qedit 5#1000 stage 1 next 2
qedit 5#1000 stage add 2
qedit 5#1000 stage 2 summary Report back to the innkeeper

Step 11 — Set the Entry Stage

Tell the quest where to start:

qedit 5#1000 entry 1

Step 12 — Add Objectives

Objectives define what the player must do to complete a stage.

Kill objective

qedit 5#1000 objective add 1 1
qedit 5#1000 objective 1 1 type kill
qedit 5#1000 objective 1 1 required 5
qedit 5#1000 objective 1 1 target wnum 5#201
qedit 5#1000 objective 1 1 summary Sewer Rat

This objective requires killing 5 of the mob at widevnum 5#201.

Collect objective

qedit 5#1000 objective add 1 2
qedit 5#1000 objective 1 2 type collect
qedit 5#1000 objective 1 2 required 3
qedit 5#1000 objective 1 2 target wnum 5#301
qedit 5#1000 objective 1 2 quantity 1
qedit 5#1000 objective 1 2 summary Rat Tail

This requires turning in 3 of item 5#301.

Talk objective

qedit 5#1000 objective add 2 1
qedit 5#1000 objective 2 1 type talk
qedit 5#1000 objective 2 1 target wnum 5#101
qedit 5#1000 objective 2 1 summary Innkeeper Aldric

Player must speak to the mob at 5#101 to complete stage 2.

Travel / Locate objectives

Use travel for “go to this room” and locate for “find this entity anywhere”:

qedit 5#1000 objective 1 1 type travel
qedit 5#1000 objective 1 1 destination wnum 5#110

Step 13 — Add Rewards

Add a quest point reward:

qedit 5#1000 reward add points
qedit 5#1000 reward 1 type points
qedit 5#1000 reward 1 amount 10

Add a gold reward:

qedit 5#1000 reward add currency
qedit 5#1000 reward 2 type currency
qedit 5#1000 reward 2 amount 500
qedit 5#1000 reward 2 currency gold

Add a token item reward:

qedit 5#1000 reward add token
qedit 5#1000 reward 3 type token
qedit 5#1000 reward 3 target 5#401
qedit 5#1000 reward 3 amount 1

Optionally, override the default delivery message for any reward:

qedit 5#1000 reward 1 display Aldric thanks you warmly and hands you a pouch of coins.

If not set, the system generates a default message based on the reward type and amount.


Step 14 — Enable the Quest

Quests are disabled by default. Enable it when you’re ready:

qedit 5#1000 enabled on

Step 15 — Add a Quest Prog (NPC Hook)

To make an NPC give and receive this quest, attach a quest program to the NPC using medit:

medit 5#101
addqprog 5#1000 greet_prog
done

See Mobile Programs for how to write the script logic.


Complete Example

Here is the complete sequence for the “Kill the Rats” quest:

qedit 5#1000 create
qedit 5#1000 name Kill the Rats
qedit 5#1000 summary Rid the storage cellar of its rat infestation.
qedit 5#1000 description
The storage cellar beneath the inn has become overrun with rats.
The innkeeper is desperate for help - supplies are being contaminated
and guests are complaining. Clear them out before the situation
gets any worse.
~
qedit 5#1000 class mission
qedit 5#1000 type side
qedit 5#1000 category regional
qedit 5#1000 scope character
qedit 5#1000 repeat once

qedit 5#1000 stage add 1
qedit 5#1000 stage 1 summary Exterminate the rats
qedit 5#1000 stage 1 complete all
qedit 5#1000 stage 1 source static
qedit 5#1000 stage 1 next 2

qedit 5#1000 objective add 1 1
qedit 5#1000 objective 1 1 type kill
qedit 5#1000 objective 1 1 required 5
qedit 5#1000 objective 1 1 target wnum 5#201
qedit 5#1000 objective 1 1 summary Sewer Rat

qedit 5#1000 stage add 2
qedit 5#1000 stage 2 summary Report back to Aldric
qedit 5#1000 stage 2 complete all
qedit 5#1000 stage 2 source static

qedit 5#1000 objective add 2 1
qedit 5#1000 objective 2 1 type talk
qedit 5#1000 objective 2 1 target wnum 5#101
qedit 5#1000 objective 2 1 summary Innkeeper Aldric

qedit 5#1000 reward add points
qedit 5#1000 reward 1 amount 10

qedit 5#1000 reward add currency
qedit 5#1000 reward 2 currency gold
qedit 5#1000 reward 2 amount 500

qedit 5#1000 entry 1
qedit 5#1000 enabled on

Next Steps